Product Chat / [SOLVED] My objects wont show up?

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Mr Love
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Posted: 22nd Dec 2020 14:32
Used Gameguru yesterday and it worked fine. Started it today and half The building showed up NO floors or roof (Just walls)? I did turn GG off and after The restart only The objects icon courld be seen, but NO mesh or textures..
Does anyone know whats wrong???
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Pirate Myke
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Posted: 22nd Dec 2020 14:46
Which objects are you using.
Are you using the ebe Editor stuff?
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Mr Love
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Posted: 22nd Dec 2020 16:30
NO, its just a mesh house, same thing happened with a before fully working building and .dbo loads into fragmotion..
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smallg
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Posted: 22nd Dec 2020 17:32
it's not the roof removal feature right?
i.e. press Tab and then hold control and scroll in / out
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Mr Love
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Posted: 22nd Dec 2020 17:50 Edited at: 22nd Dec 2020 18:57
Dont think so, I can click on it but its not visible. Stock media works ok....
Collision works fine..
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smallg
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Posted: 22nd Dec 2020 22:14
oh it also happens in test game? does it have any transparency? i would check the fpe settings
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Mr Love
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Posted: 23rd Dec 2020 04:07 Edited at: 23rd Dec 2020 04:09
Nope, its .jpg i use and can have transparency.. Courld it be the Christmas update? Ill try....

;header
desc = House

;visualinfo
textured = house2.jpg
effect = effectbank\reloaded\entity_basic.fx
castshadow = 1

;orientation
model = house.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 2
collisionmode = 1

;statistics
strength = 25
explodable = 0
debrisshape = 1

;ai
aimain = default.lua
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Belidos
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Posted: 23rd Dec 2020 06:07
That might be your issue, GG doesn't handle jog very well, models should have PNG or DDS textures for best performance

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Mr Love
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Posted: 23rd Dec 2020 06:40
Will these files work for You?
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OldFlak
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Posted: 23rd Dec 2020 09:10
@Mr Love
Tried the model and no the house doesn't show - no obvious reason why. Perhaps make sure the model is not exported with materials - gg usually doesn't like that... and see if that sorts it.

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Mr Love
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Posted: 23rd Dec 2020 09:22
@Oldflak
You mean Im going to remove my materials?! Ofcourse The materials works in Gameguru.. Can anyone just help Me please...
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OldFlak
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Posted: 23rd Dec 2020 10:50 Edited at: 23rd Dec 2020 11:04
lol - I am trying to help you

Quote: "You mean Im going to remove my materials?!"

Yes. I am talking about the materials in the program you use to make the model, not the textures in the folder with your model when you put it in GG.
It is a common issue with the GG - if you export the model WITH materials the model usually won't show the textures in GG.
So when you export the model in your modelling program make sure you do not export materials with it - give it a try....

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synchromesh
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Posted: 23rd Dec 2020 11:34
Imported into Max just fine though.

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cybernescence
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Posted: 23rd Dec 2020 11:46 Edited at: 23rd Dec 2020 11:47
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It's too high poly, break it into two or more meshes and export as one model then it will work (like attached). The UVs are not correct either (didn't fix those).

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synchromesh
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Posted: 23rd Dec 2020 11:54
Quote: "It's too high poly"

LOL
I was just about to say that when i checked in UU3D
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Belidos
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Posted: 23rd Dec 2020 15:14
Eeek, yeah, for a simple model like that, it's about 65000 tri's too many lol

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Mr Love
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Posted: 24th Dec 2020 10:14
Youre right, its too many polys..
LOL! Its The rounded objects on The balcony that made it up to 45800 polys, I Will better make an alpha balcony-
"Lookinggoodpillar" LOL....
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Wolf
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Posted: 24th Dec 2020 11:26
Try to keep building models below 10000 polygons at all times. 5 to 6 thousand works best.
Belidos
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Posted: 24th Dec 2020 13:33
Quote: "LOL! Its The rounded objects on The balcony that made it up to 45800 polys, I Will better make an alpha balcony"


