@normen said:
Right, theres the warning sign, next to the "176 | 12 | INS"
@Normen: Any chance you can include the exception in the error message? It is not really user friendly as it is right now.
@normen said:
Right, theres the warning sign, next to the "176 | 12 | INS"
@Momoko_Fan said:
@Normen: Any chance you can include the exception in the error message? It is not really user friendly as it is right now.
@normen said:
Somebody told me jme would import models w/o crashing regardless of missing assets.
@Momoko_Fan said:
If an exception happens in the thread that loads the model, the model will not be available, thus, the model has not been imported.
E.g.
[java]try {
Spatial model = assetManager.loadAsset( ... )
} catch (Exception ex) {
// Cannot access model here
}[/java]
Also, if you implement AssetLoadListener, you can receive notifications when a dependent asset has failed to load.
@Normen: Sure, it is a failure of the engine. Still, it would be helpful for the user to see the error message as some of those errors can be fixed by the user.
@Momoko_Fan said:
@Normen: Sure, it is a failure of the engine. Still, it would be helpful for the user to see the error message as some of those errors can be fixed by the user.
@Momoko_Fan said:
@Normen: Any chance you can include the exception in the error message? It is not really user friendly as it is right now.
@normen said:
You mean all global errors should pop up instead of just creating the warning sign like when running the SDK in development mode?
what would be nice is that i send my blend file, but there is no point, as it is the default blender scene
so far i have to create my scenes by exporting each mesh and then exporting the scenegraph(pos and rot only) of nodes
to reimplement it at runtime
dotScene script is cool but for my nedds, i don’t really need to go that direction
the import from jme is more achieved and seems to do what i need
@rompelstilchen said:
strange as i selected the very file, it says it is not there :
@normen said:
You use an old version of the SDK it seems, newer versions inform you that you cannot load assets outside the assets folder (except for when using the model import tool)
@rompelstilchen said:
seems reductive, but anyway
but the trick is that i just updated the whole platform
again, put your model in the assets folder
@normen said:
again, put your model in the assets folder
You don’t get a message as its in the project folder but not in the assets folder… If you manually start hampering with your project structure it gets hard to help. Also please read this about how to best manage your assets: https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:intermediate:multi-media_asset_pipeline
@normen said:
You don't get a message as its in the project folder but not in the assets folder.. If you manually start hampering with your project structure it gets hard to help. Also please read this about how to best manage your assets: https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:intermediate:multi-media_asset_pipeline
If you knew about the assetManager it would make sense to you
@normen said:
Thats what the model import tool is for and thats what it does. But if you store your model in a way that the image location and the model file have no relation whatsoever then the importer cannot just assume that relation for you. That is why the images have to be in the same folder or a subfolder, else the whole path (e.g. /Username/Mydocuments/images/textures/image.jpg) would have to be transferred to your assets folder. So as outlined in the wiki, just save your models and textures in the assets folder from the start so the relative location is defined from the start. Really, we don't do it this way because we are dumb or want to annoy you.
@rompelstilchen said:
i mean i agree with you and as it is working, well fine, but i think everything is possible
@rompelstilchen said:
by the way, i managed to make a game, with caracters, landscape and everything, but on my own the project seems unbearable, do you have any advice on this ?(even if it is not the actual subject of this thread)
i just tried to contribute with some ideas, that’s all, maybe my writing is not apropriate or i was just wrong
i guess you’re never wrong right ?
@normen said:
So go ahead and write the code to import every model on this planet with images stored where ever. :roll: You' d have to remap names, register strange folder roots, change the paths of the imported images again and much more. Again, you don't understand how the assetmanager works which is okay but please don't try to tell me whats possible and how easy it is.