Home Technical Talk

In need of a sample ASE file with multi UVWs

kat
polycounter lvl 17
Offline / Send Message
kat polycounter lvl 17
My demo of Max 9 just ran out before I could do this so I don't know if it's even possible; I'm in need of a simple ASE same file (a cube will do) that has multiple UVW maps applied to it.

The subject is new to me (multiUVWs) so I don't quite know if this is possible or how assigning more than one UVW map to an object works; the sample file is needed so an export script can be made for another 3D application that exports ASE fies (Blender 3D).

Any help is appreciated.

Replies

  • Jesse Moody
    Offline / Send Message
    Jesse Moody polycounter lvl 18
    yeah it's possible. to be more specific what are you looking to do with the multiple uv sets? You basically just assign the areas you want to one id and the others to another id #.

    then you create a multi-sub material.
    i have done this for Unreal 3 work.
  • kat
    Offline / Send Message
    kat polycounter lvl 17
    It's a reference file so I'm just data gathering atm (need to inspect the structure of the file).

    The chap that wrote the ASE export script for Blender 3D is having one hell of a time trying to track down technical info on this particular feature of the ASE format, so in the absense of that a sample file should allow a bit of reverse engineering to update the export script to support multiUVWs from Blender.

    And yah, it's a feature request that's being investigated for U3 (atm) and any other games that may support multiUVWs in the future.
  • CrazyButcher
    Offline / Send Message
    CrazyButcher polycounter lvl 20
    <font class="small">Code:</font><hr /><pre>
    *3DSMAX_ASCIIEXPORT 200
    *COMMENT "AsciiExport Version 2,00 - Fri May 25 11:02:48 2007"
    *SCENE {
    *SCENE_FILENAME ""
    *SCENE_FIRSTFRAME 0
    *SCENE_LASTFRAME 100
    *SCENE_FRAMESPEED 30
    *SCENE_TICKSPERFRAME 160
    *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
    *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
    }
    *MATERIAL_LIST {
    *MATERIAL_COUNT 0
    }
    *GEOMOBJECT {
    *NODE_NAME "Box01"
    *NODE_TM {
    *NODE_NAME "Box01"
    *INHERIT_POS 0 0 0
    *INHERIT_ROT 0 0 0
    *INHERIT_SCL 0 0 0
    *TM_ROW0 1.0000 0.0000 0.0000
    *TM_ROW1 0.0000 1.0000 0.0000
    *TM_ROW2 0.0000 0.0000 1.0000
    *TM_ROW3 -13.6221 -7.6923 0.0000
    *TM_POS -13.6221 -7.6923 0.0000
    *TM_ROTAXIS 0.0000 0.0000 0.0000
    *TM_ROTANGLE 0.0000
    *TM_SCALE 1.0000 1.0000 1.0000
    *TM_SCALEAXIS 0.0000 0.0000 0.0000
    *TM_SCALEAXISANG 0.0000
    }
    *MESH {
    *TIMEVALUE 0
    *MESH_NUMVERTEX 8
    *MESH_NUMFACES 12
    *MESH_VERTEX_LIST {
    *MESH_VERTEX 0 -46.4672 -31.3795 0.0000
    *MESH_VERTEX 1 19.2229 -31.3795 0.0000
    *MESH_VERTEX 2 -46.4672 15.9949 0.0000
    *MESH_VERTEX 3 19.2229 15.9949 0.0000
    *MESH_VERTEX 4 -46.4672 -31.3795 41.5080
    *MESH_VERTEX 5 19.2229 -31.3795 41.5080
    *MESH_VERTEX 6 -46.4672 15.9949 41.5080
    *MESH_VERTEX 7 19.2229 15.9949 41.5080
    }
    *MESH_FACE_LIST {
    *MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
    *MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
    *MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
    *MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
    *MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
    *MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
    *MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
    *MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
    *MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
    *MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
    *MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
    *MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
    }
    *MESH_NUMTVERTEX 12
    *MESH_TVERTLIST {
    *MESH_TVERT 0 0.0000 0.0000 0.0000
    *MESH_TVERT 1 1.0000 0.0000 0.0000
    *MESH_TVERT 2 0.0000 1.0000 0.0000
