http://www.ludumdare.com/compo/
I finished a game in 21 but it wasn’t very fun to play.
This time I will try to “add more fun”
at first I was going to do a android game but I think that will take to long.
I will be using
JMonkeyEngine3
-Physics
-Terrain
Music/Sound
-LMMS
-Audacity
Models
-Blender
Most Likely a guy running around (FPS) breaking things
-Greg
@sbook
I will tweet as much as I can
@erlend_sh
Thanks. I think they expect over 1000 games this time. Should be insane.
Kewl… Good luck
awesome, good luck! I might have to get in on the next one, sounds like fun
Playing with LMMS good stuff
Make us proud! I posted a question on Twitter from the jME account asking if anyone was doing a jME project for it. Be sure to do a jME hashtag!
#jMonkeyEngineIsTheGreatestEngineEverAndAllOtherEnginesBowToIt would probably make sense.
Best of luck mate. You’ll be competing with one of my school’s teachers, Chevy Ray Johnston, and a couple of his current students. He won the last Ludum Dare
Give’em hell!
@ttrocha Great!!! do you have a twitter account? I will follow you.
Mine is @ScriptBlocks
Should be very exciting.
Yeah, actually I’m not that much a twitter-guy! But it might be the best thing to communicate as the
LD-blog is more like a chat by all that hundrets of crazy coders
My twitter account is @tomaga95 Hehe, just realized that I already follow you
But to say it from the beginning, I won’t use jme3 for this one (but for the beta-contest). I want
to give gamekit another chance…
good luck guys, keep us informed!!
@ttrocha I am now stalking following you on twitter
@wezrule Thanks
Can someone point me to a wiki page or tutorial on loading a .blend file into jme3 with code and possibly Converting it to a j3o file. I like the sdk but it crashes a lot for me on Ubuntu.
Last time the slowest part of Ludum Dare was trying to get the blender to ogre exporter working correctly. If I can avoid using it that would be awesome.
-Greg
@normen
For the Example TestSaveGame.java you are saying I can replace
Spatial model = (Spatial) assetManager.loadModel(“Models/Oto/Oto.mesh.xml”);
with
Spatial model = (Spatial) assetManager.loadModel(“Models/model.blend”);
To load the blend file directly?
Thanks for the fast response.
-Greg
You can but you don’t want to as its a quite lengthy import process and the file contains lots of unnecessary info.
I have a blend file that I am trying to import I get the following error with the import
Note that in the blend file there is a cube that is UV unwrapped and has two textures on it
DIFFUSE and BUMP
Other blend files with a single DIFFUSE texture seem to work fine.
[java]
Spatial model = (Spatial) assetManager.loadModel("cube.blend");
myPlayer.attachChild(model);
convertBlendToBinary(myPlayer);
public void convertBlendToBinary(Node node){
System.out.println("SAVING NODE");
//Save File Path /home/gbluntzer/.jme3/mycompany/mygame
String userHome = JmeSystem.getStorageFolder().getAbsolutePath() + File.separator + "mycompany/mygame".replaceAll("/", File.separator);
BinaryExporter exporter = BinaryExporter.getInstance();
File file = new File(userHome+"/Oto.j3o");
try {
exporter.save(node, file);
System.out.println("SAVED NODE");
} catch (IOException ex) {
Logger.getLogger(ImportExport.class.getName()).log(Level.SEVERE, "Failed to save node!", ex);
}
}
[/java]
[java]java.lang.IllegalStateException: No loader registered for type ""
at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:248)
at com.jme3.asset.DesktopAssetManager.loadTexture(DesktopAssetManager.java:325)
at com.jme3.scene.plugins.blender.textures.TextureHelper.loadTextureFromFile(TextureHelper.java:829)[/java]
any suggestions?
Hmm,…ok some guesses:
- Do the images have appropriate extensions? (Did you pack them?)
- Do you have an image connected to the uv in the uv-editor that has no extension? If yes, try to remove this or set it to a valid one…
…just guesses! Maybe it helps…
@gbluntzer Good luck! =]
I wish I have the courage to enter this, but I care too much about my sleep time -.-`
[java]Spatial model = (Spatial) assetManager.loadModel("robot.blend");[/java]
Anyone know what causes this on a .blend load
I am trying to load a model that has two Actions (Wave, TurnHead) Associated to the Armature
[java]SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
java.lang.ClassCastException: com.jme3.animation.SpatialTrack cannot be cast to com.jme3.animation.BoneTrack
at com.jme3.scene.plugins.blender.animations.ArmatureHelper.getTracks250(ArmatureHelper.java:275)
at com.jme3.scene.plugins.blender.animations.ArmatureHelper.getTracks(ArmatureHelper.java:228)
at com.jme3.scene.plugins.blender.modifiers.ArmatureModifier.<init>(ArmatureModifier.java:135)
at com.jme3.scene.plugins.blender.modifiers.ModifierHelper.readModifiers(ModifierHelper.java:87)
at com.jme3.scene.plugins.blender.objects.ObjectHelper.toObject(ObjectHelper.java:167)
at com.jme3.scene.plugins.blender.AbstractBlenderLoader.toObject(AbstractBlenderLoader.java:134)
at com.jme3.scene.plugins.blender.BlenderLoader.toObject(BlenderLoader.java:70)
at com.jme3.scene.plugins.blender.BlenderModelLoader.load(BlenderModelLoader.java:63)
at com.jme3.scene.plugins.blender.BlenderModelLoader.load(BlenderModelLoader.java:49)
at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:273)
at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:408)
at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:418)[/java]