2 Commits
1.0.2 ... 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
5 changed files with 41 additions and 22 deletions

View File

@@ -3,3 +3,6 @@
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. 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. 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', 'name': 'ASCII Scene Export',
'description': 'Export ASE (ASCII Scene Export) files', 'description': 'Export ASE (ASCII Scene Export) files',
'author': 'Colin Basnett (Darklight Games)', 'author': 'Colin Basnett (Darklight Games)',
'version': (1, 0, 2), 'version': (1, 1, 0),
'blender': (2, 90, 0), 'blender': (2, 90, 0),
'location': 'File > Import-Export', 'location': 'File > Import-Export',
'warning': 'This add-on is under development.', 'warning': 'This add-on is under development.',

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

View File

@@ -37,7 +37,6 @@ class ASEBuilder(object):
if not geometry_object.is_collision and len(mesh_data.materials) == 0: if not geometry_object.is_collision and len(mesh_data.materials) == 0:
raise ASEBuilderError(f'Mesh \'{obj.name}\' must have at least one material') 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 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): for vertex_index, vertex in enumerate(mesh_data.vertices):
geometry_object.vertices.append(vertex_transform @ vertex.co) geometry_object.vertices.append(vertex_transform @ vertex.co)
@@ -69,6 +68,11 @@ class ASEBuilder(object):
face.material_index = material_indices[loop_triangle.material_index] face.material_index = material_indices[loop_triangle.material_index]
# The UT2K4 importer only accepts 32 smoothing groups. Anything past this completely mangles the # 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. # 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 face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
geometry_object.faces.append(face) geometry_object.faces.append(face)
@@ -85,14 +89,15 @@ class ASEBuilder(object):
face_normal.vertex_normals.append(vertex_normal) face_normal.vertex_normals.append(vertex_normal)
geometry_object.face_normals.append(face_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: if not geometry_object.is_collision:
# 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): for loop_index, loop in enumerate(mesh_data.loops):
u, v = uv_layer[loop_index].uv u, v = uv_layer_data[loop_index].uv
geometry_object.texture_vertices.append((u, v, 0.0)) uv_layer.texture_vertices.append((u, v, 0.0))
# Texture Faces # Texture Faces
if not geometry_object.is_collision: if not geometry_object.is_collision:
@@ -103,6 +108,10 @@ class ASEBuilder(object):
geometry_object.texture_vertex_offset + loop_triangle.loops[2] 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: if len(ase.geometry_objects) == 0:
raise ASEBuilderError('At least one mesh object must be selected') raise ASEBuilderError('At least one mesh object must be selected')

View File

@@ -146,18 +146,20 @@ class ASEWriter(object):
face_node.push_sub_command('MESH_MTLID').push_datum(face.material_index) face_node.push_sub_command('MESH_MTLID').push_datum(face.material_index)
# Texture Coordinates # Texture Coordinates
if len(geometry_object.texture_vertices) > 0: for i, uv_layer in enumerate(geometry_object.uv_layers):
mesh_node.push_child('MESH_NUMTVERTEX').push_datum(len(geometry_object.texture_vertices)) parent_node = mesh_node if i == 0 else mesh_node.push_child('MESH_MAPPINGCHANNEL')
tvertlist_node = mesh_node.push_child('MESH_TVERTLIST') if i > 0:
for tvert_index, tvert in enumerate(geometry_object.texture_vertices): 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 = tvertlist_node.push_child('MESH_TVERT')
tvert_node.push_datum(tvert_index) tvert_node.push_datum(tvert_index)
tvert_node.push_data(list(tvert)) tvert_node.push_data(list(tvert))
# Texture Faces # Texture Faces
if len(geometry_object.texture_vertex_faces) > 0: if len(geometry_object.texture_vertex_faces) > 0:
mesh_node.push_child('MESH_NUMTVFACES').push_datum(len(geometry_object.texture_vertex_faces)) parent_node.push_child('MESH_NUMTVFACES').push_datum(len(geometry_object.texture_vertex_faces))
texture_faces_node = mesh_node.push_child('MESH_TFACELIST') texture_faces_node = parent_node.push_child('MESH_TFACELIST')
for texture_face_index, texture_face in enumerate(geometry_object.texture_vertex_faces): 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 = texture_faces_node.push_child('MESH_TFACE')
texture_face_node.push_data([texture_face_index] + list(texture_face)) texture_face_node.push_data([texture_face_index] + list(texture_face))