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8 Commits
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e0e2f83db4 |
@@ -1,3 +1,5 @@
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# io_scene_ase
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# io_scene_ase
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This is a Blender addon allowing you to export static meshes to the now-defunct ASE (ASCII Scene Export) format still in use in legacy programs like Unreal Tournament 2004.
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This is a Blender addon allowing you to export static meshes to the now-defunct ASE (ASCII Scene Export) format still in use in legacy programs like Unreal Tournament 2004.
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Check out [this video](https://www.youtube.com/watch?v=gpmBxCGHQjU) on how to install and use the addon.
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@@ -2,7 +2,7 @@ bl_info = {
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'name': 'ASCII Scene Export',
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'name': 'ASCII Scene Export',
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'description': 'Export ASE (ASCII Scene Export) files',
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'description': 'Export ASE (ASCII Scene Export) files',
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'author': 'Colin Basnett (Darklight Games)',
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'author': 'Colin Basnett (Darklight Games)',
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'version': (1, 0, 0),
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'version': (1, 0, 3),
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'blender': (2, 90, 0),
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'blender': (2, 90, 0),
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'location': 'File > Import-Export',
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'location': 'File > Import-Export',
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'warning': 'This add-on is under development.',
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'warning': 'This add-on is under development.',
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@@ -37,7 +37,6 @@ class ASEBuilder(object):
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if not geometry_object.is_collision and len(mesh_data.materials) == 0:
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if not geometry_object.is_collision and len(mesh_data.materials) == 0:
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raise ASEBuilderError(f'Mesh \'{obj.name}\' must have at least one material')
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raise ASEBuilderError(f'Mesh \'{obj.name}\' must have at least one material')
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geometry_object.vertex_offset += len(geometry_object.vertices)
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vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ obj.matrix_world
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vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ obj.matrix_world
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for vertex_index, vertex in enumerate(mesh_data.vertices):
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for vertex_index, vertex in enumerate(mesh_data.vertices):
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geometry_object.vertices.append(vertex_transform @ vertex.co)
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geometry_object.vertices.append(vertex_transform @ vertex.co)
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@@ -67,7 +66,14 @@ class ASEBuilder(object):
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face.c = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[2]].vertex_index
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face.c = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[2]].vertex_index
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if not geometry_object.is_collision:
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if not geometry_object.is_collision:
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face.material_index = material_indices[loop_triangle.material_index]
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face.material_index = material_indices[loop_triangle.material_index]
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face.smoothing = poly_groups[loop_triangle.polygon_index]
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# The UT2K4 importer only accepts 32 smoothing groups. Anything past this completely mangles the
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# smoothing groups and effectively makes the whole model use sharp-edge rendering.
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# The fix is to constrain the smoothing group between 0 and 31 by applying a modulo of 32 to the actual
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# smoothing group index.
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# This may result in bad calculated normals on export in rare cases. For example, if a face with a
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# smoothing group of 3 is adjacent to a face with a smoothing group of 35 (35 % 32 == 3), those faces
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# will be treated as part of the same smoothing group.
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face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
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geometry_object.faces.append(face)
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geometry_object.faces.append(face)
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# Normals
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# Normals
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@@ -86,7 +92,6 @@ class ASEBuilder(object):
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uv_layer = mesh_data.uv_layers.active.data
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uv_layer = mesh_data.uv_layers.active.data
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# Texture Coordinates
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# Texture Coordinates
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geometry_object.texture_vertex_offset += len(geometry_object.texture_vertices)
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if not geometry_object.is_collision:
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if not geometry_object.is_collision:
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for loop_index, loop in enumerate(mesh_data.loops):
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for loop_index, loop in enumerate(mesh_data.loops):
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u, v = uv_layer[loop_index].uv
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u, v = uv_layer[loop_index].uv
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@@ -101,6 +106,10 @@ class ASEBuilder(object):
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geometry_object.texture_vertex_offset + loop_triangle.loops[2]
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geometry_object.texture_vertex_offset + loop_triangle.loops[2]
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))
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))
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# Update data offsets for next iteration
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geometry_object.texture_vertex_offset = len(geometry_object.texture_vertices)
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geometry_object.vertex_offset = len(geometry_object.vertices)
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if len(ase.geometry_objects) == 0:
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if len(ase.geometry_objects) == 0:
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raise ASEBuilderError('At least one mesh object must be selected')
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raise ASEBuilderError('At least one mesh object must be selected')
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@@ -19,7 +19,7 @@ class ASE_OT_ExportOperator(bpy.types.Operator, bpy_extras.io_utils.ExportHelper
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maxlen=255, # Max internal buffer length, longer would be hilighted.
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maxlen=255, # Max internal buffer length, longer would be hilighted.
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)
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)
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units = EnumProperty(
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units: EnumProperty(
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items=(('M', 'Meters', ''),
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items=(('M', 'Meters', ''),
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('U', 'Unreal', '')),
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('U', 'Unreal', '')),
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name='Units'
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name='Units'
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