So I have been able to get a Wiimote Controller to connect to a simple toy Java app outside of the jME IDE and work just fine, however, now after I have included the WiiRemoteJ and BlueCove libraries into my project I receive an error that states “Native Library bluecove not available”. I assumed that when these libraries are added to the project (and we specify the classpath to them) that this all is managed by jME with the javac command at compile time but perhaps that might be where the issue is for this.
The commands I use to compile/run the toy Java app (not in the jME IDE) are simply:
javac -cp .:WiiRemoteJ.jar toy-test.java
java -cp .:WiiRemoteJ.jar:bluecove-2.1.1-SNAPSHOT.jar toy-test
Is there anything I should be adding into the Run → Set Project Configuration → Customize → Compiling (or) Run
sections? Any help would be greatly appreciated! Thanks!
This is a normal jni library loading problem, not special to jME. Simplest solution is having the all in your project root / the execution folder of the app.
Ah, ok thanks! I actually ended up getting the Bluecove library to work when I run it from the command line but now I’ve run into another problem see: (http://hub.jmonkeyengine.org/groups/jmonkeyplatform/forum/topic/how-to-run-jme3-project-in-command-prompt/#post-136651). Perhaps I missed a step in the Hello Assets tutorial but, if I have a mesh.xml file in my Models folder is there anything additional I need to do within jmp to get it to include the model in the [PROGRAM]/dist/libs/assets.jar file? When I extract the assets.jar file, the [model].mesh.xml (ex. Ninja.mesh.xml if I were using the Hello Assets as an example) is not there and the program crashes everytime when run from the command line because of this.
Update: Found the solution (http://hub.jmonkeyengine.org/groups/general-2/forum/topic/invisible-white-obj-models/) … sorry for the hassle … it might help others down the road to change the wording in the Hello Assets tutorial to read “For the game release, you must optimize model loading by converting all models to JME3’s .j3o format” rather than “For the game release, you should optimize model loading by converting all models to JME3’s .j3o format” … the ‘should’ makes it sound desirable but not obligatory unless there is someway to have mesh.xml’s or obj files appear in your distribution’s assets.jar that I’m not aware of.
Ogre files are excluded by default as you are expected to convert your model to j3o before deployment. Thats stated in the manual too.