For something like that, that you won't ever see close up you can get away with using a 6 sided cylinder easily, and even a flat shaped plane if it's a distance object

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Mr Love
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Posted: 24th Dec 2020 15:52 Edited at: 24th Dec 2020 15:56
Thanks to You Guys I fixed it, but a bit concerned 40000 polys is not so much nowdays... Got it working with 4400 polygons, Thx Belidos but I did chose an 8-sided, looked way to boxy with six. Here is the result:
(A dumb fact: Its a copy of a real house i Venice)..
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Belidos
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Posted: 24th Dec 2020 17:10 Edited at: 24th Dec 2020 17:12
Quote: "but a bit concerned 40000 polys is not so much nowdays"


That many vertices is a lot for a single entity of that type in any engine even unity and unreal, even Unity has a cap of around 25,000 polygons per individual mesh.

You can have a model with 200,000 polygons if you like, but it needs to be broken down into chunks so that it is separate meshes within one object.

For example a whole mesh with 60k polygons all connected wouldn't work, but a model made of three meshes at 20k each exported as one model would work.

It's not a cap for the whole scene, it's a cap per mesh object within each model.

It's not recommended to have objects with hundreds of thousands of polygons though because it's simply not optimal, even top end machines will have trouble with games full of objects that high in polygons, pretty much in any game engine. For example just so you can have a reference point, the Unity recommended polygon count for characters is between 300 and 1500 for mobile games, and 1500 to 4000 for desktop games, and characters are far more complex than a building.

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Mr Love
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Posted: 24th Dec 2020 17:26
Well that cap is around 500K polys (Dont know exact but way beyond 25K)....
25000 is very little nowdays...
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Belidos
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Posted: 25th Dec 2020 10:10 Edited at: 25th Dec 2020 10:11
I dare you to try a 500k poly model consisting of only a single mesh in unity, lol, it even says in the unity docs 60k verts max per mesh (60k verts is roughly 25k polygons).

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Mr Love
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Posted: 26th Dec 2020 13:54
Take car model for example (I have made a car game Myself in Unity).. New games might put 100K on just one car model, ofcourse there is LOD that stops from slowdown. 25K is much for gameguru but for a modern Character it aint so much...
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OldFlak
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Posted: 26th Dec 2020 14:08
Yeah, but the car would be broken up in parts and exported as one model.

So your building you posted should work if you have it broken up in parts and export it as one model. But it is way too many poly's for what it is.

No matter what engine you use you must optimise....

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Belidos
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Posted: 27th Dec 2020 15:11 Edited at: 27th Dec 2020 15:12
Quote: "New games might put 100K on just one car model"


And a can guarantee that car model will be made up of multiple objects within one model, IE the wheels will be seperated inside the model, the windows too etc. That's what I'm trying to explain, the cap isn't on the model itself, its on the components inside the model. Regardless though, put ten 500k models in a AAA engine along with terrain and stuff you will get serious slow down. Although when unreal 5 is released thats going to be a game changer because they have new propriety tech that can handle millions of polygons, but I bet web that releases specs are going to be way more than their average users.

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3com
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Posted: 27th Dec 2020 17:15 Edited at: 27th Dec 2020 17:17
Quote: " Regardless though, put ten 500k models in a AAA engine along with terrain and stuff you will get serious slow down"

True.

@ Mr Love
Is for that reason that GG classic surprise me, of course, all of us know about taking care of the performance when developing a game, but GG is capable to load very high poly meshes as you can see in the pics below.

SS Nero-426 - 1m+ polycount (please refer to the pic below - 3ds max)

in 3ds max



in GG classic



In action



@ all
GG is an amazing learning tool, at least for me.
Just try working with the tools that classic GG has, try to invent some of the ones you don't yet have (on this stage you have the invaluable opportunity to think out of the box, it's wonderful, believe me!), and don't waste time regretting what GG doesn't yet have. imho.

edit: I must admit that I have to take classes on how to drive a space craft. LOL
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