3dsmax7 .ASE to Scorched3D for dummies

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 Post subject: 3dsmax7 .ASE to Scorched3D for dummies
PostPosted: Fri Jul 25, 2008 3:40 pm 
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Singed

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Joined: Sat Jul 19, 2008 5:31 am
Posts: 17
3dsmax7 .ASE to Scorched3D for dummies
i'm the dummy.

I am starting this thread with hopes that useful information will be found for how to create .ase files for tanks and weapons to be utilized in Scorched3D mods.


first:

texturing: don't use textures. just make one full color .bmp file to use as your texture.

tank.xml:
a complete xml file with just one tank:
<tanks>
<tank>
<name>My Tank Name</name>
<catagory>Artillery</catagory>
<model>
<mesh>my-tank.ase</mesh>
<skin>my-texture.bmp</skin>
</model>
</tank>
</tanks>


Step 1: do not use textures or remove all textures.
Step 2: Convert all parts of your model into "Editable Mesh"
Step 3: turn your model into only 3 objects. Name them "base" "turret" "gun"

if you're considering a tank, then the "base" is all parts that don't turn when you aim (wheels, tracks, hull, etc). The "turret" is the portion of the tank that only turns side to side (the object the big barrel is attached). The "gun" is the long nosed cannon that can tilt up and down.

Step 4: select all parts of your tank.
File....
Export Selected....
ASCII Scene Export (*.ASE)

export with these settings:
Image

Step 5: open the .ase file in a text editor (no word wrapping or special font support such as bold or italics)

delete the portion that says

*MESH_NUMTVERTEX (some number)
*MESH_TVERTLIST {
*MESH_TVERT 0 0.4546 0.0550 0.0000
*MESH_TVERT 1 0.4110 0.0552 0.0000
[etc.....]
}
*MESH_NUMTVFACES 4858
*MESH_TFACELIST {
*MESH_TFACE 0 0 93 94
[etc.....]
}

and replace it with this one line:

*MESH_NUMTVERTEX 0

this should be done in 3 places of your file.
if your file doesn't have it then good - you didn't texture your file by accident.
if you don't do this then you'll get:

Lexor
13:parse error


Step 6:

replace the "material_list" section of your file with:

*MATERIAL_LIST {
*MATERIAL_COUNT 0
}

(this includes all sub-materials and textures)

Step 7:
replace these lines:

*MATERIAL_REF (some number)

with:

*WIREFRAME_COLOR 0.5000 0.5000 0.5000

Step 8: i'm stuck.
Lexor
17538: parse error

useful links:
the only useful .ase reference-
http://www.scorched3d.co.uk/phpBB2/viewtopic.php?t=786
Source for the parser to try and determine what is/isn't needed in the .ase file -
http://scorched3d.co.uk/Doxygen/
directories/src/3dsparse


Attachments:
File comment: The files at this point.
jeep.zip [901.83 KiB]
Downloaded 35 times
CLUCK!
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 Post subject:
PostPosted: Sat Jul 26, 2008 12:17 am 
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Singed

Current Scorched3D Rank: 51





Joined: Tue Jul 31, 2007 2:10 am
Posts: 20
The number before parseerror(x:parsererror) is the line in the ASE at which the parser is having trouble. Hope it helps.

PS get on irc


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 Post subject: ASE Information
PostPosted: Mon Jul 28, 2008 5:05 am 
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Singed

Current Scorched3D Rank: Unranked


Joined: Sat Jul 19, 2008 5:31 am
Posts: 17
THE GUIDE TO ASE EDITING FOR SCORCHED3D

Snipe's help with the Parse Error was enough for me to find the problems with the files.

This is to explain ALL changes needed to your ASE files to adapt them from 3DSMax to Scorched3D 41.x

NOTE! Word Wraping on this post may skew some file format information.

