# Which models and scene to use for a dungeon game? [closed]

I use jme3 with some builtin models and scenes and I've managed to put together a third person 3D scene.

I now want to program some attack and/or fights and I think that skeleton warriors and/or zombies will be ideal but how to get them? I don't know modelling, do I have to learn modelling, buy zombie and skeleton models, make them myself, download models from somewhere or something else? I'm currently using a builtin example scene that is like Quake 3 where I placed the ninja so that he can walk around and collission detection works which was the main project. Now the ninja can make an attack if I press the mouse button and he can jump if I press the space button and WASD controls the walking which is sort of slow but smooth. How can I try with another scene that is more like a dungeon? Is it the same as with the models, I must either design my own scene in a 3D program e.g. blender or use a scene like I do which is freely available?

I tried using a worldforge model for a goblin but it didn't render correctly:

com.jme3.asset.AssetLoadException: An exception has occured while loading asset: objects/creatures/goblin/textures/green/ogre.material
at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:284)
at com.jme3.material.Material.<init>(Material.java:116)
at adventure.TownWorld.simpleInitApp(TownWorld.java:338)
at com.jme3.app.SimpleApplication.initialize(SimpleApplication.java:225)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.initInThread(LwjglAbstractDisplay.java:129)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:205)
at java.lang.Thread.run(Thread.java:679)
Caused by: java.io.IOException: Must specify MaterialExtensionSet when loading
Ogre3D materials with extended materials
at com.jme3.scene.plugins.ogre.MaterialLoader.load(MaterialLoader.java:440)
at com.jme3.scene.plugins.ogre.MaterialLoader.load(MaterialLoader.java:465)
at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:282)
... 6 more


What does it mean? The offending code is

    Spatial model3 = assetManager
.loadModel("objects/creatures/goblin/goblin.mesh.xml");
Material mat_stl = new Material(assetManager, "objects/creatures/goblin/textures/green/ogre.material");

mat_stl.setTexture("Green", assetManager.loadTexture("objects/creatures/goblin/textures/green/D.png"));

model3.setMaterial(mat_stl);


How should I use materials / textures for a model such as above? Now the mesh loads but there is no material and I don't know how to connect any eventual animation that come with the worldforge model.

I would really like to use skeleton or zombies, can you tell me how I should do it?

Any other comments / advice?

## closed as too broad by Alexandre Vaillancourt♦Jul 4 '18 at 2:08

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

• How to get art assets and errors associated with loading files are two completely different topics. We don't allow "where can I find art asset" questions anymore since it's just a deluge of links that will eventually go out of date or not rated appropriately. – Tetrad Aug 7 '12 at 17:40
• @Tetrad That's good to know since I actually thought it was the other way around that you didn't allow coding / bugs questions since those are more like regular SO question and that the asset links question would be a relevant question here. But I was wrong. – Niklas Rosencrantz Aug 8 '12 at 5:35
• "bugs" questions are usually bad questions because the answer is usually "step through a debugger", but we allow programming questions if "a game programmer can give you a better answer than a general programmer", at least according to the faq. – Tetrad Aug 8 '12 at 19:53

## 1 Answer

Try opengameart.org. There are some great models there. Mind the licenses though. :)