Author Topic: Import ASE into Max7  (Read 3135 times)

odo324

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Import ASE into Max7
« on: 2005-05-15 00:36:01 »
Problem:
An Import ASCII plugin that works with 3DsMax v7. If anyone can open an ASE file in max7... I could really use your asciiimp file!!! (".../3dsmax7/plugins/asciiimp.dli").

Situation:
I'm using Biturn (0.86a3) to extract FF8 field models to max, but the texture UVs are a little messed up in the resulting 3DS files. I want to see if I can get better results with the "ASE format". I thought I use-too have 'this'  max6 plugin working in my previous max7 installation, but it isn't working now ("Error 126: Not for this version...").

Example:
An obvious example can be seen on the bottom of Edna's dress. The UVs stretch past the texture's border, showing the UV's of the opposing side. Well, is looks very ugly. Oddly, perhaps a little-over half of the model seems textured correctly. Regardless, all models converted to 3ds have this kind-of problem.

mirex

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Import ASE into Max7
« Reply #1 on: 2005-05-15 21:55:50 »
3DS is not capable of point texture coords, only of vertex texture coords. ( One vertex can have only one texture coordinate, even if its needed that each polygon sharing this vertex should have different texcoord at this point )   That is reason why textures are stretched and nothing can be done with it. ASE on the other hand supports point texture coords, thats why it works. (it also supports vertex paint btw)

Though, I don't know about any other ASE importers, only about the one mentioned in the FF7 -> Max forum.... i'd suggest to find some Max tech forums, maybe some guy there could re-compile the ase importer script for use with Max7, i dunno ...

If you find any, let us know ...