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[Feature Request] .ase exporter groups\renames objects according to their shader


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#26 LDAsh

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Posted 15 November 2017 - 01:11 AM

This is all certainly possible and actually has been since you first posted about it, and I tried to explain how.  Now, DarkRadiant can export all your mapobjects too, with UVs and headers.  So you get your brushes, patches and mapobjects.  There is some fiddle-work involved in preparing it for use in another engine and there always will be, so if you'd like help with the fiddle-work, let it be known where you're getting confused about it.  However, if you'd like to wait for easy one-click solutions to this, like something that will automagically examine the pixels of every texture and decide which best matches to replace it with, etc, then the very best of luck with your waiting.


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#27 Judith

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Posted 15 November 2017 - 05:23 AM

All I read was "please make a feature for my version of DR and my operating system", and the answer is obviously, no. Latest version of DR can, however, export brushes to .ase or .obj. You'll have to do all the texturing though.



#28 maxdamage

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Posted 15 November 2017 - 04:07 PM

Really sorry about that.My last post came out completely wrong....I know that Dark Radiant can export the map mesh in .obj\.ase format and I know about the fiddle-work in porting over a map from one game engine to another. 
 
Atm I am busy working on a map port from Halo:Combat Evolved(PC) of a map called Gephyrophobia using the Game Content Usage Rules - Microsoft_Xbox and I used a 3rd party Halo:CE program that can export the map file, used the option to group the meshes\faces according to texture used. I did have some issues in Milkshape 3D with the map mesh but all of the map mesh has been ported over to the unreal editor and assigned their respective texture\shaders.  
 
I am slowly getting the map finished.Dark Radiant exports the map's meshes\faces individually in the .ase and not grouped together according to texture used on the surfaces.Having that option would be extremely helpful and being able to select all the surfaces\mesh using ctrl + A to be able to export the map quicker,etc....Just an idea.
 
Thanks. 

Edited by maxdamage, 15 November 2017 - 04:08 PM.


#29 stumpy

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Posted 15 November 2017 - 11:04 PM

it would have to be an option as it would stuff up other people who use the exporter to make in game entities who don't want the export named to the shader that's been used.



#30 LDAsh

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Posted 16 November 2017 - 03:21 AM

Dark Radiant exports the map's meshes\faces individually in the .ase and not grouped together according to texture used on the surfaces.

That's because it's easier to do that later than to split things apart that are already joined.  I already explained how to do this in Blender, by joining everything together first and then 'separating vertices by material'.  No idea about MilkShape because it's been a great many years since I used it.  After doing that, every triangle that uses the same material will be part of the same object, even if it's on the opposite side of the map.  This is exactly why you wouldn't want it done at the exporting process, it will give you the opportunity to also split the environment up based on portals.

 

 

 

...being able to select all the surfaces\mesh using ctrl + A to be able to export the map quicker,etc....Just an idea.

With nothing selected (ESC), you can press I to 'invert selection' and that's the best way to select all.


Edited by LDAsh, 16 November 2017 - 03:31 AM.

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#31 greebo

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Posted 16 November 2017 - 05:19 AM

The latest DR versions have a built-in ASE/LWO/OBJ exporter which is grouping the exported triangles by their shader. (File > Export Selected as Model...)



#32 HMart

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Posted 16 November 2017 - 09:08 AM

Good Dammit this forum really need a "like this" button for Admins! :D


Edited by HMart, 16 November 2017 - 09:08 AM.


#33 LDAsh

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Posted 17 November 2017 - 05:06 AM

I just realised you can actually CTRL+A in there...  by pressing your J key before you try it. :P

(*this will select-all even if hidden, unlike the previously mentioned method)


Edited by LDAsh, 17 November 2017 - 05:14 AM.


#34 maxdamage

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Posted 21 November 2017 - 08:03 PM

Ok I thought I could download the portable version but no matter on which device I download it it is broken.The darkradiant-2.4.0-x86.portable.7z gives me the following errors in winrar:

!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in bitmaps\active_layer_invisible.png
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!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in bitmaps\sr_stim.png
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in bitmaps\sr_stim_inactive.png
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!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in ui\stimeditor.xrc
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!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in DarkRadiant.exe
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in ftgl-vc141.dll
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!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in modules\skins.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in modules\sound.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in modules\uimanager.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in modules\undo.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in modules\vfspk3.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in modules\xmlregistry.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in msvcp140.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in OpenAL32.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in plugins\dm.conversation.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in plugins\dm.difficulty.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in plugins\dm.editing.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in plugins\dm.gui.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in plugins\dm.objectives.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in plugins\dm.stimresponse.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in plugins\eclasstree.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in plugins\script.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in python36.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in vcruntime140.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in wrap_oal.dll
!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in wxbase30u_vc141.dll
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!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in wxmsw30u_adv_vc141.dll
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!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in wxmsw30u_gl_vc141.dll
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!   C:\My Documents\darkradiant-2.4.0-x86.portable.7z: Unknown method in wxmsw30u_stc_vc141.dll

I then downloaded the installer, installed it and began to re-export the one map.I had to use the invert selection method as the press J then Ctrl + A doesn't work.I tried both file formats and here are the results:

 

.obj: The surfaces are regrouped and renamed according to their texture\shader used but since no .mtl is created I have to manually add the code to the .obj and link it to a newly created .mtl file...That is going to take some time but I have another problem. Milkshape 3D won't import the .obj file why I don't know.I will have to import it into Hexagon 3D v2.5(licensed) then export it back into .obj format so Milkshape 3D will import it.

