Import and ExportASC for BoB/MA Tutorial/Pictorial

Unzip the Meteor…

Copy and paste

me.3DC (3DC Model file) to

C:Program Files3DCModels

Copy and Paste Meteor Tetures to

C:Program Files3DCMediaTetures

Open 3DC


Note* Some Models Imported may be of different sizes and XYZ coordination, this one will be ok ! But for future reference…Open Tools on the Top bar of 3DC ToolsOptions and change the Grid size from the default Size 10 Units Meters to maybe 100 or 1000 M to fit your Model into the Window !

Rename all the sections of the aircraft, by opening Scene Hierarchy Panel (the little folders tree pic) or the Customize Palets (the two arrows up/down pic)

I’ve clicked on the aircraft parts, say the Wing and renamed Group andquot;Objectandquot; to andquot;wng1andquot; (wing 1_a…)
andquot;Bod1andquot; (body 1_a…) you can renamed with longer detailed parts names !



The andquot;_aandquot; is used by the BoB shapemke2 tool to say Aircraft_A Drawbetween 0, 1000
Aircraft_B Drawbetween 1000, 50000 etc…
(eg: spit_a, spit_b spit_c spit_d)…in the data file or in other words if the Aircraft is far out draw Aircaft B, with less detail for faster frame rates and for closer Aircraft draw Aircraft A, for more detail but a lower frame rate

A and B Aicraft will be the same Aircraft just different details to make the game run smoothly

When you come to BUILD the Aircaft later you will have the *asc (3D Studio) file format, with Vertices numbers and coordinates and Face numbers and coordinates…

…then the Shape making tool will use the *.asc file with a *.dat data file (containing the drawbetween) which will make the resultant *bin file, (Model shape file) which goes into BoB bin folder !

Note* Update I have only renamed the parts that I have clicked on and have opened in the scene Hierachy Panel…The Group Folder opens and you can rename andquot;Objectandquot;…for now leave the rest that do not open when you click on the Aircraft in the work space ! (I did not use these before because I think they are Sub_objects not visable on the surface of the Aircraft…this will save valuable andquot;VERTICESandquot;

Next Textures…

I’m going to attempt a 3D Tutorial/Pictorial for BoBers (Battle of Britain) and MAers (Mig Alley), who wish to build/modify andquot;Newandquot; 3D Aircraft/Models…to play with in their games, using 3DC and the ExportASC Plugin (by eko, with the help of Richard <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>)…comments definitly welcome <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

But a little introduction…

I started playing with BoB first and developed a Exporter for 3D Models…using a Plugin for 3DC. Then I joined the BDG (BoB Developers Group) to carry on this work <!– s;) –><img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" /><!– s;) –> We the BDG, maususer and me initially developed the andquot;Oldandquot; 2D flat BoB Trees into, If I/we do say so ourselves andquot;Newandquot; 3D beautifull Trees of various sizes and Textures…giving BoB a lush Landscape, with more atmosphere <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

The 3D Trees were developed for BoB from scratch, just using a few simply Polys and Textures (with Alphas*, cuts out shapes for tree/leaves and dappled shadows)


Screenshot…showing 2 simple intersecting polys for 3D Trees, with extra leave canopy poly and shadows poly…

We also did a lot of work with Drawbetween or data which tells the game to load andquot;Graphicsandquot; or our 3D Oak Trees at varying distances/details to save on Frame rate (all part of the process andnbsp;of building 3D Models, Graphics and the Data to producing a good Game)

But now we are starting to develop 3D Aircraft for BoB and MA and at the moment I’ve started a Tutorail/pictorial at the BDG, which intitially shows how we can Import a Model and modify so that we can Export the Model using a ExportASC Plugin for 3DC…later I/we will build Aircraft from scratch like the 3D Trees <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

We have decided to start with a Meteor for MA <!– s;) –><img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" /><!– s;) –> and this tutorial will be about that Aircraft

Read on…


3D Model making for Games is an a Art in its self !

The Tutorial/Pictorial will be a series of posts and It will Build/modify the Meteor…the building process will apply for all andquot;newandquot; Aircraft either built from scratch or imported/modified ready for Exporting to *.asc (ExportASC…3D Studio file format)

I will be using any Texture for now…later it will be a question of adding the correct Textures and tweaking to make full a 3D Model with Textures…

I will add links to required files on my site…But I will be uploading Pictures and Files on to my site, so if nothing happens…best to try later !

