10-10-19, 22:12 | #1511 |
Member
Joined: Mar 2015
Posts: 401
|
Ngl, hardly anyone will use this tool unless you support the most used formats like .obj, so that it can be used in Blender and Maya. Literally no one uses Sketchup.
|
11-10-19, 06:42 | #1512 |
Member
Joined: Mar 2012
Posts: 3,741
|
It's not about being harsh, but about facing reality: supporting niche formats instead of widespread formats it like shooting yourself in the foot. Only a handful of people might use the tool, and then it will be forgotten. To make a community live, you have to support widespread formats. TRLE suffered from this for far too long, fortunately this is changing with Tomb Editor, so let's not repeat the same mistake if you want to bring people's interest.
Besides, there is a reason Blender is requested. I have personally never used it for real, but I heard recently it got much better. It's free, open, actively being developed. I'm not trying to say you have to support it, in the end it's your choice obviously, but just because you specifically don't like Blender doesn't mean it sucks, and you'd have much more success and help the modding community a lot more if you supported it. |
11-10-19, 06:52 | #1513 |
Member
Joined: Feb 2015
Posts: 874
|
I don't remember if Sketchup allows you to export projects to obj. If the answer is yes then you're criticism is pointless.
In any case, OBJ isn't that great for exporting AoD's geometry: it doesn't natively support vertex colors, binormals, bitangents, multiple uv sets and complex materials. Before starting writing my exporters three years ago I had to face this issue too and after my comparisons between several 3D file formats it turned out that the best one for capabilities and compatibility is FBX. Then, if your target is Maya the answer is even simpler: Maya ASCII (way better than FBX but limited to Maya only). That's why I'm supporting these two formats in my level exporter. |
11-10-19, 13:00 | #1514 |
Member
Joined: Sep 2010
Posts: 306
|
It doesn't even matter what I support since the engine has a hardcoded limit of collision objects.
Last edited by sasho648; 11-10-19 at 13:03. |
11-10-19, 14:04 | #1515 |
Member
Joined: Feb 2015
Posts: 874
|
It will matter once we figure out how to rebuild collisions
|
11-10-19, 21:31 | #1516 |
Member
Joined: Jun 2018
Posts: 6,529
|
So I was thinking of messing around with that old incomplete AOD level editor.
Whats the tool for converting the level files? the link the editor gives is dead. I think I asked this a while back but I lost interest at the time and cannot find the old post. Can I just use the GMXunpacker? is that the same tool/does the same thing? Also I know there were downloads for less shiny Kurtis/Lara but I can't find them, I was hoping to link them to a friend getting into TR when he gets to AOD. Last edited by Samz; 12-10-19 at 09:00. |
16-10-19, 02:28 | #1517 | |
Inactive
Joined: Mar 2018
Posts: 1,453
|
Quote:
Last edited by TRExpertgamer; 16-10-19 at 02:51. |
|
16-10-19, 03:11 | #1518 |
Member
Joined: May 2006
Posts: 16,754
|
So I just had a quick skim over the last 10 or so pages of this thread.
Erm... not sure what to say, just woke up- wasn't ready for this kind of nonsense. |
16-10-19, 03:19 | #1519 |
Inactive
Joined: Mar 2018
Posts: 1,453
|
Eidos Interactive have took the production of the Tomb Raider series out of Core Design because they've caused so much drama to effect that part of the franchise's fortune from the 7th period. That's why everything had to change with the Tomb Raider franchise from 2004 as that year represents the very beginning of this period as we're in the 8th period. The 19th & last year into this period will be 2023. I believe that they're finally going to release a new Tomb Raider game into the very beginning of the 9th period which will start in 2024.
Last edited by TRExpertgamer; 16-10-19 at 03:21. |
16-10-19, 03:35 | #1520 |
Member
Joined: May 2006
Posts: 16,754
|
ok
|
Thread Tools | |
|
|