    *MESH_TVERT 3 1.0000 1.0000 0.0000
    *MESH_TVERT 4 0.0000 0.0000 0.0000
    *MESH_TVERT 5 1.0000 0.0000 0.0000
    *MESH_TVERT 6 0.0000 1.0000 0.0000
    *MESH_TVERT 7 1.0000 1.0000 0.0000
    *MESH_TVERT 8 0.0000 0.0000 0.0000
    *MESH_TVERT 9 1.0000 0.0000 0.0000
    *MESH_TVERT 10 0.0000 1.0000 0.0000
    *MESH_TVERT 11 1.0000 1.0000 0.0000
    }
    *MESH_NUMTVFACES 12
    *MESH_TFACELIST {
    *MESH_TFACE 0 9 11 10
    *MESH_TFACE 1 10 8 9
    *MESH_TFACE 2 8 9 11
    *MESH_TFACE 3 11 10 8
    *MESH_TFACE 4 4 5 7
    *MESH_TFACE 5 7 6 4
    *MESH_TFACE 6 0 1 3
    *MESH_TFACE 7 3 2 0
    *MESH_TFACE 8 4 5 7
    *MESH_TFACE 9 7 6 4
    *MESH_TFACE 10 0 1 3
    *MESH_TFACE 11 3 2 0
    }
    *MESH_MAPPINGCHANNEL 2 {
    *MESH_NUMTVERTEX 8
    *MESH_TVERTLIST {
    *MESH_TVERT 0 0.2835 0.2835 0.5000
    *MESH_TVERT 1 0.7165 0.2835 0.5000
    *MESH_TVERT 2 0.2835 0.7165 0.5000
    *MESH_TVERT 3 0.7165 0.7165 0.5000
    *MESH_TVERT 4 0.2835 0.2835 1.5000
    *MESH_TVERT 5 0.7165 0.2835 1.5000
    *MESH_TVERT 6 0.2835 0.7165 1.5000
    *MESH_TVERT 7 0.7165 0.7165 1.5000
    }
    *MESH_NUMTVFACES 12
    *MESH_TFACELIST {
    *MESH_TFACE 0 0 2 3
    *MESH_TFACE 1 3 1 0
    *MESH_TFACE 2 4 5 7
    *MESH_TFACE 3 7 6 4
    *MESH_TFACE 4 0 1 5
    *MESH_TFACE 5 5 4 0
    *MESH_TFACE 6 1 3 7
    *MESH_TFACE 7 7 5 1
    *MESH_TFACE 8 3 2 6
    *MESH_TFACE 9 6 7 3
    *MESH_TFACE 10 2 0 4
    *MESH_TFACE 11 4 6 2
    }
    }
    *MESH_NUMCVERTEX 0
    *MESH_NORMALS {
    *MESH_FACENORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 2 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
    *MESH_FACENORMAL 1 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 1 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_FACENORMAL 2 0.0000 0.0000 1.0000
    *MESH_VERTEXNORMAL 4 0.0000 0.0000 1.0000
    *MESH_VERTEXNORMAL 5 0.0000 0.0000 1.0000
    *MESH_VERTEXNORMAL 7 0.0000 0.0000 1.0000
    *MESH_FACENORMAL 3 0.0000 0.0000 1.0000
    *MESH_VERTEXNORMAL 7 0.0000 0.0000 1.0000
    *MESH_VERTEXNORMAL 6 0.0000 0.0000 1.0000
    *MESH_VERTEXNORMAL 4 0.0000 0.0000 1.0000
    *MESH_FACENORMAL 4 0.0000 -1.0000 0.0000
    *MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000
    *MESH_VERTEXNORMAL 1 0.0000 -1.0000 0.0000
    *MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000
    *MESH_FACENORMAL 5 0.0000 -1.0000 0.0000
    *MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000
    *MESH_VERTEXNORMAL 4 0.0000 -1.0000 0.0000
    *MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000
    *MESH_FACENORMAL 6 1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 3 1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000
    *MESH_FACENORMAL 7 1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 5 1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000
    *MESH_FACENORMAL 8 0.0000 1.0000 0.0000
    *MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000
    *MESH_VERTEXNORMAL 2 0.0000 1.0000 0.0000
    *MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000
    *MESH_FACENORMAL 9 0.0000 1.0000 0.0000
    *MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000
    *MESH_VERTEXNORMAL 7 0.0000 1.0000 0.0000
    *MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000
    *MESH_FACENORMAL 10 -1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 0 -1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000
    *MESH_FACENORMAL 11 -1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 6 -1.0000 0.0000 0.0000
    *MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
    }
    }
    *PROP_MOTIONBLUR 0
    *PROP_CASTSHADOW 1
    *PROP_RECVSHADOW 1
    *WIREFRAME_COLOR 0.3412 0.8784 0.5608
    }
    </pre><hr />

    as you can see the keyword is
    <font class="small">Code:</font><hr /><pre>*MESH_MAPPINGCHANNEL 2 { ... }</pre><hr />
  • kat
    Offline / Send Message
    kat polycounter lvl 17
    Many thanks for that info, should prove to be most helpful, ta! smile.gif
Sign In or Register to comment.