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View Full Version : [Script] BlueStreak .ASS Exporter for 3ds max v6.0+



TheGhost
July 2nd, 2007, 04:11 AM
BlueStreak .ASS Exporter
for 3ds max v6.0+ and Halo 2 Vista

Script by TheGhost

http://files.h2vista.net/apps/BlueStreak/ASS/blueStreak_assExporter_GUI_1-0-0.jpg

With this script you can export an ASS representation of a scene in 3ds max versions later than 6.0. This is particularly useful for mappers using 3ds max 9, who cannot use the plugin distributed with the Halo 2 map editor. As of the first release version of the script, there is no support for object instances using the % geometry prefix. This should not affect many mappers, but it will be added in later version of the script. Please report any bugs encountered using the script in this thread. Enjoy!

Download: http://files.h2vista.net/apps/BlueStreak/ASS/ASS-Exporter_v1-0-0.ms

Kornman00
July 2nd, 2007, 05:11 AM
Wait, did you fix the lightmap bug :confused:

also, :-3


Oh Korn :3

oooooooooooooooooooooh conscars! http://sa.tweek.us/emots/images/emot-ccb.gif

Con
July 2nd, 2007, 10:23 AM
Oh Korn :3

EDIT: Oh god, I'm still using max 6 =X

TheGhost
July 2nd, 2007, 02:05 PM
Wait, did you fix the lightmap bug :confused:

Yeah, I'll tell you about it on AIM.

Neuro Guro
July 2nd, 2007, 03:29 PM
Hell yeah

Dr Dmoney
July 2nd, 2007, 05:53 PM
I just got max 7 last night because max 9 wasn't compatible. Lucky I kept max 9. Yeah, you go man.

[EJ] Bean
July 2nd, 2007, 09:56 PM
If I may ask how do we get our hands on the .ass files?

Dr Dmoney
July 2nd, 2007, 10:05 PM
You create them using 3ds max. This program lets you create them. Now makeing the map to actually create them is a different story.

[EJ] Bean
July 2nd, 2007, 10:17 PM
oh, i thought it was something similar to the bsp extractor for halo ce.

Digikid
July 3rd, 2007, 04:53 PM
hmm...two names that do NOT belong together.

Bluestreak and ASS.

:XD:

Maverick243
July 5th, 2007, 06:21 PM
Ghost, Ive been looking for a solution to this problem for a while now and i hope i have found it. Forgive my lack of knowledge on how to work both 3ds max 9 and halo 2 map editor, but i was wondering if you could help explain how to use the blue streak .ass exporter. Im not quite sure how to get it working.
Thanks all help is appreciated.

TheGhost
July 6th, 2007, 12:25 AM
In 3ds max, at the top there is a menu item called "MAXScript" - click that and select "Run script". Navigate to the script that I put up for download and then click the button on the script. It will export the .ASS file you need to make your map. Consult the FAQ included with the game for more information on what to do with the .ASS file to import it into Halo.

Maverick243
July 6th, 2007, 09:55 AM
Im never going to get this unless i ask someone so..... Ive been able to use the script to export my map to an .ass file all along, the problem lies when I place that .ass file into halo 2 map editor and try to compile the level. I know that there is probably just another step or a simple solution but halo 2 faq, along with other resources have been of no help on this subject.
Thanks

supersniper
July 7th, 2007, 01:19 AM
I think this be posted on the halo 2 vista utilities section on halomaps.org.

Lightning
July 7th, 2007, 02:41 PM
Bean;93748']If I may ask how do we get our hands on the .ass files?

Dare I comment on this?


:P

AAA
July 7th, 2007, 08:24 PM
Looks like ASS :)

Awesome job

-£§- §age
July 7th, 2007, 10:41 PM
Ass...:lol:

Nice, Ghosty.

Snaver
July 10th, 2007, 07:24 PM
Any idea's on how to fix this error?

http://img178.imageshack.us/img178/7998/erroryg8.jpg

TheGhost
July 15th, 2007, 08:09 AM
If you open up the MAXScript Listener and post what it says I can probably help you.

