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Model loading and Posteffects


Alienhead
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Go to solution Solved by Josh,

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I decided to go ahead and just make two videos showing you this as it happens. 

First, Posteffects, one or two of them load fine in the editor. The others just go black. None of them whatsoever work in Run mode, I even tried loading them with code. Just get app freezes.

Next is Skecthfab or gltf, glb models in general.  I cannot load a single one of them. I have tried about 15 different models across the internet and everyone of them lock up my game when I hit f5.  Only way I can get any models to not lock up my run mode is to convert the fbx with leadwerks and import the mdl files.

Hope this help ya some, I sure want it to be working. :)

 

I'm only happy when I'm coding, I'm only coding when I'm happy.

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Just add to this Josh, and hopefully this helps you in some way, ALL the mats in the Materials/Developers folder freeze the app on RUN as well but for one, the Grid01.mat does not hinder anything, all the others will apply just fine in the editor but pressing f5 the screen locks up as in the prior videos. Once I remove those materials then f5 works just fine.

 

I'm only happy when I'm coding, I'm only coding when I'm happy.

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  • 1 month later...
On 4/2/2024 at 4:21 PM, Alienhead said:

Next is Skecthfab or gltf, glb models in general.  I cannot load a single one of them. I have tried about 15 different models across the internet and everyone of them lock up my game when I hit f5.  Only way I can get any models to not lock up my run mode is to convert the fbx with leadwerks and import the mdl files.

Can you link to a glTF or glb file that does not load correctly? I use glTF files from Sketchfab all the time. GLB should work as well. The FITextureLoader plugin must be loaded in order to load PNG and JPEG images as textures, but if it isn't the model should still load with no textures.

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • Solution

I assume the post-processing effect problem is solved in more recent builds? It does not seem to be a problem when I try it.

My job is to make tools you love, with the features you want, and performance you can't live without.

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