Material and Mesh.xml

Hi guys and merry christmas !



I’m trying to get an mesh.xml like the Golem but with a personnal model i made and here is the result :

http://img189.imageshack.us/i/materialmissing.png/



i’m using Ogremax from 3DSMAX then i go to Ogremax > Scene settings > Meshes > XML then to Ogremax > Scene settings > Materials > Add , and i’m adding a JPG what is my UV mapping.



If i try to add a material in JME my UV coordinates are not in the good place.

[java]

Material mat = new Material(assetManager, “Common/MatDefs/Light/Lighting.j3md”);

mat.setTexture(“m_DiffuseMap”,assetManager.loadTexture(“Textures/Personnages/TextureUV.jpg”));

mat.setColor(“m_Diffuse”, ColorRGBA.White);

mat.setFloat(“m_Shininess”,0.8f);

[/java]



What can i do ?



Thanks

Could it be that you just need to flip the texture when using a custom material?

Not sure to know what’s to flip a texture :confused: , anyway i edited the xml and now it works

Flip a texture = Turning it upside down

Could you please explain how you fixed your problem for others that might run into the same?

Sure ,



I added this line to my mesh.xml :



<submesh material=“Models/MyCharacter/Character.j3m” usesharedvertices=“false” use32bitindexes=“false” operationtype=“triangle_list”>



And wrote a j3m file like here :



Material Monkey Head : Common/MatDefs/Light/Lighting.j3md {

MaterialParameters {

m_Shininess : 0

m_DiffuseMap : Models/MyCharacter/Character_texture.jpg

m_Specular : 0 0 0 1

}

}



And the Character_Texture is the UV mapping i made ,



Hope it will help some people