Osram (BDG’s lead programmer <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>) has done the tricky bit of finding and IMPORTING a model Meteor (with permission granted), which you can downloaded in the 3DC (3DC format) or DirectX
<!– m –><a class="postlink" href=""></a>&lt;!– m –>


Needed so far :

3DC LP uses the ExportASC Plugin by eko, with the help of Richard at 3DC and lots of helpfull people on the Visual Basic Forums…

3DC Pro with more stuff to play with <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

There are 2 ways to make and put 3D Models into BoB

1. Find a model from somewhere (get the owners permission first <!– s;) –><img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" /><!– s;) –>and load it into 3DC…there are different file formats that can be imported, but Osram is working with the DirectX format which is very good

2. Make a 3D Model from scratch…I made the 3D Trees this way, but get the plans for Aircraft !

Ok Importing into 3DC next…


Building up the Aircraft…So far I have done the following in the Objects Listings :



Uncommented……Aircraft stuff made <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>
//commented……Stuff not made yet <!– s:( –><img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" /><!– s:( –>

andnbsp;[img]’] andnbsp;

This shows I’ve added the Wings, Tail fin and Cockpit to the Main Body (bod1_a and bod2_a, shown previouslly as andquot;bombandquot; andnbsp; <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt="" title="Smile" /><!– s:) –>)

I have now got the following message at this point with shpmke2…

WARNING! andnbsp;-] andnbsp;TOO MANY DO-POINTS!… LOSE 218 andnbsp;[- andnbsp;WARNING!

******** OK *******

I do not know how many more sections of Aircraft I can put in before it totally fails to make the *.bin…

Yet to add the Jets, bombs…

BUT from here you can see the principal of BUILDING and MODIFYING the Aircraft, so that it will work with your Game…Vertices etc..

Have fun 3Ders, BoBers and MAers <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt="" title="Smile" /><!– s:) –>

…I hope this has been helpfull <!– s;) –><img src="{SMILIES_PATH}/icon_e_wink.gif" alt="" title="Wink" /><!– s;) –>

Textures and Stuff next… !

andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;

1.Tidying, cleaning and tweaking <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

2.And a new ExportASC_XYZ Plugin for imported DirectX file format <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

1. I have been playing with the models that I’ve made earlier and have merged/solidified the wings and deleted the wheels/undercarriage !

I also used a CLEAN andquot;scriptandquot; plugin from the Plugin download page by Alex (works with Pro/ LP ?) It gets rid of unnecessary points etc…sometimes it won’t improve your object (because its perfect ! <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>)
<!– m –><a class="postlink" href=""></a>&lt;!– m –>

You’ll get 2 Aircraft the cleaned Aircraft and the old Aircraft_DELETE, which you can delete…

Notice the Object names with/without _DELETE

ExportASC_XYZ Plugin

This shows the Vertices of the Meteor without Wheels/undercarriage. Also you’ll notice the corrected orientation for the Aircraft to go into BoB <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>


Meteor :

Objects 27
Vertices 2,106…Now !
Faces 3,057…compare with Spitfire…Good !

Spitfire (for BoB) Comparison

Objects 123
Vertices 1,686
Faces 1,788…Ok, but not as smooth as above !

This requires a new Plugin ExportASC_XYZ, which I forgot to upload…it will be here in a second !

Ok, here it is…I’ve zipped 3 ExportASC.dlls
The ExportASC_XYZ is the NEW one to use for the Meteor !

<!– m –><a class="postlink" href=""></a>&lt;!– m –>

2.ExportASC_BoB.dll…Building from scratch
3.ExportASC_XYZ.dll…Imported DirectX NEW !

(I can make others, with different XYZ orientation or you can andquot;Moveandquot; your model in space…to the correct XYZ for Export to your Game NOTE* All games have a different idea on what is the XYZ is ? Madness <!– s:( –><img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" /><!– s:( –>)

I have included the Exported *ASC file using the new ExportASC_XYZ and the required data and shpmke2 tool here…

<!– m –><a class="postlink" href=""></a>&lt;!– m –>

This one is number 3, so to make the DOS call

cd 3
cd game

shpmke2 spit -p ../shapes/

And you will get this :


I have only made the 2 first parts of the Aircraft bod1_a and bod2_a…I’ve been busy writing the new VB Plugin ExportASC_XYZ

