Serious Sam 3: BFE

Serious Sam 3: BFE

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When has the editor been able to export things?
When I clicked "export .fbx" on the skeleton, it worked. Completely unexpected.
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Showing 1-6 of 6 comments
AlenL 3 Sep, 2013 @ 10:47pm 
For like more than a year. It was introduced in Build 154002, on 23 Apr 2012.
Solais 31 4 Sep, 2013 @ 1:12am 
I think he means the edit data being present, that was since Spring of this year, if I remember right. Even if skeleton exporting was there before, we couldn't export it due to the lack of edit data. (On the other hand, I think the skeletons still export broken though, because fbx.)
AN BIFFED ELF!!!! 30 Oct, 2013 @ 5:07pm 
Yeah I noticed Blender can't import either the OBJs or the FBXs exported from SeriousEditor at all. Noesis even has a problem with them.
AlenL 31 Oct, 2013 @ 12:24am 
Sigh. Using FBX seems to has been a big mistake. It was supposed to bring compatibility between all 3d packages, but all it brought was a lot more incompatibilities. Autodesk really messed that one. We spent more time fixing bugs related to their bad and undocumented libraries, than we would have spent have we implemented importers/exporters for 2-3 additional 3d packages. Well.... hindsight is 20/20. :)
AN BIFFED ELF!!!! 31 Oct, 2013 @ 2:25am 
I haven't seen a single exchange format that ever fulfilled its promise. Collada DAE is another inconsistently implemented one. :/
AlenL 31 Oct, 2013 @ 4:07am 
Well, we do have our own ascii formats, and when we were implementing specific exporters/importers for our format as plugins in different 3d packages, it worked well. It is more work, but then it works well at least.
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Showing 1-6 of 6 comments
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