0m3g4Muff1n987
July 15th, 2007, 03:07 PM
Does this work for Gmax?

Sarge
July 18th, 2007, 11:57 AM
this is probably a very simple thing that missed but i cant figure it out....im just learning to make maps but when i save my basic map the bluestreak .ASS exporter cannot find my saved map.....i have it saved in the correct folder and its saved as .3DS.....whats my mistake?

TheGhost
July 20th, 2007, 02:35 PM
You export it from the scene, not from a .3ds file. You run the script with the map open in 3ds max.

0m3g4Muff1n987
July 20th, 2007, 02:57 PM
Does it work for gmax?

legionaire45
July 21st, 2007, 03:28 PM
yes.

TheGhost
July 21st, 2007, 04:50 PM
"for 3ds max v6.0+"

No, it does not work with gmax. If there's enough demand it would be pretty easy to implement this to work with gmax though.

JackRabbit72380
July 21st, 2007, 10:49 PM
Sweet script ghost! Im most exited about this!
But one question thats running aroung in my head is...
Will this script make my textures look better than the orignal ass exporter ?
Like the orignal bluestreak script did for hek?
With perfect textureing ?

spookers622
July 23rd, 2007, 07:56 PM
it doesnt work for me. No errors come up until i compile it: http://img507.imageshack.us/my.php?image=bluestreakasscompileerruy1.jpg

works fine with bungie exporter though...

FRain
July 23rd, 2007, 09:06 PM
Off Topic but:

hehe...brownstreak....haha

God, I feel naughty(mastubate time)

dcemuser
July 23rd, 2007, 09:11 PM
Wow... SexStreak now, a moderator must be bored.

FRain
July 23rd, 2007, 09:26 PM
I know, I wonder which moderator.

Kornman00
July 24th, 2007, 05:41 AM
OK, that time it wasn't me :|

spookers622
July 24th, 2007, 07:06 AM
lets not get too off topic lol, i have a problem here

Llama Juice
July 24th, 2007, 07:31 AM
As silly as it is, I thought it was rather clever....

I mean... c'mon Brownstreak from an .ass exporter? :P

In an entirely unrelated note... (yea.. on topicness...)Is there any updates for Bluestreak ghost? any Instanceing support yet? :)

Sarge
July 24th, 2007, 10:52 PM
im having the same problem as spookers with the level compiling. ive followed all of the steps but it always comes up with that failed to compile level error...in case this affects anything im running 3DS MAX 9......any suggestions?

}_50Æ{_|ñeا†«O
July 24th, 2007, 11:13 PM
So .ASS exportes the BrownStreak? LOL

Terin
July 26th, 2007, 12:39 AM
It can be made to work with Gmax? Please, do it, it would allow me to actually produce maps over a long term, as well as many other people.

Also, everytime I try to run the script in 3ds Max 9, it says "-- No""Get""Function for undefined". It exports a .ass file, but it can't be compiled.

Digikid
July 26th, 2007, 05:49 AM
ROFLMAO!!! Ok who edited the title?????

LMAO!!!!!!!!!!

Rosco
July 26th, 2007, 05:50 AM
Brownstreak is the original name, but ghostie doesnt like it it >: (

TheGhost
July 26th, 2007, 06:02 AM
Also, everytime I try to run the script in 3ds Max 9, it says "-- No""Get""Function for undefined". It exports a .ass file, but it can't be compiled.

Open up the MAXScript Listener and copy & paste what it says here. Also, which line in the script is highlighted?

dcemuser
July 26th, 2007, 11:46 AM
Still working on support for "%"?

Either way, thanks for the 3ds Max 9 support and the lighting fix. Currently, I can just run this script and generate the level/lightmaps. Then I use the .ASS exporter and it works.

YOU ROCK!

Terin
July 27th, 2007, 03:14 PM
I remade the map, and now I get a different error. It says "Runtime Error -- Mesh operation on Non-Mesh: Editable Poly" That seems like an error on my part, but I'm pretty sure I did everything right.

local xyz = in coordsys local (getVert objs[j] uniqueVert_vertIndex[v])

That's the line it stops on.


