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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Mon May 01, 2006 5:35 pm Post subject: ASE Exporter |
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Hi everyone!
Ive found a new engine and its really cool. The only problem is the one, that i can't export directly from DeleD into .ase so i can use the model in the engine.
Wfr, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Mon May 01, 2006 7:36 pm Post subject: |
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Ca3de uses its own level editor. An in-house modified version of tread3d's source. You should use that one to create content for the engine.
They used to work with hammer-worldcraft and a special work-around to use WAD library materials but now CaWed (their editor) does all the job and saves them from any legal issues they ran into using hammer.
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Ive found a new engine |
hehehe, well, it's not so new, believe me. Carsten (its author) has been working for a long time on it. Serious Development started in 1994. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Mon May 01, 2006 7:46 pm Post subject: |
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I just took a look myself and I think he's doing a good job. The only drawback I see is that he doesn't seem to even want to consider other 3D modellers. CaWE it is, and nothing more. If he really wants his engine to be used by a very broad adience, he should open up for other 3D editors and fileformats. IMHO of course. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Tue May 02, 2006 7:44 pm Post subject: |
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If you didnt noticed that, CaWe ist only the Level Editor. For basic lvl geometry, it must be used. For static models etc., you need a external modeler.
Well, im using DeleD as my modeler. So i export my models from DeleD into OBJ, then, with Blender into ASE. The problem is that i need too much time for exporting everything and there are too much problems with the models itself. For example, the Blender ASE exporter does not write a material. But CA3DE needs a material list to load textures. For another example, my last model didnt load. A user fixed my model (big thx to Thrawn! ), but he dont know what made the error.
Wfr, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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CMe Member
Joined: 30 Jun 2005 Posts: 72 Location: Ontario Canada
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Posted: Wed May 03, 2006 12:18 am Post subject: |
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ASE is a pretty good format. It seems a few engines are using it. I'll look into writing an importer/exporter for that format. I'm sure quite a few people could find this format useful. _________________ drop into #delgine on irc.scene.org |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed May 03, 2006 2:11 pm Post subject: |
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CMe: Sweet, that would be great. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Wed May 03, 2006 7:18 pm Post subject: |
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CMe wrote: |
ASE is a pretty good format. It seems a few engines are using it. I'll look into writing an importer/exporter for that format. I'm sure quite a few people could find this format useful. |
Thats cool! But one suggestion: Can you also write a CA3DE-related exporter/impoerter? Because the standard exporter i use in Blender, doesnt make *MATERIAL_LIST and in some cases, does not assign the right texture to the faces. Also, it seems that Vertex-Manipulation causes bugs in the format itself. However, sometimes.
Wfr, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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CMe Member
Joined: 30 Jun 2005 Posts: 72 Location: Ontario Canada
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Posted: Fri May 05, 2006 9:06 pm Post subject: |
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ok just a little progress info. I've got most of the exporter working. I'm using gile[s] as a test for loading the exported files as it has the ability to import .ase files. It actually took a while to find a program which can do this. So far everything is loading fine into it including materials.
Anyway it may take a little while to finish this. Not much info laying around for this format it seems. I'll grab CaWE at some point and test for compatibility regarding materials.
I'm starting to like this format quite a bit. multiple uv channels, face normals, smoothing groups, animation etc.. _________________ drop into #delgine on irc.scene.org |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri May 05, 2006 9:10 pm Post subject: |
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CMe wrote: |
I'm starting to like this format quite a bit. multiple uv channels, face normals, smoothing groups, animation etc.. |
The format can save every single one of the settings from 3dsmax. That's what it was. It was .max -> ascii format. There was a tutorial for the format on GameTutorials.com _________________
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CMe Member
Joined: 30 Jun 2005 Posts: 72 Location: Ontario Canada
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Posted: Fri May 05, 2006 9:27 pm Post subject: |
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yeah I came across that tutorial from gametutorials while searching. They charge for those tutorials now. What I'd like to find is the actual file specifications document but no luck. I think I've found enough information now though. _________________ drop into #delgine on irc.scene.org |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri May 05, 2006 9:51 pm Post subject: |
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CMe wrote: |
yeah I came across that tutorial from gametutorials while searching. They charge for those tutorials now. What I'd like to find is the actual file specifications document but no luck. I think I've found enough information now though. |
They don't have it at wotsit.org.
http://wiki.beyondunreal.com/wiki/ASE_File_Format
http://www.solosnake.com/main/ase.htm _________________
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CMe Member
Joined: 30 Jun 2005 Posts: 72 Location: Ontario Canada
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Posted: Fri May 05, 2006 11:47 pm Post subject: |
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no I was surprised wotsit doesn't have it. funny, those are the same two resources I found. I'm using the unreal one mainly. _________________ drop into #delgine on irc.scene.org |
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