9 Commits
1.0.0 ... 1.1.0

Author SHA1 Message Date
Colin Basnett
7ebeb0d262 Added support for exporting multiple UV layers. 2021-12-27 02:07:50 -08:00
Colin Basnett
8edfac9bfb Fixed a bug where exporting more than two mesh objects would result in a corrupted ASE file. 2021-12-16 15:28:52 -08:00
Colin Basnett
1121b18fcb Incremented version. 2021-08-23 23:24:02 -07:00
Colin Basnett
dcd8c3ea65 Fix for bug #2 (missing unit settings on export in Blender 2.93) 2021-08-23 23:22:37 -07:00
Colin Basnett
283a44aec5 Removed zip file from the repository 🤦 2021-08-13 12:54:05 -07:00
Colin Basnett
b0aa604832 *Actually* fixed the smoothing group problem! 2021-04-01 17:27:17 -07:00
Colin Basnett
7d723fef29 Merge remote-tracking branch 'origin/main' into main 2021-04-01 16:30:34 -07:00
Colin Basnett
04a9e65599 Fixed a bug where the ASE exporter did not properly export smoothing groups 2021-04-01 16:30:06 -07:00
Colin Basnett
e0e2f83db4 Update README.md 2021-02-06 01:49:05 -08:00
6 changed files with 48 additions and 25 deletions

View File

@@ -1,3 +1,8 @@
# io_scene_ase
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.
Check out [this video](https://www.youtube.com/watch?v=gpmBxCGHQjU) on how to install and use the addon.
Resources:
* https://wiki.beyondunreal.com/Legacy:ASE_File_Format

View File

@@ -2,7 +2,7 @@ bl_info = {
'name': 'ASCII Scene Export',
'description': 'Export ASE (ASCII Scene Export) files',
'author': 'Colin Basnett (Darklight Games)',
'version': (1, 0, 0),
'version': (1, 1, 0),
'blender': (2, 90, 0),
'location': 'File > Import-Export',
'warning': 'This add-on is under development.',

View File

@@ -26,11 +26,16 @@ def is_collision_name(name):
return name.startswith('MCDCX_')
class ASEUVLayer(object):
def __init__(self):
self.texture_vertices = []
class ASEGeometryObject(object):
def __init__(self):
self.name = ''
self.vertices = []
self.texture_vertices = []
self.uv_layers = []
self.faces = []
self.texture_vertex_faces = []
self.face_normals = []

View File

@@ -37,7 +37,6 @@ class ASEBuilder(object):
if not geometry_object.is_collision and len(mesh_data.materials) == 0:
raise ASEBuilderError(f'Mesh \'{obj.name}\' must have at least one material')
geometry_object.vertex_offset += len(geometry_object.vertices)
vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ obj.matrix_world
for vertex_index, vertex in enumerate(mesh_data.vertices):
geometry_object.vertices.append(vertex_transform @ vertex.co)
@@ -67,7 +66,14 @@ class ASEBuilder(object):
face.c = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[2]].vertex_index
if not geometry_object.is_collision:
face.material_index = material_indices[loop_triangle.material_index]
face.smoothing = poly_groups[loop_triangle.polygon_index]
# The UT2K4 importer only accepts 32 smoothing groups. Anything past this completely mangles the
# smoothing groups and effectively makes the whole model use sharp-edge rendering.
# The fix is to constrain the smoothing group between 0 and 31 by applying a modulo of 32 to the actual
# smoothing group index.
# This may result in bad calculated normals on export in rare cases. For example, if a face with a
# smoothing group of 3 is adjacent to a face with a smoothing group of 35 (35 % 32 == 3), those faces
# will be treated as part of the same smoothing group.
face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
geometry_object.faces.append(face)
# Normals
@@ -83,14 +89,15 @@ class ASEBuilder(object):
face_normal.vertex_normals.append(vertex_normal)
geometry_object.face_normals.append(face_normal)
uv_layer = mesh_data.uv_layers.active.data
# Texture Coordinates
geometry_object.texture_vertex_offset += len(geometry_object.texture_vertices)
if not geometry_object.is_collision:
for loop_index, loop in enumerate(mesh_data.loops):
u, v = uv_layer[loop_index].uv
geometry_object.texture_vertices.append((u, v, 0.0))
# Texture Coordinates
for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]):
if i >= len(geometry_object.uv_layers):
geometry_object.uv_layers.append(ASEUVLayer())
uv_layer = geometry_object.uv_layers[i]
for loop_index, loop in enumerate(mesh_data.loops):
u, v = uv_layer_data[loop_index].uv
uv_layer.texture_vertices.append((u, v, 0.0))
# Texture Faces
if not geometry_object.is_collision:
@@ -101,6 +108,10 @@ class ASEBuilder(object):
geometry_object.texture_vertex_offset + loop_triangle.loops[2]
))
# Update data offsets for next iteration
geometry_object.texture_vertex_offset = len(mesh_data.loops)
geometry_object.vertex_offset = len(geometry_object.vertices)
if len(ase.geometry_objects) == 0:
raise ASEBuilderError('At least one mesh object must be selected')

View File

@@ -19,7 +19,7 @@ class ASE_OT_ExportOperator(bpy.types.Operator, bpy_extras.io_utils.ExportHelper
maxlen=255, # Max internal buffer length, longer would be hilighted.
)
units = EnumProperty(
units: EnumProperty(
items=(('M', 'Meters', ''),
('U', 'Unreal', '')),
name='Units'

View File

@@ -146,21 +146,23 @@ class ASEWriter(object):
face_node.push_sub_command('MESH_MTLID').push_datum(face.material_index)
# Texture Coordinates
if len(geometry_object.texture_vertices) > 0:
mesh_node.push_child('MESH_NUMTVERTEX').push_datum(len(geometry_object.texture_vertices))
tvertlist_node = mesh_node.push_child('MESH_TVERTLIST')
for tvert_index, tvert in enumerate(geometry_object.texture_vertices):
for i, uv_layer in enumerate(geometry_object.uv_layers):
parent_node = mesh_node if i == 0 else mesh_node.push_child('MESH_MAPPINGCHANNEL')
if i > 0:
parent_node.push_datum(i + 1)
parent_node.push_child('MESH_NUMTVERTEX').push_datum(len(uv_layer.texture_vertices))
tvertlist_node = parent_node.push_child('MESH_TVERTLIST')
for tvert_index, tvert in enumerate(uv_layer.texture_vertices):
tvert_node = tvertlist_node.push_child('MESH_TVERT')
tvert_node.push_datum(tvert_index)
tvert_node.push_data(list(tvert))
# Texture Faces
if len(geometry_object.texture_vertex_faces) > 0:
mesh_node.push_child('MESH_NUMTVFACES').push_datum(len(geometry_object.texture_vertex_faces))
texture_faces_node = mesh_node.push_child('MESH_TFACELIST')
for texture_face_index, texture_face in enumerate(geometry_object.texture_vertex_faces):
texture_face_node = texture_faces_node.push_child('MESH_TFACE')
texture_face_node.push_data([texture_face_index] + list(texture_face))
# Texture Faces
if len(geometry_object.texture_vertex_faces) > 0:
parent_node.push_child('MESH_NUMTVFACES').push_datum(len(geometry_object.texture_vertex_faces))
texture_faces_node = parent_node.push_child('MESH_TFACELIST')
for texture_face_index, texture_face in enumerate(geometry_object.texture_vertex_faces):
texture_face_node = texture_faces_node.push_child('MESH_TFACE')
texture_face_node.push_data([texture_face_index] + list(texture_face))
# Normals
if len(geometry_object.face_normals) > 0: