That’s, as indicated, Plan B, but I’m in a kinda weird situation for my mod. I inherited the caretaking of a much older mod something like eight or nine years ago, where one guy named czacen pretty much did everything for a self-sufficient mod. When I ported it to HWRM 1.0 last year, it gave it some publicity in the fandom and I was allowed to use a huge series of models made by another team that made their mod for Freespace 2, a space sim. Awesome quality and everything, but I was still alone and while I can code my way through HW 2 and HWRM, I’m not really capable where it comes to do actual editing and texturing of 3D files beyond removing sub-meshes and the stuff in Blender. And even then, those models covered two and a half out of four factions, so when a modeller joined me, his main job was (and still is) to create the final models needed.
So I’m looking at various solutions, mainly PayDay’s UI, if it could allow us to use the raw models or, when my modeller finds the time for it, removing the definitely useless details from the ships (and I know for a fact that many details, like the interior of the hangars, are useless) or - and I know this will make you cringe, my apologies in advance - taking a few weeks to learn how to do the .dae the right way, through 3DS Max with all the things done the way you guys explained before. So that’s why I’m testing the waters to see if the .obj integration was planned and if it wouldn’t cause too many issues.
Though, FYI, if you are interested in the limitations of HODOR and the engine, I got a 58k triangles ship to work quite smoothly ingame after getting its .dae through HODOR today. That could give an indication to other people how far they can hope to go, I guess. Thanks for the tip, though, I’m going to see if I can try something else I just thought of while writing this!