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 , 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