Quote: "I fail to see the argument against .x being about poly or vertex limitations for a game engine which shouldn't and doesn't handle excessively high poly models, if your model is under 30,000 faces it will go into GG but won't lightmap properly, how many poly's do you wan't?"
I want to add 100000K polygons, I want to be able to to do, yes which game has a 100k polygon model, it's the principle that there is imposed limits, constantly have to adjust do this or do that to save here and save there I am TIRED off it, period.
What about gameguru, and model editors flipping the textures, I have a massive problem in that every model I export directly to X format needs the uvs flipped and adjusted, rechecked and export, when I export to .obj format, I need to manually import make sure the textures are assigned and export to X file. X file results in And, and, and, and, and, and I AM TIRED OFF IT.
I AM TIRED of having to keep 100's of scene files on hand just in case I need to make changes, as 99% of the time you can't import a X file without serious issues especially when animated, I AM TIRED of having to keep several tools on hand to do it.
I have been forced to do the whole obj file assign textures export to X for 10 odd years, I AM TIRED of it, just once I want export and import hassle free no questions asked.Instead I am being sheepishly indirectly attacked for mentioning that there is vertex and polygon limits, when there are far more serious issues with the format, a DEAD format at that.
You are frustrated no doubt, but don't take it out on me, I am not a fly by night, I have as much right to complain about some thing silly as polygon limits and vertex limits as you have the right to complain about core features missing, whether or not objective or otherwise.
FBX in general has far more benefits then drawbacks, so what if the file format gets updated regularly, it's the dead formats that halts progress.You are aware you can actually in most decent software select the FBX format you want to export to.It's really a none issue at best, even if lee doesn't manage to get to update it all that often.
Otherwise I have to agree, lee is running around like a headless chicken only half implementing features and leaving it at that, I am not even going to mention EBE as that turned into an entirely new mess, and properly disappointed lee didn't use the octree route, while half implementing the idea of octree, EBE in it self is a completely and utterly waste of good development time , I am done head butting with lee on that topic it is what it is, the end.
The only thing lee did to the isometric feature was fix the camera issue, and while lee did this to enable the sale of isometric content which I am grateful for, why was it signed off as a done job on the feature board, fixing the camera doesn't justify as being a completed feature.
The format import had a lot more to it then just static mesh imports, but also job done.
Same thing is going to happen with EBE, first version and then hopefully a revision 2 years later, by which point is will be useless.With EBE making it's way to the software, lee has spoken about the composite entity, which is perfect for EBE, and shouldn't have been implemented with EBE as they go hand in hand to ultimately reduce draw calls.
Gameguru is marred by seriously bad decisions in general, launching on steam and then taking it out of beta stage was probably the worst .
So have a couple of cold ones, take a week or a month, perhaps you will feel slightly better then.....if not good luck with what ever venture you choose in the meantime.
I think most long time users are tired of having to constantly bicker, moan, and fight to get any thing useful done we shouldn't have to, but here we are, I have asked lee on a couple of occasions, we can't keep on butting heads, it isn't healthy....and again butting heads, wholly unneeded some thing needs to give.....what I don't know, but this trend is unproductive.....
Win7 pro, Intel 2500K @3.7ghz 660GTX 8gig ram 16tb HDD