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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kazan on February 09, 2008, 12:36:49 pm

Title: Give me your .ASEs
Post by: Kazan on February 09, 2008, 12:36:49 pm
3DS Max users... generate some .ASEs for me.. everything from fighters to capships
Title: Re: Give me your .ASEs
Post by: Flipside on February 09, 2008, 12:43:02 pm
Best thread title....evar!

Sorry, I just couldn't resist saying something....
Title: Re: Give me your .ASEs
Post by: Kazan on February 09, 2008, 12:44:00 pm
hehehehe  :lol:
Title: Re: Give me your .ASEs
Post by: blackhole on February 09, 2008, 12:47:42 pm
That is either the best thread title ever posted or the worst file extension ever made. :p
Title: Re: Give me your .ASEs
Post by: Herra Tohtori on February 09, 2008, 12:53:33 pm
All your ASE are belong to Kazan.
Title: Re: Give me your .ASEs
Post by: Col. Fishguts on February 09, 2008, 01:07:34 pm
A bunch of boxes with some hierarchy to get you started: http://n.ethz.ch/student/ebuerli/download/boxes_ASE.rar (http://n.ethz.ch/student/ebuerli/download/boxes_ASE.rar)

If you want something more substantial, in what setup (naming conventions, groups, etc.) ?
Title: Re: Give me your .ASEs
Post by: Kazan on February 09, 2008, 02:26:10 pm
most of this data is very straight forward

except one thing

the hierarchical_boxes.ase only has one material.. and there isnothing like *submaterials { ... } in the data.. but i'm getting submaterial IDs that clearly don't lead me anywhere...

[edit]
apparently 3DS max spews out garbage submaterial IDs constantly.

so just ignore the ID and assign it to the material itself instead
Title: Re: Give me your .ASEs
Post by: DaBrain on February 09, 2008, 02:45:26 pm
I'll give you the SoL city 1.0 as ASE (link via PM).
20 MB ASCII, 888 entities (dummies for glowpoints included).


Should be a horrible worst-case scenario.  ;7
Title: Re: Give me your .ASEs
Post by: Kazan on February 09, 2008, 02:47:32 pm
yeah.. and it is going to make me learn not to try to buffer these files in memory :D
Title: Re: Give me your .ASEs
Post by: Warp Shadow on February 09, 2008, 05:04:46 pm
o__0

I feel violated...
Title: Re: Give me your .ASEs
Post by: Kazan on February 09, 2008, 05:42:18 pm
A bunch of boxes with some hierarchy to get you started: http://n.ethz.ch/student/ebuerli/download/boxes_ASE.rar (http://n.ethz.ch/student/ebuerli/download/boxes_ASE.rar)

If you want something more substantial, in what setup (naming conventions, groups, etc.) ?

what are "point01" and "point02" they're "helperobject"s in the file
Title: Re: Give me your .ASEs
Post by: Woolie Wool on February 09, 2008, 06:04:24 pm
o__0

I feel violated...

I guess your ASE hurts, then?:lol:

Anyway, does this mean that you're about to make the max exporter completely obsolete?
Title: Re: Give me your .ASEs
Post by: Kazan on February 09, 2008, 06:20:12 pm
Anyway, does this mean that you're about to make the max exporter completely obsolete?

yes

[edit]
speaking of which my ASE loader can load *COMMENT, *SCENE, *MATERIAL, *SUBMATERIAL, *MAP_DIFFUSE

and here are some links for my own personal reference
http://www.di.unito.it/~marcog/IG2/Material/MeshXUnreal/Panda.ase
http://zerowing.idsoftware.com/viewcvs/radiant.gamepacks/JAPack/branches/1.4/base/models/menu/galaxy.ASE?rev=1
Title: Re: Give me your .ASEs
Post by: DaBrain on February 09, 2008, 07:31:28 pm
A bunch of boxes with some hierarchy to get you started: http://n.ethz.ch/student/ebuerli/download/boxes_ASE.rar (http://n.ethz.ch/student/ebuerli/download/boxes_ASE.rar)

If you want something more substantial, in what setup (naming conventions, groups, etc.) ?

what are "point01" and "point02" they're "helperobject"s in the file

Point helpers were used to set up gunpoints.
Title: Re: Give me your .ASEs
Post by: Kazan on February 09, 2008, 07:31:46 pm
i <3 macros

