General Category > ASL Scripts
Let's add a section for using the ASL Editor.
Raxx:
Ok, fixed that up. Original .x script exported with commas instead of semicolons. Those error messages should go away now.
Attached below
[edit]
(by the way, to explain how I found how to fix it, I exported a cube, opened it up in notepad, went to line 139-142, cross-checked it with the truespace version, went into the .a8s script, and replaced the commas with semicolons in the proper $output.print lines)
lppena:
--- Quote from: Raxx on March 15, 2012, 04:36:05 pm ---Ok, fixed that up. Original .x script exported with commas instead of semicolons. Those error messages should go away now.
Attached below
--- End quote ---
Wow...thank you Raxx I'm totally grateful for your assistance. I'll get the new script and replace the previous version. Thanks again and I'll post the results. With your knowledge you should really post some ASL editing tutorials for us to learn from. I'm totally hooked on Anim8or now and look forward to eventually making some contributions to the forum as I learn more about A8. I've never come across a modeling software with the features found in A8. Thanks again for taking the time to help out a total noob like me. Leroy.
Update: That did the trick and got rid of any errors in 3DEX. Thanks Raxx you're quite a talented person and I'll begin working on linking the objects in Truespace as BZII needs the model parts linked together a certain way using hierarchal structure. However, I can use Anim8or to create the geoemtry for the models and import those in to Truespace to link objects the way the BZII game engine needs to have parts connected together.
How do feel about writing an XSI exporter for Anim8or? I have some sample XSI cube models that like use the same basic X format uses a text based layout. I think your modified BZII X script might work for an XSI version. Here's a sample of a cube convert from your BZII X exporter to XSI using 3D Exploration to convert it to BZII XSI.
--- Code: ---xsi 0101txt 0032
SI_CoordinateSystem coord {
1;
0;
1;
0;
2;
5;
}
Frame cube01 {
FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
-0.642227,-0.270071,0.550837,1.000000;;
}
Mesh cube01_mesh {
8;
-10.187110;-16.632017;10.187110;,
10.187110;-16.632017;10.187110;,
10.187110;16.632017;10.187110;,
-10.187110;16.632017;10.187110;,
-10.187110;-16.632017;-10.187110;,
-10.187110;16.632017;-10.187110;,
10.187110;16.632017;-10.187110;,
10.187110;-16.632017;-10.187110;;
12;
3;1,2,0;,
3;2,3,0;,
3;5,6,4;,
3;6,7,4;,
3;3,5,0;,
3;5,4,0;,
3;7,6,1;,
3;6,2,1;,
3;2,6,3;,
3;6,5,3;,
3;4,7,0;,
3;7,1,0;;
MeshMaterialList {
1;
12;
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;
SI_Material {
0.878431;0.878431;0.878431;1.000000;;
0.200000;
1.000000;1.000000;1.000000;;
0.000000;0.000000;0.000000;;
1;
0.000000;0.000000;0.000000;;
TextureFilename {
"Raxxcube_0.bmp";
}
}
}
SI_MeshNormals {
6;
0.000000;0.000000;1.000000;,
0.000000;0.000000;-1.000000;,
-1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;-1.000000;0.000000;;
12;
0;3;0,0,0;,
1;3;0,0,0;,
2;3;1,1,1;,
3;3;1,1,1;,
4;3;2,2,2;,
5;3;2,2,2;,
6;3;3,3,3;,
7;3;3,3,3;,
8;3;4,4,4;,
9;3;4,4,4;,
10;3;5,5,5;,
11;3;5,5,5;;
}
SI_MeshTextureCoords {
4;
1.000000;-1.000000;,
1.000000;0.000000;,
0.000000;-1.000000;,
0.000000;0.000000;;
12;
0;3;0,1,2;,
1;3;1,3,2;,
2;3;3,1,2;,
3;3;1,0,2;,
4;3;3,3,2;,
5;3;3,2,2;,
6;3;2,3,2;,
7;3;3,3,2;,
8;3;1,1,3;,
9;3;1,3,3;,
10;3;3,1,3;,
11;3;1,1,3;;
}
}
}
--- End code ---
Raxx:
You're welcome. I'm sorry if it seemed I was rushing you, it's just because I've got a lot to do in very little time so I try to wrap things up that can be wrapped up ;)
I don't really have much knowledge of ASL itself (or any language, for that matter). It's mostly just my dabbling in a dozen or so languages in the past that helps me pick up, use, and discard whatever scripting language I have to deal with to get whatever results I need at the moment. I'm currently working on a spur gears script in my free time (I love gears), and then I probably won't touch ASL for another year or so :P
But I'm glad you like Anim8or, and I look forward to seeing some contributions either in scripts or art!
lppena:
--- Quote from: Raxx on March 15, 2012, 05:34:28 pm ---You're welcome. I'm sorry if it seemed I was rushing you, it's just because I've got a lot to do in very little time so I try to wrap things up that can be wrapped up ;)
I don't really have much knowledge of ASL itself (or any language, for that matter). It's mostly just my dabbling in a dozen or so languages in the past that helps me pick up, use, and discard whatever scripting language I have to deal with to get whatever results I need at the moment. I'm currently working on a spur gears script in my free time (I love gears), and then I probably won't touch ASL for another year or so :P
But I'm glad you like Anim8or, and I look forward to seeing some contributions either in scripts or art!
--- End quote ---
Now that Anim8or makes some sense to me I plan on using for a very long time. To me the simpler modeling software is the better. I'm a total idiot when it come to more complicated modeling software. I really appreciate your help with the X exporter. Leroy.
Raxx:
Ok, so I think I was in error in assuming BZII used the .x file. It uses a specific type of .xsi instead, correct? All I did was make a stable .x exporter that 3DEX and Truespace can use?
Looking at the sample code you posted, it shouldn't be too hard for me to turn around and build an all-in-one .xsi exporter so that you don't have to use any program except Anim8or to get the models into BZII. You can't export animations but at least static models are possible. If that's all you need then give me a day or so and I'll have the solution for you. In the meantime I'll put the .x exporter in the ASL database and advertise it as a better version with fixes :P
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