Vivid and Trinity and old blitz projects we worked on where I often found that I had limited control of materials textures and lighting, often leaving me with oversaturated and or bleached out textures and lighting that that was often hardcoded so the only thing I could do to compensate was adjust my textures in photoshop.
In vivid, definitely the case with it's bodged up b3d loader, but one bug aside Trinity's b3d loader was practically all working.
It shall be ported to Vivid2.0 Fairly easily though, so..that'll be in.
I'm using 3ds for my current game(Artist insisted) though(just nuked the last bug.Was going to post a compatibility test, but not after mark's kick ass demo. I need to do some more cool <bleep> first..)