No, I am not pirating- let's get that straight. LOL.

I'm working with a dev that likes UE5, but I am better at coding. He exported the assets he was using for the game - excluding those from Unreal itself- so I could import to Godot and do the coding.

The problem? The sheer size of the map. Forget for now that it's on the wrong axis, I can't add a navmesh to that monster. Here's the model at 0.1.

How sheer is the size? What is the file size and format?

It was an FBX. I had to make it a DAE.

It's a whopping 1,417 KB.

    DaveTheCoder Heck if I knew, the engine's skybox blocked a whole bunch of it at 0.1. I "think" it's essentially a very thin box, tho.

    Nerdzmasterz It's a whopping 1,417 KB.

    That shouldn't be a problem. And .fbx should be well understood by the engine. My thoughts are that if there are difficulties loading a blank map in the engine, then in all likelihood things won't go smoothly for the players either. If the map isn't a big secret, I could try to load it into the engine on my comp.

    Only I probably won't be able to do it tomorrow. I have a RAID build planned, with a system migration, and I haven't done that before.

      Nerdzmasterz what version do u have? I'm stuck with 3.5.2

      I would probably stop at a version somewhere around G4.6-4.7. 😹 Downloading an older version is not a problem… but it could be the cause of the problem. I would try to open the map in version G4.2-4.3.

      Alas, I'm not in Discord. 🙁

        Tomcat That's fair... but I only experience crashes with Godot 4...

        IDK why Blender wouldn't open it, tho. Very strange.

          Nerdzmasterz Blender crashes each time I try to open the model with it.

          There's definitely something wrong with that, either it takes up to potentially really long to import it(might seem frozen) or throw an error. If it's crashing it might be buggy and should be reported, though if you are using a stable blender and bundled importers/exporters they should be fairly well tested.

            Megalomaniak Blender "typically" is bug-free... but IDK what's going on with Godot 4. No error messages, so nothing to really report.

            It's about as frustrating as you can imagine, I legit cannot stand 4.

            Nerdzmasterz IDK why Blender wouldn't open it, tho. Very strange.

            I remember that .fbx can have different encodings… or something like that. And there was even an official converter that I used to open this format at Blender.

              Tomcat I'm in a bit of a pickle... Godot only gives me heck for trying to use the FBX format. I thought that the plugin I tried to use to import for Godot was the official one. Plz tell me what you use?

              Also, the map was supposed to be in nine parts, but imported as two. Very weird.

                Nerdzmasterz Plz tell me what you use?

                I used the hints from here. But that was by way of experiment for importing into Blender — Godot understood the created by this program directly.

                Note: Fbx models are exported in ascii format which some applications don't support, you can use autodesk fbx converter to convert FBX models into binary.

                There seems to be an update in FBX2glTF. You could try the new version. I don't remember which one I used.

                Godot 3.x does not have support for using FBX2glTF directly

                Yeah, I guess I remember… I imported the .fbx already in G4.