No, not packaged in the blend, that will create packaged textures which are bad because they can’t be shared. Just make sure the texture is in the assets folder and referenced with a relative path in the blend file.
I remember having problems with this paths when starting with jme and the usage blender-jme3 can be frustrating sometimes so to check that the things are working and the only remaining issue is the texture paths I strongly suggest to first try with “packaged” textures. Once it works, the optimization can come :D.
Another curious thing about the sdk is that if you load the j3o with the packaged textures and then go (through the scene explorer) to the geometry properties and you click on “create j3m file” (on submiting), it unpacks the textures and generate a material file.
Well yeah, I had to add that unpacking feature because j3m files can’t reference packed textures either. I strongly recommend getting your asset management in order and use textures from the assets folder directly in Blender. If it doesn’t work you’re still doing something wrong.
I mapped it to UV (has a bug, tree trunk won’t get coloured while leaves do but I posted on the blender forums for that). Now, what do I do to get it to have a material in my game? It’s just a .blend file. I tried using that but it has no colour, still gray. I also tried exporting as OGRE, I got a .material file. Not a .j3md. There is no option to convert it to j3m either. I’m going nuts here
Go to the panel in the right and next to material select “generate material” or “create material” or something… then you will get a j3m for the material in one of the assets sub-folders. (I don’t remember exactly which one.)
Okay. Then how would I give it my blender texture? I’ve tried setting its “DiffuseMap” property to my UV Map.png file but that just makes it look silly. How do I tell it “This is the trunk! This is the top!”?
See now I’m very confused… There are so many different opinions here. I read everywhere that I was supposed to UV map it otherwise it wouldn’t work, but now you say I can just skip the uv mapping and directly texture it? And if I did do this, how would I apply that texture in Blender into the object itself in jme? I wish there was a tutorial on this… I’m incredibly lost and confused right now…