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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

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If you can, you could send some of the files over (like the blend, fbx, gltf, and so on) so I can try to see what the problem is, any method is fine if it's not overcomplicated, I'll look at it later when I've got some time

While I haven't found the exact cause of it, I looked at the file and noticed that the GLTF file is exporting the vertices for every face that needs to be connected and as such the vertex count is going up a lot while the FBX just has the vertices connected normally,if you import the meshes and then select a face and move them and compare how it is for the two models you will understand what I mean

Fixed it by turning off normals when exporting because normals split vertices.