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Asset Forge

Create your own 3D models and 2D sprites! · By Kenney

Can't load model from AssetForge 1.3 in 2.1.1

A topic by arabold created Oct 28, 2020 Views: 144 Replies: 1
Viewing posts 1 to 2
(1 edit)

I've created a couple of models in AssetForge 1.3 which I tried to import in the new 2.1.1 version. However, import silently fails. No error. no message. 

The models are rather simple, for example this:

# Made using Asset Forge (1.3)
:models
Aircraft/engine_airplane%[(0, -0.6, 0.5);(0.0, 180.0, 0.0);(1.0, 1.0, 1.0);engine_airplane%_42;black+blueSteel+_defaultMat]
Aircraft/engine_airplane%[(-0.4, 0, 0.5);(0.0, 180.0, 0.0);(1.0, 1.0, 1.0);engine_airplane%_45;black+blueSteel+_defaultMat]
Aircraft/engine_airplane%[(0.4, 0, 0.5);(0.0, 180.0, 0.0);(1.0, 1.0, 1.0);engine_airplane%_46;black+blueSteel+_defaultMat]
Aircraft/engine_rocket%[(0, -0.4, 0.25);(0.0, 0.0, 0.0);(1.0, 1.0, 0.5);engine_rocket%_53;blueSteel+black]
:materials
black[RGBA(0.267, 0.267, 0.267, 1.000);]
blueSteel[RGBA(0.141, 0.565, 0.831, 1.000);]
_defaultMat[RGBA(1.000, 1.000, 1.000, 1.000);]
:textures
:extra

The reason seems to be that all blocks have been renamed in the new AssetForge version making it impossible to import from previous versions. Though I understand the reasoning and desire for cleaning up models, this seems to be a potential long term issue with the app. If it cannot be guaranteed that I can import my models again some time down the road, then I cannot use AssetForge for creating maintainable game assets.

A possible solution could be an option to bundle the original blocks in AssetForge's "model" format. Of course this would blow up the size dramatically but I could ensure that models stay editable for as long as the format itself is supported.

This is unfortunately not possible due to the reason you specified. Currently the program works by keeping the block models in the internal data and saving just block id's, position, rotation etc. to the save files. I'd recommend keeping an older version around to open older files. This is expected to be an issue only going from the 1.X release to the 2.X release.