Material textures

Hi ,in short, i did a model with material and texture . If i try to load it like “Ninja” in guide it lads every thig fine ,but when i try to split load it ,it blows up.
Material parameter is not defined: DeffuseMap
is last exeption i getting
I followed guide on import
I went in props and got material in generated this is the code :

public String modelMesh=“Models/222/Cube.mesh.j3o”;

 Node   MyCube = (Node) assetManager.loadModel(modelMesh);
 Geometry geom = (Geometry) MyCube.getChild(0);
 Mesh mesh = geom.getMesh(); 
 
    

MyGeometryBasic cube = new MyGeometryBasic(nomeClasse,1,"Sweet Home", mesh);
cube.setLocalTranslation(spatial.getLocalTranslation().getX(),
        spatial.getLocalTranslation().getY(),
        spatial.getLocalTranslation().z);
cube.setLocalScale(size);
        try {
Material mat1 = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md");// "Common/MatDefs/Light/Lighting.j3md"
       System.out.println(mat1);
mat1.setTexture("DeffuseMap",
    assetManager.loadTexture("Models/222/MENU.jpg"));
System.out.println(mat1);

cube.setMaterial(mat1);
} catch (Exception e) {
    System.out.println("starts here");
    e.printStackTrace();
        }
    MyCityBuilder.MainGameClass.abitazioni.attachChild(cube);

oh and i i do not try to setTextures it doese not go down,just shows no object(may be it goes invis i dont know)

here is what i have in material

 Material MyMaterial : Common/MatDefs/Light/Lighting.j3md {
 MaterialParameters {
    DiffuseMap : Repeat Models/222/MENU.jpg
    GlowColor : 0.0 0.0 0.0 1.0
    Specular : 0.5 0.5 0.5 1.0
    Diffuse : 0.64000005 0.64000005 0.64000005 1.0
    UseMaterialColors : true
    ParallaxHeight : 0.05
    Ambient : 0.8 0.8 0.8 1.0
    Shininess : 12.5
}
AdditionalRenderState {
    FaceCull Back
    Wireframe Off
    DepthWrite On
    PolyOffset 0.0 0.0
    AlphaTestFalloff 0.0
    Blend Off
    PointSprite Off
    ColorWrite On
    DepthTest On
  }
}

You have a typo. It’s “DiffuseMap”.

Also, if you have a Material pre made, you can instead do:

Material m = assetManager.loadMaterial("Materials/MyMaterial.j3m")

and save yourself a couple of lines of code. No need to set textures again, then.

Thnx,but some how they go invisible :frowning: dont know why

Do you have a light in your scene?

in blender or in jMonk. ?

jMonkeyEngine. If you’re using the Lighting material, it requires a light to be there. Try adding an AmbientLight and see.

Also, is abitazioni attached to the rootNode?

Yeah it was light ,thynx wery mutch i spent whole day on it :smiley: i wonder if there a way to avoid dipendence on light,when i made a model it went to diffuse map it self(or at least i wasnt doing it soo intentionally)

You can use the Unshaded material definition for that. Believe me, I’ve made the same mistake a couple of times. Especially when it’s been a while since I worked on something :slight_smile:

1 Like

thnx for help

Damn having some probs,it go inverted if i use unshaded from jM,and i cant use my mat as unshaded

WTF?! is this thing trolling,right now it crushed ,then i restarted and i works fine now ???,may be spending 17 hours on pc is not healthy … but i think this thing plays with me :face_with_raised_eyebrow: