Quote: ""One of the issues I seem to remember in 2.70 was the models exported inside out and you had to tick a couple of extra boxes that users were not aware of to get it to export correctly .... Is this still and issue or even do you have any idea what I'm referring to ""
Yeah I had exactly the same. In fact, I still do as I have both 2.69 and 2.70 still installed on my machine (never bothered upgrading, mainly due to this issue). In 2.69, .x exports fine, in 2.70 it messes up the normals. It doesn't matter what you do to them in Blender 2.70, the export is messed up. Use 2.69 and there is never an issue. I was told that the exporter for 2.69 will work on 2.70 if copied over, but never tried it, preferring to stick with what I knew worked instead. I have 2.78 as well actually, I had the same export issues with that version also.
The main issue with GG here for me is the inability to load an animated model from GG into a 3D package to tweak it. Perhaps I want to add an animation to a default model, because I have no native Blender version I am pretty stuck. 3DS Max users however, got a version to download and play with which would load straight into Max (I'm talking ages back, near the start of dev). So immediately, if you don't use Max and really, most people won't be using it, as it's both expensive and aimed at professionals - you are at an immediate disadvantage. I seem to remember someone posting a blender version (although I can't find it these days), but that was down to the community not TGC. I understand Max is industry standard and should be supported, but with GG being an easy game maker, I would have thought support for Blender would have been a good idea.
I often see good models marred with clunky animation. It would be nice to be able to edit the anims rather than re-rig from scratch, as that is beyond most people. Or just another skill to learn that is maybe too much for many to take the time to do. I tell you, making games back in the 8bit era had its drawbacks, but graphics were at least fairly easy
These days you need all sorts of programs and skills to use them.
I'll add that this is the very reason we have 2 sets of AI types. Default and custom. This is because making characters match the default soldiers is very, very difficult in comparison to simply starting one from scratch. So now we have several AI scripts which only work for specific objects. This for me is a bit of a mess. Forced into being by the fact that the original GG characters were difficult to work with (not to mention changed from the original FPSC for no good reason I know of, apart from rendering the old ones useless).
Characters are an area I stay away from, I can't really model them very well, or rig and animate them. All attempts have been less than successful even with fully animated blender models. After spending a long time getting them working in Blender to find them stone statues in GG is somewhat frustrating. I can understand why this is asked for so often, npc's are a big part of any game, so having an easier way to import already working ones would be very welcome. Fuse for one supports fbx, hence why people want to use them. There's no way I'm going to better a model out of fuse in any area, so it would be nice to get some use from it. Unreal supports them out the box apparently, it would be nice if GG could get to that point as well.
Edit - Although even with Fuse models you will still probably need custom anims at some point
SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.