I was contacted by Daniel
'Spooger' Patton of planetunreal during early October 2001.
he had been looking for three years for a convertor capable of
converting from a 3ds max scene into the Unreal engine editor,
UnrealEd. He had an idea (correctly) that the file format known
as Ascii Scene Export (ASE) could be used, and found via the web
that I had some previous experience with it. The convertor was
done Pro Bono for him, and the Unreal editing community at large.
The main advantage to this convertor is that
it can translate the texture coordinates as well as the geometry.
Geometry only was always available via the DXF file format, supported
directly by 3dsmax (its is an AutoCad format, and Discreet's 3ds
max was originally known as 3D Studio, and was an Autodesk application.
Autodesk was also responsible for the great AutoCAD application,
now the industry standard).
To date the application seems quite popular with
the Unreal community, and anyone who has a use for textured T3D
brushes. As with all my applications, and perhaps especially this
one, I am committed to supporting it, so please feel free to contact
me with sugestions/problems etc. If you have an ASE file that
cannot be converted, and you have read the help file and still
think it should, then send me the file and I will fix it if
it is a problem with the convertor.
Limitations of the convertor are as follows:
- Only W rotations are expressed in the ASE file format, so
only W rotations will appear correctly in the T3D brush.
- As yet I have not been able to get both rotation and
offset of textures to be translated correctly. So if
you are texturing an object, try to use either one or the other
of these features, not both together. Tiling is not affected
by this problem.
- Only the Diffuse map is used as the texture data for the final
brush. This is not really a limitation, rather a design intention.
As the T3D format is single textured, I had to choose only one
map, without limiting the convertor to rejecting valid 3ds scenes.
- Objects converted which were not textured in the original
3ds scene will not look very pretty in the UnrealEd, as the
convertor has no way of 'guessing' the texture coords.
Some of these limitations are due to the ASE
file format, and not the convertor really. The convertor is still
young, so bug reports are welcomed. I have already received a
useful bug report from Germany (thanks) and this led within an
hour of me getting it to Version 1.0.1.
The current version is 1.0.2: when adding the
ability to convert untextured models I broke an important feature
of the convertor, namely to include the texture name in the T3D
file. This was pointed out to me by Mathias from Finland, and
so led to the correction. I will be adding multiple sub texture
support in February.
Daniel
'Spooger' Patton should be considered the main host of the
application, and questions about the 3ds scene aspects and limitations
/ abilites of the convertor should be directed to him. I believe
he may be setting up a FAQ.
If anyone has examples of cool brushes they create,
I would love to see them, and would like a little gallery
for my site.
Download
ASEtoT3D 260 KB
View
Read Me file of ASEtoT3D
Go
to Spooger's Place
Planet
unreal
Project
Source Code on Sourceforge
I have decided to open source the converter. The code is old
and shameful for me to look back on, nice though the final application
was. I have been asked several time to open source it and I wish
I had done so earlier.
You can see it all on at http://sourceforge.net/projects/asetot3d/