Also its better to show you how the Meteor can be built up gradually in sections…look in the data file and search for the words andquot;Objects Listandquot; You’ll see 2 uncommented parts bod1_a and bod2_a

These corresponds with the ASC file spit_a.asc…look with wordpad and you’ll see I’ve COPY/PASTED the bod1_a and bod2_a asc information (VERTICES/FACES/MATERIALS) taken from the original ExportASC_XYZ *asc file called meteorYXZ.asc or meteorYXZ_clean


I have not put ALL the *ASC file information in at once because it could not BUILD, too many VERTICES ? So put one section of Aircraft in the spit_a.asc file at a time and correspodingly uncomment that Aircraft Section (//COMMENT OUT !)

Just keep building… <!– s;) –><img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" /><!– s;) –>

BUILDING a BoB 3D Aircraft with Shpmke2

With the Meteor Exported with the ExportASC_BOB
Plugin for 3DC saved to a safe place andnbsp; andnbsp; <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

<!– m –><a class="postlink" href=""></a>&lt;!– m –>

We can progress to Building up the Aircraft, so that it will load into BoB with the correct information DATA and MATERIALS *.X8

I have made a zip of ALL the files required to BUILD the Spitfire spit_a ready for Download…If you can Build it sucessfully and place the resultant spit.bin into BoB’s Shpbin Folder and run BoB with it…Then it should be possible to Build Meteor and other new Aircraft

<!– m –><a class="postlink" href=""></a>&lt;!– m –>

unzip folder 1 to C: like so c:1
find the DOS shortcut in game folder, click to open and make the DOs call…

cd 1
cd game

shpmke2 spit -p ../shapes/

andnbsp; andnbsp;[img:3qest6x3]http&#58;//www&#46;eko&#46;clara&#46;net/m18&#46;jpg[/img:3qest6x3]
andnbsp; andnbsp;

1 or 2 sconds to make if success, look in the game folder shpbin for spit.bin…place in BoBs shpbin and run BoB…


I have also made a Meteor zip folder with all the neccessry files…with the meteor_asc_sorce.asc

<!– m –><a class="postlink" href=""></a>&lt;!– m –>

If you open this (it is in the Shapesshpsrc folder !) using wordpad you will see what the different shapes data look like…the first one will be :

Named Object andquot;bod1_aandquot;
Trimesh,Vertices 1140 Faces 568
Vertex List…then it will go on showing all the VERTICES, until you come to the end and it shows all the Face List: MATERIALS

andnbsp; andnbsp;[img:3qest6x3]http&#58;//www&#46;eko&#46;clara&#46;net/m16&#46;jpg[/img:3qest6x3]
andnbsp; andnbsp;

You can Copy and paste ALL this to the spit_a.asc file, BUT there are too many Vertices too BUILD in one go…

So what I have done is to put in small Objects… If search for fin1 it has 112 Vertices You can copy and paste all these into spit_a.asc :

Named Object : andquot;fin1andquot;
TriMesh, Vertices 112 Faces 56
Vertex List…

*NOTE I have fogotten to rename fin to fin1_a
the _a is needed as mentioned before

Anyway I have done all this for you
So you can see what is required

I’ve also added Fin7_a to Fin1_a…search. you’ll see !


Now open the Data file in the Shapesshpdat Folder… spit.dat, using Worpad again (Note* to make changes save etc…properties of folder should be set to read, not Read only)

If you searh for the andquot;OBJECT LISTINGSandquot; or fin1_a or fin7_a

andnbsp; andnbsp;[img:3qest6x3]http&#58;//www&#46;eko&#46;clara&#46;net/m17&#46;jpg[/img:3qest6x3]
andnbsp; andnbsp;

…you will find them above a whole list of Object listings, which are commented out // like so :



//SPHL1_A….and so on to ;end

This means our fin1_a and fin7_a will be made and the Spitfire Objects will not !

