Terrain is black?

Hi!

I’m new to this forum but I am not new to programming. I created a terrain game with physics but the terrain is black. I based it on something like the jme3tests.terrain.TerrainTestGridLoader. Please help!

Cap123

We can’t help, you don’t show any code :frowning:

Okay
Here is my code:

 public class Main extends SimpleApplication {

public static void main(String[] args) {
    Main app = new Main();
    app.start();
}

private Material mat_terrain;
private TerrainGrid terrain;
private float grassScale = 64;
private float dirtScale = 16;
private float rockScale = 128;
private boolean usePhysics = true;
private boolean physicsAdded = false;

Boolean isRunning = true;
private CharacterControl player3;

@Override
public void simpleInitApp() {
    // W, H, L
    /* Box b = new Box(Vector3f.ZERO, 1, 1, 1);
    Geometry geom = new Geometry("Box", b);

    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat.setColor("Color", ColorRGBA.Blue);
    geom.setMaterial(mat);

    inputManager.addMapping("stopX", new KeyTrigger(KeyInput.KEY_X));
    inputManager.addMapping("startZ", new KeyTrigger(KeyInput.KEY_C));
    inputManager.addListener(analogListener, "stopX", "startZ");
    
    // rootNode.attachChild(geom); */
    setup();
    this.flyCam.setEnabled(true);
    
    File file = new File("TerrainGridTestData.zip");
    if (!file.exists()) {
        assetManager.registerLocator("http://jmonkeyengine.googlecode.com/files/TerrainGridTestData.zip", HttpZipLocator.class);
    } else {
        assetManager.registerLocator("TerrainGridTestData.zip", ZipLocator.class);
    }

    this.flyCam.setMoveSpeed(100f);
    ScreenshotAppState state = new ScreenshotAppState();
    this.stateManager.attach(state);

    // TERRAIN TEXTURE material
    this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md");

    // Parameters to material:
    // regionXColorMap: X = 1..4 the texture that should be appliad to state X
    // regionX: a Vector3f containing the following information:
    //      regionX.x: the start height of the region
    //      regionX.y: the end height of the region
    //      regionX.z: the texture scale for the region
    //  it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
    // slopeColorMap: the texture to be used for cliffs, and steep mountain sites
    // slopeTileFactor: the texture scale for slopes
    // terrainSize: the total size of the terrain (used for scaling the texture)
    // GRASS texture
    Texture grass = this.assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
    grass.setWrap(Texture.WrapMode.Repeat);
    this.mat_terrain.setTexture("region1ColorMap", grass);
    this.mat_terrain.setVector3("region1", new Vector3f(88, 200, this.grassScale));

    // DIRT texture
    Texture dirt = this.assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(Texture.WrapMode.Repeat);
    this.mat_terrain.setTexture("region2ColorMap", dirt);
    this.mat_terrain.setVector3("region2", new Vector3f(0, 90, this.dirtScale));

    // ROCK texture
    Texture rock = this.assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg");
    rock.setWrap(Texture.WrapMode.Repeat);
    this.mat_terrain.setTexture("region3ColorMap", rock);
    this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale));

    this.mat_terrain.setTexture("region4ColorMap", rock);
    this.mat_terrain.setVector3("region4", new Vector3f(198, 260, this.rockScale));

    this.mat_terrain.setTexture("slopeColorMap", rock);
    this.mat_terrain.setFloat("slopeTileFactor", 32);

    this.mat_terrain.setFloat("terrainSize", 129);

//quad.getHeightMap(), terrain.getLocalScale()), 0
AssetTileLoader grid = new AssetTileLoader(assetManager, “testgrid”, “TerrainGrid”);
this.terrain = new TerrainGrid(“terrain”, 65, 257, grid);

    this.terrain.setMaterial(this.mat_terrain);
    this.terrain.setLocalTranslation(0, 0, 0);
    this.terrain.setLocalScale(2f, 1f, 2f);

// try {
// BinaryExporter.getInstance().save(terrain, new File("/Users/normenhansen/Documents/Code/jme3/engine/src/test-data/TerrainGrid/"
// + “TerrainGrid.j3o”));
// } catch (IOException ex) {
// Logger.getLogger(TerrainFractalGridTest.class.getName()).log(Level.SEVERE, null, ex);
// }

    this.rootNode.attachChild(this.terrain);
    
