View Full Version : Is there a way to import ase files
I was wondering if there was a way to import ase files into max.
I found a way. I using the asc II importer found at http://www.maxplugins.de and that seems to work fine. I have to change the file ext from asc to ase for it to work. Is there a better way to do this?
12-11-2006, 10:19 AM
I don't think so. ASE/ASC is a really old format. Just plain text though, so converting it to another text format that's more widely supported couldn't be too hard... like say OBJ.
12-12-2006, 08:14 AM
Hey Sage, I'm browsing the max9 DVD, and I found a script that might be better, dunno.
--Created by: Ravi Karra [firstname.lastname@example.org]
--This scripts reads positional data from a ascii file and creates objects
--You need to have the ascii.dat file in the same directory as this
12-12-2006, 11:30 AM
On sparks there used to be an ASE import plugin with source code. I think it stopped working with version 7?
12-12-2006, 03:37 PM
if all else fails you could download the unreal 2.x runtime. Import the ase as a static object and export it as an OBJ.
Thanks guys. It's not really a big deal I just wondered why Max never got a stand alone format that could hold animation and all the scene info. 3ds just blows. Sometimes it unwelds all the verts on my models and screws up the smoothing groups. I thought ase was kind of that except they never had an importer straight out of the box. The asc plugin works fine and it's actually for version 6 and works fine in 8. Just one of those plugins that just work. /images/graemlins/smile.gif The reason I was interested in ase was because it's supposed to export brushes out of GTKRadiant with only visible faces. Obj exports all the faces. The other reason I was thinking about ase was to export to older versions of Max, since .max isn't backward compatible. I should add that to your thread Per. /images/graemlins/wink.gif Thanks for the reply.
12-13-2006, 08:48 AM
BFF is the best format for backwards-compatibility, but it is max-specific (being maxscript-based)
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