caldrail, on 19 January 2022 - 08:09 AM, said:
I have a feeling I might get shot down, but as a long time user of the .s file, I really don't see why it's necessary to change to a format that supports more complexity. The problem has always been with MSTS right from the start, that people rely on making models as complex as possible when an improvement in texturing makes a shape look just as good. Look at some of these models from Eastern Europe. They are works of art. They didn't need heavyweight file formats. Okay, I can accept that improvements in shaders wouldn't go amiss, but millions of polys is not the way to go.
Once again, accepting a new shape file format doesn't mean we will stop supporting S file format.
It also doesn't mean the goal is to add more polygons in a model (that's still a choice a content creator can make, either in S file format or glTF file format).
With glTF, we are giving a way for content creators to apply more advanced effects to the models.
One of the big improvements are what we call Physics Based Rendering (PBR).
With it, you can make a model look for example shiny, rusty or wet realistically just by adding additional textures.
Another goal is to have native support for most current 3D modelling software. We wouldn't need to modify converters for MSTS shape files each time we want to support a functionality of those software (for example, PBR textures).