Hi everyone. I have a problem with loading assets. On the beginning of my project i loaded objects as obj file and I putted on it UV texture. It works correctly. Now, I wanna make some animations. I red that I have to export my Blender model into mesh.xml file, and this file put to project. So, I installed OgreXML converter. When I exported my blender model I selected the folder on my “assets/Model” directory and I checked to convert textures into png format. I got lots of file (.materials, .scene, .mesh.xml, textures in .png). So, after that I loaded .mesh.xml file into my project. Object was load, but without any textures. Maybe problem is how I’m naming files? Anybody knows what I’am doing wrong?
Should I make an UV map to mesh.xml file?
You have to create a separate material file (in assets/Materials) wich points to the .png file of your texture and add this to your node in your code (at least, that is how I did it).
Unfortunately it doesn’t work. In tutorial (Assets tutorial) is writing: “Export your 3D model in OgreXML format (.mesh.xml, .scene, .material, .skeleton.xml) and place it in a subdirectory of assets/Models/.” So I think that I don’t have to create different subdirectories.
I have many material files (created by blender). For example here is main material file:
// blender material: cholpka
material cholpka
{
receive_shadows on
technique
{
pass cholpka
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
}
}
}
Beside that file I have few with textures, e.g:
// blender material: drzwi
material drzwi
{
receive_shadows on
technique
{
pass drzwi
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
texture_unit
{
texture DoorsWoodSingleOld0002_thumbhuge.png
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
And I have this texture in the same folder (all files are in “assets/Models/cholpka”).
I tried to change my main material file into ninja material file (ofcourse I changed the texture). But nothing happened, still I have a red object.
Manual also states you have to create the material after converting to .j3o, see manual at https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:external:blender.
Ok, I found solution. I have to many material files. Only one material file is needed with information about UV texture. When I saw “ninja” material file I repair this into my project.