You can open the installer in your favourite version of 7zip and unpack it by hand.
NottheDan
Recent community posts
I just tried to work with mirroring a group (propeller_three and gear_slantEnforced positioned next to each other, with gear_slantEnforced rotated by 90 degrees) and during rapid back-and-forth mirroring the group started moving in a diagonal direction.
Trying it a second time on a new project did not show this bug, neither did the original model after being reloaded.
https://itch.io/t/247375/house-collection
https://itch.io/t/118471/saturns-wood-furniture-collection-featuring-build-a-bar...
Well, what do you think the answer might be?
> So if i save GLTF.Asset Forge is useless to me.
No. GLTF is an export format. You export to GLTF once you're finished assembling the model, to take it to your game engine. If you want to keep working on the model, you save it as a native .model.
You use Asset Forge BEFORE exporting to GLTF. Nobody is forcing you to use GLTF during the modeling process.
> To load so called GLTF back into Asset Forge.
Not its purpose, not its use.
> Strange
Not strange at all.
> I am going to be a blunt here Why save, but not Load a file format.
Because that would beyond the scope of the program and more effort than it is worth. It is a program to assemble objects from a library of pre-made elements, not a full 3D modeler or a game engine.
> Change your website Information because it is wrong.
No, it is not. Your reading comprehension fails you.
> It says all formats but it is not.It does not load all formats.Only .model format.
It does not say it loads all formats anywhere.
> Assuming you have the right build for your system (x64 is if you are using 64bit windows),
Yes.
> ran oalinst.exe (it is in the zip file alongside game.exe)
Yes.
> and didn't accidentally delete/or move the files relative to game.exe it should be fine.
No.
> I haven't not tested it on a huge variety of systems though, so it is possible there is something I didn't consider.
Windows 10 Pro x64 on Ryzen5 2600X, 16GB RAM, Radeon GX580 graphics
> Are you executing it from a command prompt?
Yes. It opens a window that closes after a few second without message
Now with so further playing, there definitely is something iffy with the back button registering actions. Its response is rather spotty. Also handling the inventory, trying to pick up any item to move it between the quickslots to the right and the inventory seems a matter of luck. Sometimes it happens, sometimes nothing happens, sometimes you pick up an empty slot icon instead. Using the mouse makes it slightly easier because you don't lose an item as soon as you pick it up.
When trying to use items the responses are somewhat inconsistent when an item can't be used. Sometimes the game tells you it doesn't work other times it gives no feedback at all.
Thanks for the response. I must have missed the touch-only notice on the product page. Now trying in on a touch-enabled device I have new issues with it - when opening the fridge in the kitchen I have issues leaving that screen again. The 'back' button does nothing, simple tapping does nothing, double-tapping backs out and immediately opens the fridge again.
Tried playing on the smallest map. The map did not contain any rock tile, making it impossible to continue. Retried with a new map. Same. Retried with a new map. Same. Retried with a new map. Same. ...
Tried large map. Finally got a rock tile to be able to start playing.
Advice: Ensure that the maps created are actually playable at all.
Thing is, it is comparatively easy to do in parametric 3D, where objects are mathematical constructs first and foremost and any mesh geometry will be generated wholesale by the software. That's why it is a staple in CAD products. AssetForge does not work with parametric 3D objects, it works with pre-made meshes. Cutting pieces out of them, stitching them together and deciding where faces and vertices have to be placed to not damage the pre-existing geometry but to also modify it in accordance with other geometry that joins with it/cuts it is a whole different kettle of fish.
If I remember the Unreal engine correctly then it is not "universally" supported, it only applies to the level editor, which basically is a fancy volumetric object editor. It's not applicable to the various geometric meshes you import to populate your scenes with or use as actors.