You have to do all of the things nemesismate is saying or you will have a bad time.
Blender includes a shedload of stuff that has nothing to do with game development. Sometimes finding the narrow slices of things that will work with a game engine like JME is tough. (One of the reasons xbuff is so nice as it has a live view.)
I did though… I think. Let me get this straight right… Let’s recap:
Make the model
UV Map it
Colour the UV Map
Apply UV Map to the model in blender
Save and use the .blend file in jme
Generate material.
At step 6 I have the model, it’s white, no texture. I generate the j3md, I apply the UVMap I used in blender in the material’s property DiffuseMap. What I don’t get it, if I have to do this to theoretically make it work, why colour the model in blender in the first place? I guess that’s a redundant step I made, or…? Thanks for all your feedback
I tried it as you said and saved that .blend. I tried it and it was still white, generated material, applied diffusemap to the material and it still only reads 1 colour.
I am currently going to the hospital but I will try again once I get back. Unless there is an “apply modifications” or whatever button then I’m pretty sure I did it right. Assuming it proprerly read the text coords, would I have to apply anything to the material or does it automatically get the uv map colours?
Well… I’m not a Blender expert xD, it is someone else who makes the visual stuff in my team but… did you try to load it now on jme3?, when I tried it also looked like that (no good in blender, good in jme3).
I think that it has something to do with your blender TextureNodes and the way you use them in “Cycles render”.
Try to load it in jme3 and if it works (I think so), just find the way in blender to see it fine when using “Blender render”.
Nope. It just makes it a tad lighter, so really no difference. This is starting to get annoying now. It can’t be possible that it’s taking me over a day to make 1 single texture work…
xD well… it happens sometimes if you are learning two things at the same time. What annoys me more is that you have done the same I did and it didn’t work, could you upload the blend just as you have it right now so I could check it out?
Ok, the texture coords are fine in that model. If you:
load the model
open the geometry properties in the scene explorer
select “create material” and submit, a material .j3m is generated.
set your uv-map as diffusemap
With that works.
If you want to have the texturemap imported at the same time so when you make step 3. it also generates the texture (uvmap) you can try to disable the blender texture nodes (so you see it right in “Blender render” too):
A rule of thumb when trying to import from blender should be: first make it work on “Blender render”, then try to import it