    TerrainLodControl control = new TerrainGridLodControl(this.terrain, getCamera());
    control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier
    this.terrain.addControl(control);
    
    final BulletAppState bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);

    this.getCamera().setLocation(new Vector3f(0, 256, 0));

    this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));

    if (usePhysics) {
        CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(0.5f, 1.8f, 1);
        player3 = new CharacterControl(capsuleShape, 0.5f);
        player3.setJumpSpeed(20);
        player3.setFallSpeed(10);
        player3.setGravity(10);

        player3.setPhysicsLocation(new Vector3f(cam.getLocation().x, 256, cam.getLocation().z));

        bulletAppState.getPhysicsSpace().add(player3);

        terrain.addListener(new TerrainGridListener() {

            public void gridMoved(Vector3f newCenter) {
            }

            public void tileAttached(Vector3f cell, TerrainQuad quad) {
                while(quad.getControl(RigidBodyControl.class)!=null){
                    quad.removeControl(RigidBodyControl.class);
                }
                quad.addControl(new RigidBodyControl(new HeightfieldCollisionShape(quad.getHeightMap(), terrain.getLocalScale()), 0));
                bulletAppState.getPhysicsSpace().add(quad);
            }

            public void tileDetached(Vector3f cell, TerrainQuad quad) {
                bulletAppState.getPhysicsSpace().remove(quad);
                quad.removeControl(RigidBodyControl.class);
            }

        });
    }
    
    this.initKeys();

}

private void initKeys() {
    // You can map one or several inputs to one named action
    this.inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_A));
    this.inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_D));
    this.inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_W));
    this.inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_S));
    this.inputManager.addMapping("Jumps", new KeyTrigger(KeyInput.KEY_SPACE));
    this.inputManager.addListener(this.actionListener, "Lefts");
    this.inputManager.addListener(this.actionListener, "Rights");
    this.inputManager.addListener(this.actionListener, "Ups");
    this.inputManager.addListener(this.actionListener, "Downs");
    this.inputManager.addListener(this.actionListener, "Jumps");
}
private boolean left;
private boolean right;
private boolean up;
private boolean down;
private final ActionListener actionListener = new ActionListener() {

    @Override
    public void onAction(final String name, final boolean keyPressed, final float tpf) {
        if (name.equals("Lefts")) {
            if (keyPressed) {
                left = true;
            } else {
                left = false;
            }
        } else if (name.equals("Rights")) {
            if (keyPressed) {
                right = true;
            } else {
                right = false;
            }
        } else if (name.equals("Ups")) {
            if (keyPressed) {
                up = true;
            } else {
                up = false;
            }
        } else if (name.equals("Downs")) {
            if (keyPressed) {
                down = true;
            } else {
                down = false;
            }
        } else if (name.equals("Jumps")) {
            player3.jump();
        }
    }
};
private final Vector3f walkDirection = new Vector3f();
@Override
public void simpleUpdate(float tpf) {
    //TODO: add update code
    Vector3f camDir = this.cam.getDirection().clone().multLocal(0.6f);
    Vector3f camLeft = this.cam.getLeft().clone().multLocal(0.4f);
    this.walkDirection.set(0, 0, 0);
    if (this.left) {
        this.walkDirection.addLocal(camLeft);
    }
    if (this.right) {
        this.walkDirection.addLocal(camLeft.negate());
    }
    if (this.up) {
        this.walkDirection.addLocal(camDir);
    }
    if (this.down) {
        this.walkDirection.addLocal(camDir.negate());
    }

    if (usePhysics) {
        this.player3.setWalkDirection(this.walkDirection);
        this.cam.setLocation(this.player3.getPhysicsLocation());
    }
}

@Override
public void simpleRender(RenderManager rm) {
    //TODO: add render code
}
protected void setup() {
    initCrossHairs();
    this.flyCam.setMoveSpeed(50f);
    setDisplayStatView(false);
    setDisplayFps(false);
}
protected void initCrossHairs() {
    guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
    BitmapText ch = new BitmapText(guiFont, false);
    ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
    ch.setText("+"); // crosshairs
    ch.setLocalTranslation( // center
            settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,
            settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);
    guiNode.attachChild(ch);
}
private AnalogListener analogListener = new AnalogListener() {
    public void onAnalog(String name, float value, float tpf) {
        // throw new UnsupportedOperationException("Not supported yet.");
        if (isRunning) {
            if (name.equals("stopX")) {
                flyCam.setEnabled(false);
            }
            if (name.equals("startZ")) {
                flyCam.setEnabled(true);
            }
        }
    }
    
};

}

I don’t see any lights? Your box is unshaded so doesn’t need lights but the landscape is most likely a lit material.

1 Like

How do I add lights?

Best to hit up the tutorials mate.

I tried adding an Ambient light yet it still is black:

Here is my code (I added):

AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(1.3f));
rootNode.addLight(al);

You need a direct light. Pretty sure the tutorials cover this stuff.

How do I use direct light?

Here’s a code sample from the Hello Materials tutorial:

[java]
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());
sun.setColor(ColorRGBA.White);
rootNode.addLight(sun);
[/java]

My terrain is still black.

Actually that material you are using is an unshaded material, so a light won’t matter.
Looks like you have pieced together several pieces of code from examples and something went wrong in the process. Do the original tests work for you? Can you try starting with one of them and adding pieces back in until it breaks?

I used only code from jme3test.terrain.TerrainGridTileLoaderTest .

When you run that test does it also have black terrain?

No it doesn’t

Look at what is different between the test and your code…

Nothing

Then the difference must be outside the code – probably in the model, possibly in the libraries.

@Cap123 said: No it doesn't

Then perhaps figure out what the difference is and that’s the problem.