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@@ -57,18 +57,111 @@ See also: <<jme3/requirements#,requirements>>.
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== Supported Formats
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-* Models: GLTF (.gltf)
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-* Models: Ogre3D model (.mesh.xml, .skeleton.xml, .material), Ogre3D dotScene (.scene)
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-* Models: Wavefront (.OBJ, .MTL)
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-* Models: Collada
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-* Models: 3DS
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-* Textures: .DDS, .HDR, .PFM, .TGA, .JPG, .PNG, .GIF.
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-* Font: BMFont fonts (.FNT)
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-* Audio: Waveform (.WAV), Ogg/Vorbis (.OGG)
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-* jME3 binary files (models and scenes): .j3o
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-* jME3 materials: .j3m
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-* jME3 material definitions: .j3md
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-* jME3 filter post processors: .j3f
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+=== jMonkeyEngine3 File Formats
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+[cols="10,65,25", options="header"]
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+|===
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+
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+a|Suffix
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+a|Usage
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+a|Learn more
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+
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+l|.j3o
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+a|Binary 3D model or scene. At the latest from the Beta release of your game on, you should convert all models to .j3o format. +
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+During alpha and earlier development phases (when models still change a lot) you can alternatively load OgreXML/OBJ models directly.
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+a|<<sdk/model_loader_and_viewer#,Model Loader and Viewer>>
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+
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+l|.j3m
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+a|A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).
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+a|<<jme3/advanced/materials_overview#,Materials Overview>> +
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+<<sdk/material_editing#,Material Editing>>
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+
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+l|.j3md
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+a|A Material definition. These are pre-defined templates for shader-based Materials. +
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+Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions.
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+a| <<jme3/advanced/materials_overview#,Materials Overview>>
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+
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+l|.j3f
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+a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters.
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+a| <<sdk/filters#,Filters>> +
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+<<jme3/advanced/effects_overview#,Effects Overview>>
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+
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+|===
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+
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+
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+=== Supported External File Types
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+[cols="45,10,45", options="header"]
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+|===
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+
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+a|File Suffix
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+a|Type
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+a|Description
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+
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+l|.mesh.xml, .meshxml
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+a|3D model
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+a|Ogre Mesh XML
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+
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+l|.scene
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+a|3D scene
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+a|Ogre DotScene
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+
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+l|.OBJ, .MTL
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+a|3D model
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+a|Wavefront
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+
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+l|.xbuf
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+a|3D model
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+a|Blender version 2.74, see: link:https://hub.jmonkeyengine.org/t/xbuf-format-a-developer-friendly-game-exchange-format-for-3d-data/31130[.xbuf] forum post
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+
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+l|.gltf, .bin, .glb, custom extensions
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+a|3D model
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+a|Blender version 2.78c onwards, +
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+see:
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+
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+* link:https://hub.jmonkeyengine.org/t/jme-gltf-support/39174[gltf] forum post
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+* <<jme3/advanced/blender_gltf#,Exporting scenes from Blender 2.8 to jME using glTF>>
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+* link:https://hub.jmonkeyengine.org/t/jmeconvert-tool/41831[JmeConvert tool]
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+
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+a|COLLADA
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+a|3D model
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+a|Imported via Blender bundled with the SDK
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+
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+a|3DS
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+a|3D model
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+a|Imported via Blender bundled with the SDK
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+
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+l|.JPG, .PNG, .GIF
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+a|image
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+a|Textures, icons
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+
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+l|.DDS
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+a|image
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+a|Direct Draw Surface texture
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+
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+l|.HDR
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+a|image
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+a|High Dynamic Range texture
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+
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+l|.TGA
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+a|image
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+a|Targa Image File texture
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+
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+l|.PFM
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+a|image
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+a|Portable Float Map texture
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+
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+l|.fnt
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+a|bitmap font
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+a|AngelCode font for +++<abbr title="Graphical User Interface">GUI</abbr>+++ and HUD
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+
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+l|.WAV
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+a|audio
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+a|Wave music and sounds
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+
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+l|.OGG
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+a|audio
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+a|OGG Vorbis music and sounds
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+
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+|===
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== Shaders
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