this is the function body of the texture map data read function

Code: [Select]
ASE_Start_VarProcessing(in,"}")
ASE_ReadQuotedStr("*MAP_NAME",name)
ASE_ReadQuotedStr("*MAP_CLASS",mapclass)
ASE_Var("*MAP_SUBNO",subno)
ASE_Var("*MAP_AMOUNT",amount)
ASE_ReadQuotedStr("*BITMAP",bitmap)
ASE_ReadUnquotedStr("*MAP_TYPE",type)
ASE_Var("*UVW_U_OFFSET",u_offset)
ASE_Var("*UVW_V_OFFSET",v_offset)
ASE_Var("*UVW_U_TILING",u_tiling)
ASE_Var("*UVW_V_TILING",v_tiling)
ASE_Var("*UVW_ANGLE",angle)
ASE_Var("*UVW_BLUR",blur)
ASE_Var("*UVW_BLUR_OFFSET",blur_offset)
ASE_Var("*UVW_NOUSE_AMT",noise_amt)
ASE_Var("*UVW_NOISE_SIZE",noise_size)
ASE_Var("*UVW_NOISE_LEVEL",noise_level)
ASE_Var("*UVW_NOISE_PHASE",noise_phase)
ASE_ReadUnquotedStr("*BITMAP_FILTER",filter)
ASE_End_VarProcessing("*MAP")
Title: Re: Give me your .ASEs
Post by: Kazan on February 09, 2008, 07:32:08 pm
A bunch of boxes with some hierarchy to get you started: http://n.ethz.ch/student/ebuerli/download/boxes_ASE.rar (http://n.ethz.ch/student/ebuerli/download/boxes_ASE.rar)

If you want something more substantial, in what setup (naming conventions, groups, etc.) ?

what are "point01" and "point02" they're "helperobject"s in the file

Point helpers were used to set up gunpoints.

ok.. so i cannot just discard the data
Title: Re: Give me your .ASEs
Post by: maje on February 09, 2008, 09:02:59 pm
well since you're online, I'll see about generating an .ase for the Brittlestar.
Title: Re: Give me your .ASEs
Post by: DaBrain on February 10, 2008, 04:25:41 am
Now we just need a system that is easy to use to set up detail box stuff (or custom settings in general - there might be more later).

Maybe just helperobjects attached to the object they belong to, named "$db_mn_-1000_mx_1000" (there is a limit to the name length...), so one step below them in the heirachy.

(This still wouldn't make mass editing very easy....)

Maybe somebody else can come up with something better...
Title: Re: Give me your .ASEs
Post by: Col. Fishguts on February 10, 2008, 05:42:23 am
what are "point01" and "point02" they're "helperobject"s in the file

Yep, those are two dummy helper points. Styxx's exporter uses those t auto-generate fire points and other stuff, basiclly the same as  PCS uses the lights from TrueSpace.

Auto-generating functionality would just be the icing on the cake. What we really need from an ASE importer (in order to no longer depend on the Max exporter) is:

- geometry with proper smoothing data and UV mapping
- hierarchy of turrets/debris/destroyed subsystems

And that's about it I think. The rest can be easily set up manually in PCS2.
Title: Re: Give me your .ASEs
Post by: DaBrain on February 10, 2008, 07:42:27 am
@Kazan I think I have a solution for the problem with the "user defiened/custom properties".

With some internet research and some reference, I was able to write a MAX script that will output a txt with the names and the "user defined" settings.

Format is like this:

Code: [Select]
$Model Name
"user defined settings"     
$Model Name 2
"user dedined settings 2"
...ect


Now together with this and if you just copy the names the MAX exporter used, all models set up for the exporter will work in PCS2 without any additional work (other than saving a separate txt)! 

I think that's pretty cool. :)


I've attached the script. Even without MAX, you can take a look at it. Just open the script with Notepad.


"Installation" instructions - three steps


Of course you can use "Run Script" every time you export a model for FSO, but that is too complicated for me....

1. This is what I do:
Right-click on the top toolbar and select "Extras". A shiny small extra window will appear.
http://i28.tinypic.com/6fcsvo.gif

2. Now open the script.
http://i25.tinypic.com/1e6o80.gif

3. Just select everything and drag it on the "extras" window.
http://i31.tinypic.com/2h3orqr.gif


That's it. Now you have a button you only need to click on when you export the extra informations.
You can change the appearance by right-clicking on it.


[attachment deleted by ninja]
Title: Re: Give me your .ASEs
Post by: Kazan on February 10, 2008, 09:58:27 am
i read somewhere you can attach arbitrary comments to anything you want?

[edit]
oh DaB.. i'm trying to make it so that we don't need extra plugins or anything

straight from max to PCS2
Title: Re: Give me your .ASEs
Post by: DaBrain on February 10, 2008, 10:11:07 am
Well, the comments that can be added are not in the "user defined" tab.

Those are just comments about the ASE version, the filename and the like. So nothing that is really useable for us.



So I don't really see any other way.
Title: Re: Give me your .ASEs
Post by: Col. Fishguts on February 10, 2008, 10:12:19 am
Each object has a field for optional user defined properties. That's where Styxx's exporter got the additional submodel data for turrets and subsystems.

EDIT: @DaB: Are the user defined comments not exported to ASE ?
Title: Re: Give me your .ASEs
Post by: Kazan on February 10, 2008, 10:20:21 am
Each object has a field for optional user defined properties. That's where Styxx's exporter got the additional submodel data for turrets and subsystems.

i read that any chunk in ASE can have a comment but the model you provided me didn't hve them

i have max 9 now so i can play around with stuff


*edit*
facepalm... max can export ASE but not import.. how stupid is that

[edit again]
there is a plugin to enable it on Max 4 - Max 8

http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=117
Title: Re: Give me your .ASEs
Post by: DaBrain on February 10, 2008, 10:38:55 am
EDIT: @DaB: Are the user defined comments not exported to ASE ?

