Full Vertex-Color support (Vertex, Face-Corner) Domain & (Color, Byte-Color) Data are all usable and automatically get converted to a format BeamNG understands.
Are cached .dts files difrent to regular ones? if not this might be interesting for you: https://github.com/tekrog/TribesToBlender But it’s outside of the scope of this project i think. I also won’t support legacy pre v31 cdae files.
I tested that extension. Got this error. I hate the fact that the guy made the model all wrong, and saved in this crappy format, so the guy is the only one who can fix it, and he doesn't want to --- Post updated --- Apparently not enough for the game to not open them. I'm trying to edit some models inside a .dts file, but it is v31, so the Torque 3D engine can't open, and none of the DTS importer utils for blender can either
The mod has to be really old right? i didnt even know that old torque3d format was a thing until now... "But it is v31" a dts file?? sure you not mixing things up? dts & cdae a very different things.
Actually not. The mod is Modern. I know it is v31 because I tried opening it with the Torque 3D engine, but it only opens v28 .dts files and older, so it popped an error saying that it couldn't open the file because it is v31.
No more fiddling with the scene tree in Blender and wondering if you got the names right. --- Post updated --- Just animations now and the dae exporter is feature complete
It loads way faster since its a cached version of dae, it's also way faster for animated meshes which tend to have long conversion times.
It's a binary format (for caching) that loads faster than XML-based COLLADA files, because it does not require text parsing and can allow loading based on order, which lets you map data closely to existing data structures, which then avoids data conversions. It uses less disk space simply due to being compressed binary and also avoids any sort of syntactical difference that may be possible in other formats, which reduces complexity. You can read more on it on the documentation: https://documentation.beamng.com/modding/file_formats/cdae/
New Version with some usability improvements, most notable: operator presets. https://github.com/Grille/Blender_BeamNG_CDAE/releases