ASE, and/or LWO with UV export required

(Distraught) #1

Good day,

Im attempting to make it completely possible for humans on this planet to be able to use Blender along with Unreal Editor. An .ASE, or .LWO export script that includes UV cooridinates would do the trick.

You see, the latest version of Unreal Editor; 3.0, has a niftly lil thing called: “Static Meshes”. Im no expert on how my computer renders data, but this ‘new’ way to create maps allows for CRAZY amounts of detail. I am very comfotable editing with Blender, and am finally coming around about UV texture mapping in Blender as well. To be able to create a mesh, and texture map it in Blender, and then save directly from Blender in a format that UnED natively understands (.ASE & .LWO) would be increadible.

If an export script does not exist, i beleive it would be in the best interest of human-kind to produce such a text document. I dont program Python, or i would have made it already.

Can someone help? Please? Pretty please with sugar on top? :slight_smile:


(BlendedRace) #2

I have a ase exporter that I wrote (rewrote from someone elses ase exporter).

It was written for exporting tracks for a program called racer.

The original ase script is here:

my script is here:

I have a later version but that is even more geared towards track making so probably won’t help you.

You’ll probably need to rewrite part of it so it exports multiple textures per object - at the moment its 1 texture per ase file.

It DOES do UV mapping (the later version does vertex colours as well)

Cheers Stephen

[email protected]

(Distraught) #3

Outstanding! Ill be sure to give your script a try shortly.

You’ll probably need to rewrite part of it so it exports multiple textures per object - at the moment its 1 texture per ase file.

Im simply thinking ahead here, and dont entirely understand what I should have to rewrite. Again, I dont understand Python.

Thanks gobz!

(BlendedRace) #4

Hi,I wrote the script as an exercise in learning python - I’d only had BASIC/VB experience before that. Python is really easy!!! I LOVE lists !! they’re MUCH better than any form of array I’ve encountered in basic.

Due to attempts to optimise the framerate in the script’s target game RACER, the script exports each object as a separate ase file AND EACH OBJECT MUST HAVE ONLY ONE TEXTURE. Only the texture of face number zero is used for the whole object.

You see the need for editing!

In truth the script is pretty crappy (hey I was learning python!). I have a new FAR superior script currently under development for exporting Sportscar GT friendly VRML2 dialect. It splits and recombines objects based on layers and location and exports multiple textured objects correctly.

Good Luck

(Distraught) #5

Ah, well then perhaps you can help me with another question / concept BlendedRace:

So you know, I have found the default OBJ save option in Blender. Duuh - hehe. Using information found on the Unreal Development Network, or UDN, it was stated that all Static Mesh geometry must be ‘triangulated’, and in ASE format. It was mighty nice of UDN to include an OBJ to ASE file converter which i now have. However, how in Blender do I ‘triangulate’ geometry? Is it as simpe as starting an object as a Mesh / Plane, and delete one verticie?

BTW - I was unable to get your OBJ script to run right. Thank you for the file though.

(BlendedRace) #6

If it doesn’t run properly, you may not have the python paths setup properly in blender.

Have a look at the tutorial on my site and see if you can get it going.

The OBJ output sounds like a better goer.

To triangulate your mesh:
Select the object you want to change.
Enter EDIT mode and select all vertices <a> key.
Press <Ctrl><t>.

This will convert quads (4 vertices per face) to tris (3 vertices per face).
(Many 3d games use only tris).

Then save your scene as a OBJ file. Be warned though, I have a feeling there are several ‘versions’ of OBJ files (a 3d guru may have a better idea than me ).

Cheers Stephen