Both files are full scene formats. So i am also wondering what the differences are...for example there should be a limit of how many vertizes can be uploaded second life goes by 95k is the max for one model, the heavy the item and more of the items it will cause performance drops so in order to reduce this I think they should put on steam profile expert modeling that way we will know. I am not sure how .fbx files work I am still looking into that I use .dae files.
...After checking this out i just learned that DAE is abandoned by it's creator Sony, and made it open source but still happens to have some problems like several bugs. Also, FBX files happens to be a lot more universal since most 3D software use this format.
What software are you using? Does it not have a FBX export option?
Have asked the same about Height, OA, metallic and Roughness maps (no answer yet), but vektor displacement is a level more advanced. I know that 3D model/render software have these, but not sure about game engines to be honest. It would be awesome though...Can the toolkit handle animated textures? Has it option for Alpha , and deformation maps like vektordisplacement, normal and bumpmaps? I hope ur planing on expanding the toolkit to give us options to build own rides coasters and have access to some ingame mechanics. Hope dies last[yum]
...Apparently it does exist in game engines.
- UE4 https://www.youtube.com/watch?v=zm13tOJmdG4
- Unity https://www.youtube.com/watch?v=3CHpv4i6rbs
- Extra cool info for anyone interested http://support.nextlimit.com/plugins/servlet/mobile#content/view/1475519
Just like animated textures. We could do amazing stuff with this[woah] Let's hope for it[big grin]