ASE Loader

I have an ASE Loader that I would like to see if anyone found useful. It has a few built-in features such as basic collision detection and interpolated animation support. It would be nice if anyone would give me some feedback :slight_smile:

If you’re interested in checking the thing out, its located at http://home.no.net/tabusd/. The complete source code is available for download as well.

Thanks for your time,
-Trond

Hi.

ASE loader - sounds great! But is it possible to load files over web? I think it would be a great advantage. Didn’t you think about that?

Have a nice whole day! :slight_smile:

Thanks for the input! You’re right, I didn’t think about that. Certainly something to consider.

-Trond

What license is the source code for your loader? I’m thinking about using it as a base for an ASE loader for my project.

You may use it however you like, there is no license :slight_smile:

Think I mentioned it in some readme.txt or in the .java source files.

Nice to hear if someone finds it useful!

-Trond

Hey looked at some of your source and saw that you in deed had some animation frames. Did you build those from the data in the ASE file? Haven’t seen this done before and have always been told that ASE doesn’t support animation.
Jim

ASE does support animation, keyframe animation that is. The ASE exporter can be set to export animations in the export-options-panel. I didn’t use that though. The way I did it is that I have exported one .ASE-file per frame. If you have downloaded the gordon-demo, you’ll see that it has a lot of .ASE files in the gordon-folder. Quite simple, and a complete diskspace-eater :slight_smile: To make the animation look somewhat smooth and to cut down on required .ASE files, I use a simple linear interpolation between the frames.

If you need your own file-format, I’d recommend taking a quick look at MAXscript, as it was surprisingly easy to export a scene using it. That way you can export animations etc just the way you want without all the unneeded info you don’t need. In fact, if I had taken a look at MAXscript before I started doing the .ASE loader, I probably never would have made it using ASE, but rather a custom format.

I have uploaded a Managed DirectX-test I’ve been playing around with in case you want a look. In the debug-folder you’ll find the maxscript I used to export the program’s content, and I think it’s fairly well commented to be easily understood. The files MAX export is in an easily-parsable text-format. I’m not saying this is a good exporter, but it works :slight_smile: Please have a forgiving mind looking over the C#-code that parses it, as it’s not commented (however the parsing part should be pretty self-explanatory) and the rest of the code is… well. Messy. It’s a test-app i’m playing around in…

http://home.no.net/tabusd/files/mdxtest.zip

Note that the script only exports selected objects in the scene, and they must be textured in some way or else the script might fail.

-Trond