No it can't. That's the problem.

The format supports comments, but it's not using the user defined settings as comments.
I didn't find any other comment-like option in MAX. I'm pretty sure we cannot use the comment function unless we rewrite the ASE exporter plugin to do what we need.

That's why I wrote the script.



i read that any chunk in ASE can have a comment but the model you provided me didn't hve them

The problem is, you cannot add comments that can be exported, unless I'm missing some kind of hidden funtion in MAX.



*edit*
facepalm... max can export ASE but not import.. how stupid is that

Just write some stuff into the User defined properties tab and export an ASE.
Open the file with Notepad or something similar and look for the "comments" you've added.

They're gone. :(


Edit: You can only add comments in particle views... which doesn't help one bit...
Title: Re: Give me your .ASEs
Post by: Col. Fishguts on February 10, 2008, 10:39:13 am
I just tried to export something with user defined comments, but it seems they get ignored on export.

And yes, ASE import is not supported. I don't know whose idea that was.
Title: Re: Give me your .ASEs
Post by: DaBrain on February 10, 2008, 10:42:24 am
Very old versions could still support importing ASE. (older than version 5)
Title: Re: Give me your .ASEs
Post by: Kazan on February 10, 2008, 02:57:12 pm
if anything thinks it's not redundant they can use http://www.martinreddy.net/gfx/3d/3DS.spec to write .3DS suppot for PCS2
Title: Re: Give me your .ASEs
Post by: Kazan on February 10, 2008, 03:54:10 pm
I can completely load Fishgut's Hierarchial Boxes (not translate to PMF yet, haven't written that, but my ASE reader can read it)
Title: Re: Give me your .ASEs
Post by: DaBrain on February 10, 2008, 03:56:36 pm
I can completely load Fishgut's Hierarchial Boxes (not translate to PMF yet, haven't written that, but my ASE reader can read it)

Wow, that was pretty fast.  :yes:

if anything thinks it's not redundant they can use http://www.martinreddy.net/gfx/3d/3DS.spec to write .3DS suppot for PCS2

I think ASE and/or OBJ support is better than 3ds support.


Btw, I know you don't like the idea of having an additional script for the extra information, but keep in mind that a similar script could easily be written for Maya and Blender (and maybe also Lightwave and Sketchup).
Title: Re: Give me your .ASEs
Post by: Kazan on February 10, 2008, 04:19:22 pm
Btw, I know you don't like the idea of having an additional script for the extra information, but keep in mind that a similar script could easily be written for Maya and Blender (and maybe also Lightwave and Sketchup).

well.. i was going to write in a feature for PMF metadata text format... so if you hold on until i write that you can just make your scripts export that.
Title: Re: Give me your .ASEs
Post by: Scooby_Doo on February 10, 2008, 05:04:29 pm

if anything thinks it's not redundant they can use http://www.martinreddy.net/gfx/3d/3DS.spec to write .3DS suppot for PCS2

I think ASE and/or OBJ support is better than 3ds support.


Also 3ds's Max creates is limited to 8.3 filenames. :ick:
Title: Re: Give me your .ASEs
Post by: DaBrain on February 10, 2008, 06:08:34 pm
Btw, I know you don't like the idea of having an additional script for the extra information, but keep in mind that a similar script could easily be written for Maya and Blender (and maybe also Lightwave and Sketchup).

well.. i was going to write in a feature for PMF metadata text format... so if you hold on until i write that you can just make your scripts export that.

Great. :)

I hope it won't be too complex. I don't think I can do much more complex scripts yet...
Title: Re: Give me your .ASEs
Post by: Kazan on February 10, 2008, 08:38:29 pm
takes 23 seconds in while debugging for my ASE loader to read the 19,731KB SoL_City_ASE.ASE into memory (not to do the translation)

20 seconds in debug build not debugging

8.75 seconds in release build

so... not bad at all
Title: Re: Give me your .ASEs
Post by: DaBrain on February 11, 2008, 05:46:15 pm
Nice, I would have thought the importing of that monster would take more time.


I wonder about the conversion. It took quite a while in the MAX exporter...
Title: Re: Give me your .ASEs
Post by: Kazan on February 11, 2008, 05:50:18 pm
conversion will probably take some time... right now i'm doing some stuff in the FS2 engine waiting for feedback on PCS2 Mantis #51
Title: Re: Give me your .ASEs
Post by: Kazan on February 12, 2008, 12:29:13 pm
well here is a pickle... Sol City has no normals.. no texture verts, no texture faces

in otherwords the model is useless as far as conversion is concerned

[edit]
i'm starting to loose confidence in the realiability of this format

[edit2]
yeah.. format is getting the can