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The compile qc does point to a line it looks like, though this error I've never seen. you can check the QC and show what it has if it has any info about what went wrong

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I don't think the QC file was made. I think it usually gets deleted when it fails. unless im looking in the wrong place

It's in the temp folders so that's likely why, you can do the same steps and look at the folder again and it should be there

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For some reason, the model has like 366,812 verts, so that's why.

WARNING: Model bodygroup_0_mesh_0.smd has too many verts, model probably won't compile. Consider using $maxverts!

I'll probably improve the logging since the error window doesn't display all the information, the app doesn't generate any logs when compiling which I should add in for 1.2 so it's easier to troubleshoot issues

While vertex issue isn't a bug with the application as you'd know, I could probably try to find a way to allow models like these to be compiled by adding in more files, though I'd need to check the docs again

I have gone into Blender and found something weird, so I merged the vertices by distance, and it worked, but when I would export it to a GLB or gltf file, it would go back to 30000 verts when it was at an acceptable 61000 verts, but when I export as an FBX, it keeps the 61000 verts

You might want to check if the topology for the gltf export to see if it changed anything, that is definitely a weird thing I haven't encounted

I have disabled animations and shapekeys; everything else is default. I'm not sure why it keeps reverting back to 300000 vert

Are you trying to overwrite a file? This issue seems odd, but maybe try deleting it, and make sure the file is correct real quick

I have tried without overwriting it, but still no luck