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Level Editor - import/export - .expobj?? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Level Editor - import/export - .expobj?? (/thread-6707.html) |
Level Editor - import/export - .expobj?? - Skaruts - 02-24-2011 The first time I saw the import and export options in the file menu I thought I could maybe export models as Collada(.dae) or Wavefront(.obj) models, for reference or for a good way to check how they were done, or even re-texturing. However, today I explored those options and I noticed there's only one file format to import or export as: expobj. What can I do with a .expobj file from there? And where are these files created from so that later I can import them into the level editor? (well, they can be created with the level editor itself, as I see, but I suppose I will not want to export a model just to import it again ![]() I'm really confused with this one... Thanks in advance. RE: Level Editor - import/export - .expobj?? - Luis - 02-25-2011 The editor import/export functionality serves to save selected objects to a file, so that one can then import them in another map. I know it might be a bit confusing, but well... ![]() If u wanna check the models, they all are in the redist folder as Collada files. RE: Level Editor - import/export - .expobj?? - Skaruts - 02-25-2011 Ah yes, the models are all there. I didn't remember to go check the files... ![]() So expobjs are to allow easy exchange of parts/chunks between maps. Makes sense. That's good to know and may be useful later on. Thanks Luis. |