ASE is 3D studio ASCII export format. It is plain text format, very simple to parse (under certain assumptions). That’s why it was 1st 3D format ever to be parsed in flash, that’s why ASE parser is present in every flash 3D engine… except Alternativa3D.
So, while Alternativa team is busy wih their next generation engine, we have to implement missing bits on our own. I had made Alternativa3D-compatible MD2 parser before, so making the one for ASE was piece of cake. The best part about it is that, unlike with their standard 3DS parser, you can embed your ASE into SWF; the worst part is that I had to ignore much of ASE structure for the sake of code simplicity, which is why you can only load files with single mesh.
Enough is said, see it in action, and grab the source. Stonehead model stolen from kat.
Just changed demo to anaglyph mode. This way it looks a bit more fun.
You know I love that stoneface :)
Hi,
I come from the papervision3d engine, I was wonder if your md2 parser can embed the md2 files as well. Many of these game web sites require your file to be a single .swf file, and alternativa claims they are the 3d game engine of choice, yet that small detail is important to making a flash game in the first place, embedding. i’ll be trying out your ase format, thank you for your hard work =) email me sometime
yes, both MD2 and ASE parsers can parse embedded models. I have much faster MD2 implementation for Alternativa 5.x btw, it is just not open-sourced… yet.
hey again,
also i forgot to ask, does your ase parser support uv coordinates?
yes, there would be little point in it without UVs.
Thank you so much for your replies,
Does your MD2 Embedder support animations? and if so do u have any sample functions for playing those animations?
i want to show you the fruits of your labor, thanks to your ase embeder i was able to quickly seperate the sections of areas in my game. i did not know it supported UV coordinates so im going to go ahead and start baking some v-ray 3d studio max renderings =)
Its a 3D Flash First Person Shooter Multiplayer Team deathmatch game =) it’s called 3D Future Ops 2: Strike Teams.
http://nonoba.com/tripknotix/3d-future-ops-2
I’ve already gotten people to embed it in their myspace’s because they love it so much and i could not have done it without your great ase parser, thank u so much.
I was originally using a program to convert .3ds files to .as3 alternativa format, but for some reason the texture would not unwrap to the UV coordinates, even tho they are clearly there.
so there was no point, besides that your ase parser creates a model type that is perfect for the characters to be clickable (i will make shooting animations soon too)
Thank u, u should email me sometime.
That looks promising, keep it up!
You can check out my old MD2 parser here, but it has limited use (only very simple models). After they release 5.6 (any day now) I will replace it with my new parser, which is faster.
I am still looking for “ideal” animation interface, though, so if you know some good and simple time-tested solution (not necessary flash :~) I will be happy to take a look.
the new papervision3d md2 parser and even their dae parser now both use time interpolation, also their md2 parser also uses clips and lets u loop them optionally too. u should take a look at their md2 parser it extends to their DisplayObject3d but im sure u can just extend it to Mesh instead and get similiar results. if you download the new papervision3d 2.1 (not 2.0) , u can just copy the md2.as from the parsers folder and look at how they do things.
hmm, did I mention the word, “simple”? I’m sure I did…
ya theres nothing more simple than someone else who already did the work for u =P no figuring out, just implementing the same feature http://papervision3d.googlecode.com/files/Papervision3D_2.1.920.zip
next time take a look at org.papervision3d.core.animation.* before you post, thanks.
im serious dude, everything in the core.animation folder total is less than 50kb if u delete the .svn files, litterally your talking 1kb files like 5 lines of code per file dude. that’d be an easy path to take.
If you’re so serious about that, why don’t YOU do that?
i meant i was seriously trying to help you, the codes all there, my game alone is 3,500 lines of code not including the actual engine.
sure 100-200 lines of code isn’t a big project man. if u dont want the code, ok, but u made the comment that i should check out the folder, so i did, its 1kb files. no big deal. 4 lines of code in some of those