 

.ase: The file size is huge at 29MB!The surfaces are grouped but are not renamed according to shader\texture used.Milkshape 3D has no plugin to import the .ase file into the 3D app.Only export into UT2k4 .ase format

 

Can't wait when I eventually get the fixing of the .obj and .mtl finished and then getting it into Milkshape 3D for porting to UT2k4! :D

 

Thanks!



#35 maxdamage

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Posted 25 November 2017 - 04:00 PM

Okay I finished fixing the .obj file and the .mtl file but it still won't import into Milkshape 3d?Even importing the .obj file into Hexagon 3d v2.5,exporting it back into .obj even .3ds and importing the file into Milkshape 3D doesn't work all.If I export the map in Dark Radiant using the script export the map into .obj it works but the surfaces\faces are not grouped at all but imports into Milkshape 3D. :( Weird?

 

Just don't know what to do next?


Edited by maxdamage, 25 November 2017 - 04:01 PM.


#36 LDAsh

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Posted 26 November 2017 - 08:35 AM

Try Assimp and Blender.  MilkShape hasn't been updated in several years now.



#37 maxdamage

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Posted 27 November 2017 - 11:15 AM

@LDAsh

 

Can you tell me then how is it that an old version of Deep Exploration which is v4.0 can load the .obj that was created by Dark Radiant's export as model and not Milkshape 3D which is newer?



#38 LDAsh

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Posted 28 November 2017 - 12:47 AM

I don't know, man.  I think there are essentially 2 main OBJ types, v2 and v3, but anyhow, we're now talking about a MilkShape issue here (I'm assuming MilkShape OBJ importer is expecting a v2 file), and Deep Exploration (while I have used it a bit in the previous decade) I don't remember much about.  There are better more powerful tools in this decade - and they are actually free too!  Formats like DAE and FBX make excellent interchangeable formats, so you might want to look into converting that way from ASE, instead of dealing with OBJ as-is.  This is an issue with the MilkShape importer, not the Radiant exporters.

If you really insist on it, I could recommend this for dealing with stubborn conversions:-
http://3doc.i3dconverter.com/
It's not free but I've found it very reliable and worth it.  It can wrap its choppers around some really obscure formats that Assimp can't.

(edit):- I shamefully always forget to mention this one too:-

http://richwhitehous...&showproject=91


Edited by LDAsh, 28 November 2017 - 01:43 AM.


#39 maxdamage

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Posted 28 November 2017 - 10:22 AM

I don't know, man.  I think there are essentially 2 main OBJ types, v2 and v3, but anyhow, we're now talking about a MilkShape issue here (I'm assuming MilkShape OBJ importer is expecting a v2 file), and Deep Exploration (while I have used it a bit in the previous decade) I don't remember much about.  There are better more powerful tools in this decade - and they are actually free too!  Formats like DAE and FBX make excellent interchangeable formats, so you might want to look into converting that way from ASE, instead of dealing with OBJ as-is.  This is an issue with the MilkShape importer, not the Radiant exporters.

If you really insist on it, I could recommend this for dealing with stubborn conversions:-
http://3doc.i3dconverter.com/
It's not free but I've found it very reliable and worth it.  It can wrap its choppers around some really obscure formats that Assimp can't.

(edit):- I shamefully always forget to mention this one too:-

http://richwhitehous...&showproject=91

 
Well how is it that Milkshape 3D can import the .obj file that is created through Dark Radiant's Scripts -->Export OBJ... but the .obj created by Dark Radiant's File --> Export selected as model... won't import into Milkshape 3d?
 
I managed to get the map into Milkshape 3D.I had to use Noah's Ark's ancient copy of Deep Exploration v1.5 to save the .obj as an Autodesk 3DS .3ds file which was imported into Milkshape 3D and worked.I just have to rename the groups and textures,re-link the textures used and remove the uneccesary groups\faces,create a collision mesh and then export it into ut2k4 .ase format... :D Yah!!!!
 
I have the trial copy of i3converter and have been thinking of getting a license for it but atm it is not necessary although I would need it if I want to convert some planet meshes from a space sim over to another game as a mod....
 
Thanks for the links.Will try some of them out asap.

Edited by maxdamage, 28 November 2017 - 10:30 AM.





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