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-= jMonkeyEngine3 Supported File Types
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-:author:
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-:revnumber:
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-:revdate: 2016/03/17 20:48
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-:relfileprefix: ../../
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-:imagesdir: ../..
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-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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-
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-
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-
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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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-
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-Converting:
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-
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-* link:https://hub.jmonkeyengine.org/t/jmeconvert-tool/41831[JmeConvert tool]
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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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-l|.HDR
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-a|image
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-a|High Dynamic Range texture
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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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-l|.PFM
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-a|image
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-a|Portable Float Map texture
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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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-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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