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 Post subject: Re: new ASE Exporter
PostPosted: Tue Jan 15, 2008 2:12 am 
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Thank you very much!


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 Post subject: Re: new ASE Exporter
PostPosted: Tue Jan 15, 2008 2:14 am 
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your welcome :)

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 Post subject: Re: new ASE Exporter
PostPosted: Tue Jan 15, 2008 4:08 am 
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One more question please,*.py?


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 Post subject: Re: new ASE Exporter
PostPosted: Tue Jan 15, 2008 4:29 am 
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.py is the python script extension used by blender. the name of the file can be anything eg.

ase_exporter.py

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 Post subject: Re: new ASE Exporter
PostPosted: Tue Jan 15, 2008 7:00 am 
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"...mostly harmless?!"
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...or, just open it ip in the text window and press ALT+P to run it ;)

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 Post subject: Re: new ASE Exporter
PostPosted: Wed Jan 16, 2008 2:36 am 
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Thanks both of you, I appreciate the help!


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 Post subject: Re: new ASE Exporter
PostPosted: Wed Jan 16, 2008 3:52 am 
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Hmm not working, I did everything but no ase option comes up with file/export. Can you explain how to move this script to the text window, I tried to copy/paste but it wont let me, sorry for the stupid questions.


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 Post subject: Re: new ASE Exporter
PostPosted: Wed Jan 16, 2008 7:01 am 
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"...mostly harmless?!"
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Don't move or copy/paste. Just open a text view and then *open* the ASE script into it. You should then be able to Alt+P it to run

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 Post subject: Re: new ASE Exporter
PostPosted: Sat Jan 19, 2008 7:59 pm 
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kat, Im still not getting it right. When you say open a text window, do you mean in Blender? The little black text box that comes up? And if so, how do I open the ASE text into it? If not, what text window are you referring to then? I know these things may seem elementary but they are not to me, Im still fairly computer illiterate despite starting to learn Blender. :oops:


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 Post subject: Re: new ASE Exporter
PostPosted: Sat Jan 19, 2008 8:29 pm 
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Split the screen: Move the mouse to the border of the viewport (the dividing line between the 3D view and the buttons below) until you see a double headed black arrow.

Click : when you see the double header, right click and select "Split...", a line will appear. Just left click to set it where it is.

Text view : Go to the button you see bottom left (should have a grid on it) and click that to open the view selection options. Click "Text Editor", the view will change to what looks like a flat grey background.

Open script : To the left where it says "screen 12" is a double arrowed button, click that and select "Open New", a browse window opens, browse to the file and 'open' in.

Run script : Alt+P to run the script.

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 Post subject: Re: new ASE Exporter
PostPosted: Tue Jan 13, 2009 9:23 am 
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I made some changes the ASE exporter to help me with some issues I was having in Unreal Editor. The problems are pretty well outlined in ths article.

What I did was modify the script so that when you export, every polygon belongs to a smoothgroup, regardless of the 'set smooth' or 'set solid' setting. Polygons that are connected belong to the same smoothgroup. (Credit to SynaGl0w for the idea.) So, if you have a cube, and use the Y-KEY to split a face, you will have 2 smoothgroups. One will contain a single square, and one with 5 sides of a cube.

In practice, this means that I set my entire model to be smooth, which is ok because that's a pretty good representation of how Unreal Editor is going to treat it. Then, I use the Y-KEY to split off polygon groups where I want hard creases or non-smooth shading.

Vertex groups and their names are ignored. It looks like Unreal merges the vertices with the same coordinates back together, but it works out ok with the smoothgroups set, and you get pretty much what you expect.

I don't know if this is the best solution; I suspect it might break down with a lot of separate meshes. Also, a model with a mirror modifier looks like it doubles the number of meshes. But, I've imported models with 70+ smoothgroups, and it seems to work reasonably well (not that I'd really want to do that, but still...)

Anyways, I thought I'd post the exporter and see if anyone else thought it was a) useful or b) a very bad idea.

Goofos exporter Unrealized


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 Post subject: Re: new ASE Exporter
PostPosted: Tue Jan 13, 2009 4:25 pm 
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So long as smoothing info is stored in face data, which is the way Max does it iirc, this should work ok, as yes, UE3 merges coincidental vertexes back together which has been the bane of Blender ASE users. Nice job :wink:

[EDIT] mirrored file on katsbits

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 Post subject: Re: new ASE Exporter
PostPosted: Wed Mar 25, 2009 1:51 pm 
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I'm posting a slightly modified version of the ASE exporter just in case anyone else would like to use it.

-Added Scale button to scale the scene on export
Sometimes it is easier to scale during export than adjust grid settings especially when working with large meshes

-Added UnrealED button to toggle spelunkarr's smoothgroup patch
No need to maintain 2 variations of the code.

Tested on Windows Vista with Blender 2.48a

http://rapidshare.com/files/213330655/goofosASE-2.44v0.6.11.py

Cheers
:D


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 Post subject: Re: new ASE Exporter
PostPosted: Sat Apr 04, 2009 10:29 pm 
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ezymny, sounds cool, thanks for posting it in here :)

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 Post subject: Re: new ASE Exporter
PostPosted: Mon Apr 06, 2009 4:50 am 
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Fixed export scale bug. When scale > 1 during export, the static mesh scales away from the center point when the drawscale is modified in UnrealEd.

http://rapidshare.com/files/217946337/goofosASE-2.44v0.6.12.py


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 Post subject: Re: new ASE Exporter
PostPosted: Fri Apr 09, 2010 7:45 am 
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The first 10 posts have been the best...

Joined: Mon Jan 01, 2007 5:13 am
Posts: 22
Can some one port this exporter to Blender 2.5 please?
Thanks.


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