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@@ -7,7 +7,7 @@
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Assets are files that are not code. Your multi-media assets includes, for example, your textures (image files), models (mesh files), and sounds (audio files).
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* You create textures in a graphic editor, for example link:http://gimp.org[Gimp], and export them as PNG or JPG.
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-* You xref:how-to/modeling/blender/blender.adoc[create models] in a 3D mesh editor, for example link:https://www.blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Type>>.
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+* You xref:how-to/modeling/blender/blender.adoc[create models] in a 3D mesh editor, for example link:https://www.blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Type>>.
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* You create sounds in an audio editor, for example link:http://audacity.sourceforge.net[Audacity], and export them as WAVE or OGG.
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== Asset Pipeline
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@@ -120,7 +120,7 @@ Every material feature not listed in the xref:core:material/materials_overview.a
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.. Unwrap the model in the 3D editor and generate a *UV texture* (i.e. one texture file that contains all the pieces of one model from different angles). +
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Don't use multiple separate texture files with one model, it will break the model into several meshes.
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-. Export the model mesh in one of the supported <<ROOT:jme3/features.adoc##supported-external-file-types,Supported External File Types>>.
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+. Export the model mesh in one of the supported <<ROOT:getting-started/features.adoc##supported-external-file-types,Supported External File Types>>.
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.. *Bake* each texture into one file when exporting. Create a Texture Atlas.
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.. *Save exported models to subfolders of the `assets/Textures` (sic) directory, so they are together with their textures*!
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@@ -138,7 +138,7 @@ See also: link:http://www.gamasutra.com/view/feature/2530/practical_texture_atla
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== Convert 3D Models to .j3o Format
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-Convert all models and scenes to jME3's binary .j3o format to load() them. Use one of the conversion methods listed for the <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Type>> you have chosen.
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+Convert all models and scenes to jME3's binary .j3o format to load() them. Use one of the conversion methods listed for the <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Type>> you have chosen.
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. Confirm that you exported the model into the `assets/Textures` directory (or subdirectories) together with all its textures.
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. In the SDK, right-click the model and choose "`Convert to j3o Binary`". +
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