We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Compressed Assets Problem

Home Forums Graphics / Blender Compressed Assets Problem

Viewing 15 posts - 1 through 15 (of 17 total)
  • Author
    Posts
  • #24845
    GlifTekGlifTek
    Licensee

    Hi,
    I just tried to use the compressed assets option by following the instructions in the YouTube video about it.
    The console spat out a giant list of errors about texture nodes and the verge window is black, this AFTER the loading animation just so you know.
    Is this a known issue? Certain nodes not being able to be parsed from the uncompression process?
    Thanks!

    EDIT: this is the error message:
    “v3d.WebGLProgram: shader error: 0 35715 false gl.getProgramInfoLog Must have an compiled fragment shader attached. <empty string>”

    where should i look in my shaders to fix this?
    thnx!

    #24859
    Yuri KovelenovYuri Kovelenov
    Developer

    Hi,

    can you share a sample project for us to look at? thanks!

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #25327
    GlifTekGlifTek
    Licensee

    ok that WASN’T a compression issue.
    that was a just.. everything (and every past version of my project…) compleeetely screwed…errors filling up the console in red.
    luckily.. i dl’d the new update and things are all smoothe sailing.
    PHEW!
    holy crapola close call batman.
    i do not even want to know what that was about lol. :wacko:

    #25336
    Yuri KovelenovYuri Kovelenov
    Developer

    :)

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #25506
    GlifTekGlifTek
    Licensee

    :)

    Actually…it’s back.
    Giving me tons of errors…
    Namely “webgl too many attributes”
    And “program is not linked”…

    Tried the same solution as before to no avail.

    Even tried copying the assets into a fresh blank 2.82 blend file… Newp..
    Tried slimming down texture nodes and unsupported nodes if any..

    Serious setback as I can’t see important textures.

    #25529
    Yuri KovelenovYuri Kovelenov
    Developer

    webgl too many attributes

    this happens if your models have too many geometry inputs, such as
    UVs, shape keys, vertex colors

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #25553
    GlifTekGlifTek
    Licensee

    it was vertex color maps.
    i was using the rgb for masking each texture map technique… evidently unsuccessfully :(

    what would cause metal textures that look great in blender, to come up as black in my verge web project?

    i’m using HDR rendering, compressed assets, environment lighting in blender.
    my metal reflections in eevee reflect the environment map i made and installed.

    when i do that are we required to have the puzzles set up for that, or is that just a separate method?

    before, when i had all the hundreds of errors.. there just was no object..

    can see my object’s shape now…. but the metal reflective textures with multiple maps. are all black now, (using only supported slots on principled BSDF)..
    other unaffected textures are visible on them, as they were before.

    only error is “Tex image TEXTURE_2D level 0 is incurring lazy initialization” now

    • This reply was modified 1 month, 3 weeks ago by GlifTekGlifTek.
    #25560
    Yuri KovelenovYuri Kovelenov
    Developer

    Hi,

    Does is work as intended with Sneak Peek? If not, can you share your .blend file?

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #25589
    GlifTekGlifTek
    Licensee

    Hi,
    Does is work as intended with Sneak Peek? If not, can you share your .blend file?

    yes it behaves same as export (black) in sneak peek.
    i’ll try to get a slimmed down version to share.

    …daaamn hangups round every turn.. grunmble… (nothing against the software .. just my luck with this project lol..)

    fULL error message…

    ” Error: WebGL warning: generateMipmap: Tex image TEXTURE_2D level 0 is incurring lazy initialization. 3 v3d.js:1:547102 ”

    • This reply was modified 1 month, 3 weeks ago by GlifTekGlifTek.
    #25596
    GlifTekGlifTek
    Licensee

    i cut the material output link to the nodes and put in a bright green emission node and it worked.
    so
    i’m pretty sure this has to do with the other question i asked….

    so it’s not seeing the texture image files properly…

    where exactly are the settings to tell it where to export them, so it will see them on export?

    thnx

    #25599
    GlifTekGlifTek
    Licensee

    found it was a corrupt normal map.
    facepalm.
    :scratch:

    materials working fine… but not the selector puzzles…so weird.

    • This reply was modified 1 month, 3 weeks ago by GlifTekGlifTek.
    #25639
    Yuri KovelenovYuri Kovelenov
    Developer

    Hi,

    so you finally got it working? :)

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #25659
    GlifTekGlifTek
    Licensee

    Hi,
    so you finally got it working? :)

    none of my selector puzzles (object, animation, material) let me select anything other than “none”

    #25685
    Yuri KovelenovYuri Kovelenov
    Developer

    That’s strange. If you try to create a new project from the standard template, and use your blend/gltf files with it, will the selectors work?

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #25698
    GlifTekGlifTek
    Licensee

    That’s strange. If you try to create a new project from the standard template, and use your blend/gltf files with it, will the selectors work?

    I’ll try.
    I do think it has something to do with an overwhelming amount of puzzle variables I have that must be “linted”/delete unused/.. Possibly maxing out some quota if that’s the word… Any known issues with that?

    This puzzles page has been through SO many changes through months of development, i fear the resultant visual code js may have much”garbage” that’s not cleaned.

    For a more simple puzzle page that it’d want to get a fresh start with, is just save all my networks to library then re-apply on a fresh page.

    Though, even then, any cut “procedure”puzzle automatically deletes its corresponding activating puzzle…

    What WOULD be great in circumstances like this, is having some kind of “frame” element like in blender node editor, where you could group and store to the library such, with procedure call puzzles intact…

    For fresh restorations etc that are needed like times like this.

    Think I recommended that sort of thing awhile ago, though not sure how easily that sort of thing would be implemented in blockly

    • This reply was modified 1 month, 2 weeks ago by GlifTekGlifTek.
Viewing 15 posts - 1 through 15 (of 17 total)

You must be logged in to reply to this topic.