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@@ -83,7 +83,7 @@ jMonkeyProjects/MyGame/assets/Models/ # .j3o
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jMonkeyProjects/MyGame/assets/Scenes/ # .j3o
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jMonkeyProjects/MyGame/assets/Scenes/ # .j3o
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jMonkeyProjects/MyGame/assets/Shaders/ # .j3f, .vert, .frag
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jMonkeyProjects/MyGame/assets/Shaders/ # .j3f, .vert, .frag
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jMonkeyProjects/MyGame/assets/Sounds/ # .ogg, .wav
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jMonkeyProjects/MyGame/assets/Sounds/ # .ogg, .wav
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-jMonkeyProjects/MyGame/assets/Textures/ # .jpg, .png; also .mesh.xml+.material, .mtl+.obj, .blend (!)
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+jMonkeyProjects/MyGame/assets/Textures/ # .jpg, .png; also .mesh.xml+.material, .mtl+.obj, .blend, .gltf (!)
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----
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----
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@@ -244,13 +244,13 @@ java.lang.NullPointerException
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*Reason:*
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*Reason:*
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-If you use the default build script, *original models and scenes (.mesh.xml, .obj, .blend, .zip), are excluded* from the distribution automatically. A stand-alone executable includes converted *.j3o files* (models and scenes) only. The default build script makes sure to bundle existing .j3o files in the distribution, but you need to remember to convert the models (from mesh.xml–>.j3o, or .obj–>.j3o, etc) yourself.
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+If you use the default build script, *original models and scenes (.mesh.xml, .obj, gltf, .zip), are excluded* from the distribution automatically. A stand-alone executable includes converted *.j3o files* (models and scenes) only. The default build script makes sure to bundle existing .j3o files in the distribution, but you need to remember to convert the models (from mesh.xmlicon:long-arrow-right[].j3o, or .objicon:long-arrow-right[].j3o, etc) yourself.
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*Solution*
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*Solution*
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Before building the executable, you must use the jMonkeyEngine SDK's context menu action to <<sdk/model_loader_and_viewer#,convert 3D models to .j3o binary format>>.
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Before building the executable, you must use the jMonkeyEngine SDK's context menu action to <<sdk/model_loader_and_viewer#,convert 3D models to .j3o binary format>>.
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-. Save your original models (.mesh.xml, .scene, .blend, or .obj files, plus textures) into `assets/Textures/`. (!)
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+. Save your original models (.mesh.xml, .scene, .gltf, or .obj files, plus textures) into `assets/Textures/`. (!)
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. Open the jME3 project in the jMonkeyEngine SDK.
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. Open the jME3 project in the jMonkeyEngine SDK.
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. Browse to the `assets` directory in the Projects window.
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. Browse to the `assets` directory in the Projects window.
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. Right-click an original model in `assets/Textures/`, and choose "`Convert to JME3 binary`".
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. Right-click an original model in `assets/Textures/`, and choose "`Convert to JME3 binary`".
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