-- Error occurred in V loop; filename: C:\Program Files\Autodesk\3ds Max 9\scripts\startup\ASS-Exporter_v1-0-0.ms; position: 9987
-- Frame:
-- uv: undefined
-- ijk: undefined
-- xyz: undefined
-- V: 1
-- called in j loop; filename: C:\Program Files\Autodesk\3ds Max 9\scripts\startup\ASS-Exporter_v1-0-0.ms; position: 10396
-- Frame:
-- j: 2
-- numUniqueVerts: 36
-- face_shader_index: #(1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2)
-- uvw: #()
-- ijk: #()
-- vertIndex_uniqueVert_map: #(#(1, 6, 13, 18, 32), #(2, 17, 19, 24), #(5, 28, 29), #(3, 4, 23, 25), #(7, 12, 14, 31), #(11, 15, 16, 20), #(8, 27, 30), #(9, 10, 21, 22, 26), #(33), #(34), #(35), #(36))
-- face_vert_indices: #(#(1, 2, 3), #(4, 5, 6), #(7, 8, 9), #(10, 11, 12), #(13, 14, 15), #(16, 17, 18), #(19, 20, 21), #(22, 23, 24), #(25, 26, 27), #(27, 28, 25), #(29, 30, 31), #(31, 32, 29), #(33, 34, 35), #(35, 36, 33))
-- material_index: undefined
-- en: Edit_Normals:Edit Normals
-- xyz: #()
-- tmesh: TriMesh
-- uniqueVert_tvertUV: #([0.00249758,0.00249878], [4.9975,0.00249758], [4.9975,4.9975], [4.9975,4.9975], [0.00249878,4.9975], [0.00249758,0.00249878], [0,0], [0,1], [1,1], [1,1], [1,0], [0,0], [0,0], [0,1], [1,1], [1,1], [1,0], [0,0], [0,0], [0,1], ...)
-- uniqueVert_normalID: #(1, 2, 3, 5, 6, 7, 9, 10, 11, 13, 14, 15, 17, 18, 19, 21, 22, 23, 25, 26, ...)
-- uniqueVert_vertIndex: #(1.0, 2.0, 4.0, 4.0, 3.0, 1.0, 5.0, 7.0, 8.0, 8.0, 6.0, 5.0, 1.0, 5.0, 6.0, 6.0, 2.0, 1.0, 2.0, 6.0, ...)
-- numfaces: 14
-- called in export_button.pressed(); filename: C:\Program Files\Autodesk\3ds Max 9\scripts\startup\ASS-Exporter_v1-0-0.ms; position: 10814
-- Frame:
-- sub_slot_name: #("", "")
-- output_name: "C:\Program Files\Microsoft Games\Halo 2 Map Editor\data\file.ASS"
-- numInstances: undefined
>> MAXScript Rollout Handler Exception: -- Runtime error: Mesh operation on non-mesh: Editable Poly <<


Is it a problem with the script? Or a problem with my geometry? Or something else?

TheGhost
July 27th, 2007, 03:28 PM
Your geometry isn't of the type "editable mesh" or with the modifier "edit mesh"

0m3g4Muff1n987
July 27th, 2007, 03:30 PM
I really want a gmax exporter :hyper:

Terin
July 27th, 2007, 03:32 PM
So I just need to convert it to an editable mesh?

Hey, it worked! Thank you for the help, and thank you for making this script. Maybe next you can listen to Mr. Spastic above me and make it work with Gmax, too? :P

EDIT: Great, I did some editing to the geometry, moved the frame, and now I have that same error as before.