Next make the DOS call just like the Spitfire before, but use Folder 2…because this is where it will be unzipped to in C:

Unzipped to C: C:2

Dos call

cd 2
cd game

shpmke2 spit -p ../shapes/

1 to 2 seconds later if successfull you will have spit.bin appear in the gameShpbin folder replace in BoB’s Shpbin Folder to test andnbsp; andnbsp; <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

andnbsp; andnbsp;[img:3qest6x3]http&#58;//www&#46;eko&#46;clara&#46;net/m20&#46;jpg[/img:3qest6x3]
andnbsp; andnbsp;

You can now see how to keep building up the Meteor and add a objects ASC data and include this in the DATA file to say andquot;Now BUILD with thisandquot; andnbsp; andnbsp; <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>


The End

For now anyway…I hope this helps to give you a rough idea of how to build New BoB Aircraft andnbsp; andnbsp; <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

I can help more with the bits which are not clear or understood…

If you are able to make any of the Aircraft Spit or meteor…please post, then I will be able to know if the Tutorial/Pictorial is ok !

You will now have a lot of Groups with names and no names…no names still named andquot;Objectandquot;
forget these for now and click on one of the Group folders, with a name eg bod1_a (or you can click on Aircraft in the work space… say the main BODY of the aircraft in the center/middle, where the WINGS join (I’ve called mine bod1_a

bod1_a Main body center/middle… <!– s;) –><img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" /><!– s;) –>

Main body(blue box) next object to join (yellow) to the main body

We want to Group all the named parts to this main part… Start by clicking on the body part next to it the say the back/tail of the body, which joins the Fin and then click on the 2 SQUARE BOXES…they are on the right hand of your work space lower down and they are blue overlapping boxes, with 4 small black square dots…it will say andquot;GROUP OBJECTSandquot; click once and click back on to the main body bod1_a, so…

1. click object you what to join to your main body object

2. click andquot;GROUP OBJECTSandquot; TOOL (2 squares)

3. click the main object you want your new object to join !…they are joined

Do this for all the named objects, its a bit fiddly and make sure you do not click the merge button just below…I have many times, so it is best to keep saving <!– s;) –><img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" /><!– s;) –> So you can always go back to one you are happy with me1, me2, me3 (I save it as me_names/me_group/me_texture etc…with numbers1,2,3,4…as you progress)


I have only used a Texture already in use with BoB, called SPITBOD (no Y) This is to test that this will work ! Otherwize it would mean adding all the new Textures ******.x8, with data for the shpmke2 tool, this can be done later…when you are happy everything is going to work (you will still have your back ups SAVED, to add the correct textures !)

First open the Material Panel (paint pot) and look for the Material library underneth the Material Pallets…there is a little white paper, which says andquot;Add Textures to Libraryandquot; click this and you will see your Meteor Textures (if you out them in the correct 3DC folder)

select one to use copy/paste and rename andquot;SPITBODandquot; (capitals,no Y !)…it does not matter which one you use (I’ve used wingtopr_162) SPITBOD is a name which BoB recognises !

Then find that picture in the Texture library
click on it and it appears on the big ball, below Material palette, ready to use…

Go to the right hand side of the work space and find the paint pot andquot;Fill Toolandquot; (there is a paint brush above this for more precise work !…now fill in all of the named objects on the Meteor, until every bit is filled, otherwize the shpmke2 tool says it does not reconise Texture !


Picture showing…the use of the meteor texture named SPITBOD, so shpmke reconises the data in the imagemap.txt or imagemap.dol, one or both of these will need to be modified and updated to include your new Metor Textures <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

I have included all the meteor *.3DC files saved so far in a 1.5 Mb zip…

<!– m –><a class="postlink" href=""></a>&lt;!– m –>

me1_names…naming of all the objects ***_a
me2_name_group…grouping together
me3_Tri_material…Triangulate all object
and add material SPITBOD

The other thing you must do is triagulate all objects before Exporting *asc…you can do this any time but must remember to do ! Find little hammer and spanner picture called andquot;Object Operation Panelandquot; and the little triangle box called andquot;Triangulate sectionandquot; and you just click on object and triagulate each of the named objects

I find it best to open the andquot;Customise Panelandquot;
and open up the hammer/spanner and paint pot
with the heirarchy panel…so your not all over the place looking for what you need next

Note* I have also used compact to see if this reduces the vertices…open File, at the top and compact all
Someone has writen a script called clean, I’m not sure if this will help too later…

Before exporting I have deleted ALL of the Sub-Objects with no names ! open the groups which does not have a object name and delete the andquot;Objectandquot;


OPEN ] use plugin ] ExportASC_BOB
<!– m –><a class="postlink" href=""></a>&lt;!– m –>
<!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>


Next Shpmke2 <!– s;) –><img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" /><!– s;) –>

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