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The same could be said about FBX, couldn't it? It was created in 1996 after all ... But despite that, both the FBX and GR2 formats got significant updates, and even though its still called GR2 it's very different from the old GR2's.
Even if they miraculously managed to use a 13 years old SDK for this game (which they didn't), I could still argue that meshes almost contain the exact same info they did 13 years ago, i.e. vertices, normals/tangents/bitangents, UV sets, skeleton, animation frames and some additional metadata. If you look at how a modern engine stores meshes (eg. https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/UStaticMesh/index.html), you'll see that its almost the same as it was in the last decade. Vertex data is one of the very few things in graphics that didn't really change with the advance in technology.


But FBX has become way more accesible, used and known for the whole 3d community than .GR2 , damn i'd say even that the .obj formas has it's days counted since you can import it directly to UE4.

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The SDK I have contains exporters for up to Max 2013 though its quite old; newer SDKs probably support up to Max 2017.

That still leaves Maya out of the picture sadly, well. At least is just one extra step for me to switch between those two.

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I'd say it was because the whole main campaign was built around there being 2 main chars and 2 henchmen, and the way the scripts were built didn't really handle 4+ players well as they didn't expect them to exist at all.

Yes. I know, that's the point. I can't wrap my head around why they decided to build the system that limited in amount of players. :S



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From a scripting/API point of view handling any number of characters is feasible; the main issue in D:OS 1 was that certain elements were hardcoded both in the exe and in the main campaign scripts, creating various issues for 4+ players.

As i said and you agreed. That's why we need more info. I understand and respect that big L doesn't want to release the tools until release, but I honestly think they should give us some info, an informative video of some sort. What scripting language is it? What are the modding tools able to get their hands on which aspects of the game? Could we make changes on the interface? or maybe translate de Game Masters database or game HUD to other languages by ourselves (not talking about dialogs)?Is it possible to add new paintable effects? (like the venom-y,water-y and make your own such as fog or puddles of different colors) If we make new character models can we create new races or the system would only allow to replace the main 5?

From a modelling-artistic perspective, I would like to know what i would be able to do and what not, because that something i can start working on almost right now. But those other questions are ones that can make more people be interested in the game. (I certainly have an entire group of people to convince! hahaha)