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@@ -16,19 +16,19 @@ a|Suffix
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a|Usage
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a|Learn more
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-a|.j3o
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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. +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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-a|.j3m
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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>> +<<sdk/material_editing#,Material Editing>>
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-a|.j3md
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+l|.j3md
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a|A Material definition. These are pre-defined templates for shader-based Materials. +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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-a|.j3f
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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>> +<<jme3/advanced/effects_overview#,Effects Overview>>
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@@ -43,19 +43,19 @@ a|File Suffix
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a|Type
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a|Description
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-a|.mesh.xml, .meshxml
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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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-a|.scene
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+l|.scene
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a|3D scene
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a|Ogre DotScene
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-a|.OBJ, .MTL
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+l|.OBJ, .MTL
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a|3D model
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a|Wavefront
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-a|.blend
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+l|.blend
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a|3D model
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a|Blender version 2.49 onwards (tested up to 2.65)
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@@ -75,31 +75,31 @@ a|.JPG, .PNG, .GIF
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a|image
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a|Textures, icons
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-a|.DDS
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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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-a|.HDR
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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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-a|.TGA
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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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-a|.PFM
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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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-a|.fnt
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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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-a|.WAV
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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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-a|.OGG
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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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