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[Feature] FBX Exporter with Vertex Colors and Vertex Alpha Support #18
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I'll be looking to support this via glTF probably rather than FBX. Will leave this open for now. |
What’s glTF? Does it support bones and vertex colors? |
I did link you to a page there covering it, but yes, it supports everything FBX supports and more. Every modern modelling tool (including pretty much every modern engine, including UE4/5 + Godot) will support glTF, which is an open standard, whereas FBX is proprietary and doesn't really have much of a future. |
Perfect. That should work. |
Also will there be support for exporting the character models as well? |
That's the plan™ |
I look forward to that. Also will there be an option to export textures as .png? And will there be support for Beyond Good & Evil HD Remastered? |
Nope, textures will be in TGA format - you can do the conversion yourself pretty easily if necessary. |
And support for Beyond Good & Evil HD? |
That's a bit beyond the scope of this and not something I'm currently planning for :p |
How did Droolie pull the data over from BGE? |
I'm not going to have a whole conversation with ya via GitHub lmfao, feel free to DM me on Discord (hogsy#9210) or whatever, keeping in mind I'm going to bed, but I think we're getting well away from the subject of this ticket :p The gist is that he modified ray1map to support Jade's formats and then exported from there to a new BF in such a way that the editor is able to load the content. If you want to know more, I recommend messaging Droolie directly. |
Okay I’ll ask him about it on Discord. Sorry to go off topic. |
Would it be possible to add a feature to export every .gao file as .fbx with vertex colors and vertex alpha?
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