Floor

What's the best way to implement a floor? and lets say there are certain areas in the floor that has carpets, some areas are made of wood, etc. On top of the floor there are objects lang tables and chairs.

rmpineda said:

What's the best way to implement a floor? and lets say there are certain areas in the floor that has carpets, some areas are made of wood, etc. On top of the floor there are objects lang tables and chairs.


those things are very time intensive if you want to generate them "procedurally" (does that word even exist? ;)) What I would do is model your level/room/etc. in a modelling tool like Blender or 3d Studio Max complete with lights, floors, walls, textures, and so on and export and import it into jme. that can be done with ObjToJme for static models or for example ogrexml for animated stuff. search in the forum.
dhdd said:

rmpineda said:

What's the best way to implement a floor? and lets say there are certain areas in the floor that has carpets, some areas are made of wood, etc. On top of the floor there are objects lang tables and chairs.


those things are very time intensive if you want to generate them "procedurally" (does that word even exist? ;)) What I would do is model your level/room/etc. in a modelling tool like Blender or 3d Studio Max complete with lights, floors, walls, textures, and so on and export and import it into jme. that can be done with ObjToJme for static models or for example ogrexml for animated stuff. search in the forum.


we also thought of doing that. But wouldn't the loaded "environment" from Blender have problems in terms of different properties of the objects? like a wooden chair, a concrete wall etc.
rmpineda said:

we also thought of doing that. But wouldn't the loaded "environment" from Blender have problems in terms of different properties of the objects? like a wooden chair, a concrete wall etc.


no, quite the opposite, since texturing (make things look like wood or concrete, ...) is much easier in a modelling tool than it is to generate it at runtime.