Has anyone had success importing textured models created in Asset Forge? http://assetforge.io/
I am trying to use the Import Model wizard in the SDK and the model looks correct in the preview, however something goes wrong once I finish importing and look at the model in the Scene Composer or in game.
However, if it works correctly in the preview, can this be fixed for the imported material as well? Doing this manually could get tedious. Is OBJLoader.java the correct place to go about doing this?
So the linked code is not correct, asset packs were an attempt to bundle multiple assets and deploy them to web servers and make them available (much like the .unitypackage), what would be needed is the materialloader module.
I am uncertain if this is an issue with the SDK not transfering the Material correct or something related to asset importing or something, but it seems odd anyway because I can’t imagine how this bug could be coded, it could however be that this is due to Material#clone() dropping these changes as part of an Engine Bug.
You can work around this by exporting the material (that means doubleclicking the Material Property where it says (Generated Material), because then a real j3m file will be create which you can edit, there you can easily set the Texture Wrap Mode as well. This is bad though because if you would reimport the Model, all changes would be lost.
If you want to get your hands dirty with code, you can try to setup an SDK Build Environment and debug the code using breakpoints to see where the differences are. I would recommend this anyway, because no matter where the bug is, it’ll take a while until the new version is out which fixes this. I’d really suspect Material#clone() but other than that one can inspect the materials texture wrapping mode in that preview window and then step through the code.
My guess still is the code is doing: saveNodeToFile(“model.j3o”); and then loadModel(“model.j3o”); (Pseudocode obviously)