godotengine / godotengine/FBX2glTF
Relative paths to textures?
- Dominant language
- C++
- Stars
- 425
- Forks
- 117
- PR merge metrics
- No merged PRs in 30d
Description
Hi! I see this repo doesn't have a issues template - I hope the below info is ok.
Using: recently downloaded FBX2glTF 0.13.0, and Godot: v4.0.stable.official [92bee43ad]
I recently purchased a Synty bundle thinking that I might be able to 'just drop' assets in Godot. Oh my!
Generally speaking, the Synty folder structure is reasonably fixed with a subfolder of Texture, with individual assets and characters in subfolders (and a demo in its root which tbh is an anomoly and users can shift to subfolder if that is easier);

Looking at the demo map fbx with Notepad++ I can see references to;
- Filename U:/Dropbox/SyntyStudios/PolygonRoyale/_Working/Textures_Unreal/PolygonBattleRoyale_Road_01.png
- RelativeFilename ..\..\SyntyStudios\PolygonRoyale\_Working\Textures_Unreal\PolygonBattleRoyale_Road_01.png
- XRefUrl U:/Dropbox/SyntyStudios/PolygonRoyale/_Working/Textures_Unreal/PolygonBattleRoyale_Texture_02_A.png
- Shininess 4 (if you squint between the double/number/D/etc)
In Godot, this appears to translate to a models with shared textures - awesome! This does make fixing the scene vastly easier.
- Name: Mat_PolygonBattleRoyale_Road_01 😮
- surface/material/albedo/texture - empty 😢
- alpha - I have no idea what to set this to, all the setttings seem weird checking a Quartunius nature tree.
- Metallic + Roughness - has values? I reset these, and things look cvastly better, and I don't ^think^ I dragged files in the wrong places in all places. 😒
- ShadowMesh - (part of godot import, never mind)
I imagine this project really isn't able to read the encoded details in these files , especially as they change all the time. And I imagine that the intent of the tool is to deal only in the files that are provided rather than to 'look' around and try fix things.
I'm wondering if "Mat_" is a prefix used in fbx2gltf, and to specify a different prefix/suffix instead? "..\Textures\{name}.png" or something that be recognized by Godot might MIGHT be a relatively trivial change?
Thanks for the long read - I hope it makes sense!
Contributor guide
Research direction
Start by reproducing the conversion with FBX2glTF 0.13.0, Godot 4.0, and the described Synty FBX assets. Compare the generated material texture references with the source FBX paths; done means establishing whether relative texture paths can be resolved and defining the expected behavior for shared textures.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, godot
- Domain
- cli, computer-graphics
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100