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  .ASE format!?  (Read 2764 times)
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Offline Aldaris

Junior Newbie




Java games rock!


« Posted 2004-07-20 13:28:25 »

Regarding the .ASE format, it is a 3ds max proprietary file type. No model conversion program can create it... Deep Exploration, dotXSI, Crossroads 3D, PolyTrans, they all do not have support for it.

And even though there is support for 3ds obj, etc in the toolkit, there really isnt because 1) it is not fully supported, 2) the link to download them is broken.

I think that there should be a common interface to import 3d models in xith and there should be support for the .x file format. It can be converted in those programs so it is accessable, whereas one must have 3ds max in order to use Xith right now...
Offline kevglass

JGO Kernel


Medals: 164
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1 - Posted 2004-07-20 13:38:00 »

Quote

Regarding the .ASE format, it is a 3ds max proprietary file type. No model conversion program can create it... Deep Exploration, dotXSI, Crossroads 3D, PolyTrans, they all do not have support for it.


ASE is widely supported, normally referred to as 3DS ASCII tho. I don't use it simply because the size of the files.

Quote

And even though there is support for 3ds obj, etc in the toolkit, there really isnt because 1) it is not fully supported, 2) the link to download them is broken.


1) OBJ is fully supported to the actual original spec, just no extensions. 3DS isn't fully supported but how do you think adding another interface and another format is going to help that?

2) The link is broken because the server is currently down, first time in 7 years that the server has been down for more than 2 hours. Guess you just got unlucky huh?

Quote

I think that there should be a common interface to import 3d models in xith and there should be support for the .x file format. It can be converted in those programs so it is accessable, whereas one must have 3ds max in order to use Xith right now...


Well its a community project, so why don't you get on and do it? We've discussed a loader interface before but there doesn't appear to be enough commonality across the model formats (or the perception of the model formats) to allows us to agree on one.

Kev

Offline Aldaris

Junior Newbie




Java games rock!


« Reply #2 - Posted 2004-07-20 18:37:10 »

ASE is not widely supported... NONE of the converters can export to it... therefore, it is not widely supported.

The only people who can create ASE files are those with 3ds max...
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Offline kevglass

JGO Kernel


Medals: 164
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #3 - Posted 2004-07-20 18:47:37 »

Sorry, I was under the impression that 3D Studio ASCII format was the same as ASE.

However, if it helps it appears Milkshape can also create content in ASE format. In addition these two convertors (google provided) can convert to ASE

http://www.tb-software.com/index.html
http://web.axelero.hu/karpo/

Kev

Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #4 - Posted 2004-07-20 23:11:44 »

The .ASE format (that is, the proprietry 3ds MAX ASCII export format) has several big disadantages:

  • The spec is not documented - anywhere.  You have to figure it out for yourself.
  • 3dsMAX has an exporter but no importer! (and I have not seen any third party importers, although one would be possible).
  • No other big applications natively support it that I know of

The lack of an importer means you don't want to loose your .max files!

However, the format has one feature that is a must for me

  • It exports the pivot points of objects and groups

It's quite possible that other formats can export this information, but I havn't seen it.  Additionally, the Xith3D ASE reader supports this information (I should know, I added this feature to it (see my original post for details)).

My advice is to use the format which best suites your requirements.  If you need to export pivot points, and don't mind having to use MAX, then the ASE is a good candidate.  If you want one with better third party support, and don't need the pivot points data, then a 3ds/obj loader is probably a good bet.  As with all choices, there is going to be a trade off.  Just evalaute all the formats based on their features, restraints and quality of the existing loader implementation for Xith3D (unless you are able to code your own loader).

There is no such thing as the best model format, only the model format that is best for you.

Cheers,

Will.

Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #5 - Posted 2004-07-20 23:21:12 »

w.r.t a common loader interface - perhaps this would be possible for basic stuff like "load the file"  "give me the model BranchGroup" but how can you cater for the features of all the different loaders?  Animation, named nodes, nested group structures, pivot points, etc...

As for .x and any other format for that matter, all that is needed is someone to code it.  This normally happens when someone who is capable of coding it needs it, so they just go and do it.

Will.

Offline princec

JGO Kernel


Medals: 378
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Exp: 16 years


Eh? Who? What? ... Me?


« Reply #6 - Posted 2004-07-21 07:53:31 »

I urge you to consider the concept of using XML and providing custom exporters for the different tools. It is far easier this way.

Cas Smiley

Offline kevglass

JGO Kernel


Medals: 164
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #7 - Posted 2004-07-21 11:12:17 »

I totally agree with Cas on this one (very strange).

However, if you do want the OBJ or 3DS loaders, at the risk of cross posting, the server is back alive and kicking.

Kev

Offline Yuri Vl. Gushchin

Senior Member




Speak Java!


« Reply #8 - Posted 2004-07-24 07:57:05 »

There is something about XML scene I/O for Xith3D at xith-tk project.

Yuri

Yuri Vl. Gushchin
JProof Group
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