-- Error occurred in f loop; filename: C:\Program Files\Autodesk\3ds Max 9\scripts\startup\ASS-Exporter_v1-0-0.ms; position: 9621
-- Frame:
-- matID: 2
-- tverts: [1,33,34]
-- verts: [1,2,3]
-- f: 1
-- vert_indices: #(1, 2, 3)
-- called in j loop; filename: C:\Program Files\Autodesk\3ds Max 9\scripts\startup\ASS-Exporter_v1-0-0.ms; position: 9651
-- Frame:
-- uvw: #()
-- ijk: #()
-- vertIndex_uniqueVert_map: #(#(1), #(2), #(3))
-- face_vert_indices: #(#(1, 2, 3))
-- material_index: undefined
-- en: Edit_Normals:Edit Normals
-- xyz: #()
-- tmesh: TriMesh
-- uniqueVert_tvertUV: #([0,1], [0,0.9375], [0.03125,0.9375])
-- uniqueVert_normalID: #(1, 2, 3)
-- uniqueVert_vertIndex: #(1.0, 2.0, 3.0)
-- numfaces: 960
-- j: 1
-- numUniqueVerts: 3
-- face_shader_index: #()
-- called in export_button.pressed(); filename: C:\Program Files\Autodesk\3ds Max 9\scripts\startup\ASS-Exporter_v1-0-0.ms; position: 10814
-- Frame:
-- sub_slot_name: #("", "")
-- output_name: "C:\Program Files\Microsoft Games\Halo 2 Map Editor\data\scenarios\multi\mylevel\structure\myle vel.ASS"
-- numInstances: undefined
>> MAXScript Rollout Handler Exception: -- No ""get"" function for undefined <<


What would I need to do to fix this?

TheGhost
July 27th, 2007, 07:00 PM
What line of the script is highlighted?

Terin
July 27th, 2007, 08:01 PM
face_shader_index[f] = (findItem materials objs[j].material[matID]), I remember.

But I recently deleted the frame (the script selected it after the error happened) and recreated it, and it seemed to export. I think it was because I had somehow turned it into an Editable Poly.

TheGhost
July 27th, 2007, 08:09 PM
Well it's trying to figure out what shader goes on the frame, so you've set something up wrong. The frame isn't part of the geometry so it shouldn't be trying to figure out what material goes on it. I'll probably be re-writing the script that's more user-friendly and will also work with gmax.

TheGhost
July 29th, 2007, 08:05 AM
I've gone through a number of threads for this and past exporters, and it seems the number one spot people get errors is with not setting up materials correctly. I'll try to put some catches in there so that the script won't fail if the user sets up the materials incorrectly or does not set one up at all.

Anyways, the new version 1.1.0 is coming along nicely. The code was fully re-written, and while it takes a bit longer to create the file, the code is much cleaner and should be better overall. Possible support for gmax and instance geometry.

gruntyrampage
August 18th, 2007, 07:10 PM
i am having a problem and i didnt see you explain this error and how to fix it


-- Error occurred in f loop; filename: C:\Program Files (x86)\Autodesk\3ds Max 9\Scripts\ASS-Exporter_v1-0-0.ms; position: 9621
-- Frame:
-- tverts: [1,33,34]
-- verts: [1,2,3]
-- vert_indices: #(1, 2, 3)
-- matID: 2
-- f: 1
-- called in j loop; filename: C:\Program Files (x86)\Autodesk\3ds Max 9\Scripts\ASS-Exporter_v1-0-0.ms; position: 9651
-- Frame:
-- vertIndex_uniqueVert_map: #(#(1), #(2), #(3))
-- j: 1
-- xyz: #()
-- material_index: undefined
-- uvw: #()
-- uniqueVert_vertIndex: #(1.0, 2.0, 3.0)
-- numfaces: 960
-- uniqueVert_tvertUV: #([0,1], [0,0.9375], [0.03125,0.9375])
-- face_shader_index: #()
-- tmesh: TriMesh
-- numUniqueVerts: 3
-- ijk: #()
-- uniqueVert_normalID: #(1, 2, 3)
-- face_vert_indices: #(#(1, 2, 3))
-- en: Edit_Normals:Edit Normals
-- called in export_button.pressed(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\Scripts\ASS-Exporter_v1-0-0.ms; position: 10814
-- Frame:
-- numInstances: undefined
-- output_name: "C:\Program Files (x86)\Microsoft Games\Halo 2 Map Editor\data\scenarios\multi\ravien\structure\ravie n.ASS"
-- sub_slot_name: #("", "", "", "")
>> MAXScript Rollout Handler Exception: -- No ""get"" function for undefined <<

"face_shader_index[f] = (findItem materials objs[j].material[matID])"