Hello,
Im playing around with 3D objects using Kenney packs.
He uses external textures for his GLB 3D objects.
These ended undetected by GDevelop and my objects remain white.
I have to use an Extension to manually remap all my objects.
So here is a possible feature :
detecting when the Textures are External
checking if these exists in the imported object folder
if they do, asking to the user if he wants to copy them in the project folder, like if it was a regular asset
if needed, fitting the file tree, or editing the GLB object so the path to the texture isn’t broken
OR
adding a field directly in the 3D object to set the texture image manually
Thanks.
3 Likes
RMDB
August 5, 2024, 2:02pm
2
upvoted…bcs i’m using crocotile (and blender) to fix this issue.
Better if natively implemented
1 Like
jack
August 5, 2024, 4:25pm
3
For the scene editor it already uses the external texture.
Just import and export in Blender integrates them.
But yes would be useful to quickly try out colors/textures, etc.
1 Like
You are basically saying that it doesn’t use the External texture.
And when i download an object pack, i don’t want to reimport them myself. I should be able to use them right away.
1 Like
davy
August 8, 2024, 4:06pm
5
There are thousands of free 3D models in the asset store (a good part from Keney’s packs, even the oldest ones which don’t include glb). They are ready to be used in GDevelop.
This doesn’t address the issue. Telling me that other assets exists makes no point with the Feature im talking about.
The older packs of Kenney are without texture because he uses multiple flat materials. So yeah, ready to use but still not about the Texture management.
So i don’t get it.
davy
August 9, 2024, 4:00pm
7
I meant that if you only want to use 3D models to check the 3D features, you may want to use GDevelop asset store as it’s easier.