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 Post subject: Custom Model 3ds max 6 and 7 .ase Importing Tutorial
PostPosted: Sun Apr 17, 2011 10:19 pm 
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did just hit his 750th monster
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Joined: Sun Jan 01, 2006 11:27 pm
Posts: 865
Location: St. Catherines, Ontario Canada
One of the most frustrating aspects of modelling for doom 3 or unreal using the .ase format is
being able to reimport your model after exporting it to either fix it or add to it.

using 3ds max 6 or 7 this is possible using the asciiimport plugins.

You won't really find this anywhere else on the web because this is from my personal archives that I'm sharing
with the doom3 world.org community. :D

I've packaged up all the needed files for .ase importing for 3ds max 6/7 into 3 files that are required.

there are 2 .dlls that go into the 3dsmax 6 or 7 root folder and one import plugin.dli that goes into
the 3ds max plugins folder.

the msvcp71.dll and the msvcr71.dll both go in the 3ds max 6 or 7 root folder
and the asciiimp.dli goes in the max7\plugins folder.

they are as follows:


C:\3dsmax7\msvcp71.dll
C:\3dsmax7\msvcr71.dll

C:\3dsmax7\plugins\asciiimp.dli

you can download the .ase import plugins for 3ds max 6 or 7 here:

http://www.mediafire.com/?xwlnfgb99crgo9s


You can export single models as usual or try this

So here's a trick you can use to make your models into multi_sub_objects when exporting models
into doom 3.

Create 3 seperate models and texture them seperatly, UV map them and then DO NOT attach them.
just select them all and export the 3 objects as 1 single .ase file

be sure you've checked the export boxes

mesh normals and mapping coordinates

then select ok to export your models/model file into your doom 3 base models directory.

export your models to your doom3/base/models/MODELFOLDERNAME/modelname.ase here.

then open your .ase file with a txt editor and find the line that states *BITMAP

and on this line edit all entries that start with *BITMAP and have it read

*BITMAP "\\base\textures\TEXTUREFOLDER\TEXTURENAME.tga"

or whatever your texture path is but have the two backward slashes
\\base\YOUR TEXTUre DIrectory here

scroll down for each texture entry.
when you've reach the line with *GEOMOBJECT
you don't need to go any further and can now save your file,
and be sure it's saved as an .ase file and NOT a .txt file

also make sure your textures are in their proper place and have a material file made for them.

if you have an extension like _d or _n _s to your texture just use the main name of the texture


so example if it's trees_d.tga
just use trees.tga without the extension.

as the material file will reference the bump and specular or other parameters needed.
in the *BITMAP line.

save your file then add your new model to your map.
If it's wrong or needs fixing or needs adding, you can use 3ds max 6 or 7 to import it back into max,
then when you export again you'll have to re-edit the *BITMAP lines again in the .ase file and reimport your
model into your map and see your new changes.

Hope this helps a bit and Thanks!
Happy Modelling!

JV


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 Post subject: Re: Custom Model 3ds max 6 and 7 .ase Importing Tutorial
PostPosted: Mon Apr 18, 2011 7:11 pm 
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has joined the game

Joined: Mon Mar 08, 2010 6:31 pm
Posts: 43
Maybe I'm missing the obvious, but... If you make a model, you probably save your max project as .max file... Export as .ase, use it ingame... If you want to change/add, reopen your .max scene file and do whatever you want...

Uhm...


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 Post subject: Re: Custom Model 3ds max 6 and 7 .ase Importing Tutorial
PostPosted: Tue Apr 19, 2011 8:41 pm 
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picked up a pistol
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Joined: Fri Feb 18, 2011 12:16 am
Posts: 70
Location: Deltona, FL
Thank You for some more helpful imformation bladeghost!
-Fluffinster

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