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.FBX implementation

A topic by andrew_noname created Mar 17, 2021 Views: 135 Replies: 1
Viewing posts 1 to 2

Hello, guys, and first of all, thank you for your awesome work.

I am a beginner Sea Dogs modder, and faced the fact that working with the STORM-native formats .gm and .an is very complicated and inconvenient.
Are there any chances that over time you will implement support for the .fbx format?

(+1)

I looked into this a bit over the last few days, and I'm still not sure.

The .gm format contains preprocessed BSP information that would have to be built during the file-read of an .fbx, which would be quite slow.  I am still investigating the possibility and I would need to test the slowness.  If I successfully replicate that information, yet it is slow to build, I might just create a converter instead, that would be used to change .fbx to .gm for the game resources.  I'm also still unclear on some of the details involved, so I cannot yet say whether this will ever happen, but I'm looking into the idea at the moment.

So that is neither a "yes," nor a "no" answer for now.