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AppGameKit Classic Chat / How to make 'SaveObject()' work?

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Mark Garrett
Reviewed AGK on Steam
18
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Joined: 10th Jul 2005
Location: California, US
Posted: 14th Nov 2019 19:56 Edited at: 14th Nov 2019 21:30
Tried different ways, anyone know how?



Everything works o.k. except the 'SaveObject()' command
My Jet Plane picks up the Image just fine. Is a special UV image
But then after, I can't save the new Object because error message says only accepts 'obj' and 'dae' extension. But that is what I put. So, why I get the error message??
blink0k
Moderator
11
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 14th Nov 2019 20:15
Documentation says "Not yet functional. "
You could use memblocks to create a .obj file.
In fact i think there is a thread somewhere that does that
Santman
12
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Joined: 15th Sep 2011
Location: Inverness
Posted: 14th Nov 2019 20:23
Yeah, you can use makememblockfromobject and makefilefrommemblock to save them, which also results in much much faster loading for a bigger file size. Wint work with multiple meshes without some manual work though, and not at all for animation.
fubarpk
Retired Moderator
19
Years of Service
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 17th Nov 2019 22:52
as previously stated its still yet to be implemented
but I got around that with some help if you creating objects from AppGameKit primitives
such as the cube you may find this thread helps https://forum.thegamecreators.com/thread/223545
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk

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