Code:
Contents:
A - Sample Incorrect File
B - Sample Corrected File
C - Details of changes
   1 - the *MATERIAL_LIST
   2 - the *GEOMOBJECT
   3 - *MESH_SMOOTHING
   4 - Texture vertexes and faces
   5 - *MATERIAL_REF and Material References
D - Last - sumerizing the flow
E - Please Remember


A - Sample Incorrect File========================
Code:
*3DSMAX_ASCIIEXPORT   200
*COMMENT "AsciiExport Version  2.00 - Sun Jul 27 19:25:27 2008"
*SCENE {
   *SCENE_FILENAME ""
   *SCENE_FIRSTFRAME 0
   *SCENE_LASTFRAME 100
   *SCENE_FRAMESPEED 30
   *SCENE_TICKSPERFRAME 160
   *SCENE_BACKGROUND_STATIC 0.0000   0.0000   0.0000
   *SCENE_AMBIENT_STATIC 0.0000   0.0000   0.0000
}
*MATERIAL_LIST {
   *MATERIAL_COUNT 1
   *MATERIAL 0 {
      *MATERIAL_NAME "02 - Default"
      *MATERIAL_CLASS "Standard"
      *MATERIAL_AMBIENT 0.5882   0.5882   0.5882
      *MATERIAL_DIFFUSE 0.5882   0.5882   0.5882
      *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
      *MATERIAL_SHINE 0.1000
      *MATERIAL_SHINESTRENGTH 0.0000
      *MATERIAL_TRANSPARENCY 0.0000
      *MATERIAL_WIRESIZE 1.0000
      *MATERIAL_SHADING Blinn
      *MATERIAL_XP_FALLOFF 0.0000
      *MATERIAL_SELFILLUM 0.0000
      *MATERIAL_FALLOFF In
      *MATERIAL_XP_TYPE Filter
      *MAP_DIFFUSE {
         *MAP_NAME "Map #2"
         *MAP_CLASS "Bitmap"
         *MAP_SUBNO 1
         *MAP_AMOUNT 1.0000
         *BITMAP "C:\Program Files\Scorched3D\data\globalmods\urban\data\tanks\green3.bmp"
         *MAP_TYPE Screen
         *UVW_U_OFFSET 0.0000
         *UVW_V_OFFSET 0.0000
         *UVW_U_TILING 1.0000
         *UVW_V_TILING 1.0000
         *UVW_ANGLE 0.0000
         *UVW_BLUR 1.0000
         *UVW_BLUR_OFFSET 0.0000
         *UVW_NOUSE_AMT 1.0000
         *UVW_NOISE_SIZE 1.0000
         *UVW_NOISE_LEVEL 1
         *UVW_NOISE_PHASE 0.0000
         *BITMAP_FILTER Pyramidal
      }
   }
}
*GEOMOBJECT {
   *NODE_NAME "turret"
   *NODE_TM {
      *NODE_NAME "turret"
      *INHERIT_POS 0 0 0
      *INHERIT_ROT 0 0 0
      *INHERIT_SCL 0 0 0
      *TM_ROW0 1.0000   0.0000   0.0000
      *TM_ROW1 0.0000   -0.0000   1.0000
      *TM_ROW2 0.0000   -1.0000   -0.0000
      *TM_ROW3 0.5076   -0.0000   1.0152
      *TM_POS 0.5076   -0.0000   1.0152
      *TM_ROTAXIS -1.0000   0.0000   0.0000
      *TM_ROTANGLE 1.5708
      *TM_SCALE 1.0000   1.0000   1.0000
      *TM_SCALEAXIS 0.0000   0.0000   0.0000
      *TM_SCALEAXISANG 0.0000
   }
   *MESH {
      *TIMEVALUE 0
      *MESH_NUMVERTEX 224
      *MESH_NUMFACES 440
      *MESH_VERTEX_LIST {
         *MESH_VERTEX    0   0.5076   -0.0000   1.0152
         *MESH_VERTEX    1   8.2394   -0.0000   1.0152
         *MESH_VERTEX    2   7.7731   -0.0000   3.6596
         *MESH_VERTEX    3   6.4305   -0.0000   5.9851
         *MESH_VERTEX    4   4.3735   -0.0000   7.7111
         [....etc.......]
         *MESH_VERTEX  221   7.2144   22.8982   6.7067
         *MESH_VERTEX  222   4.1373   22.8982   8.7628
         *MESH_VERTEX  223   0.5076   24.7849   0.0000
      }
      *MESH_FACE_LIST {
         *MESH_FACE    0:    A:    0 B:    2 C:    1 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    1:    A:    0 B:    3 C:    2 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    2:    A:    0 B:    4 C:    3 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING     *MESH_MTLID 1
         *MESH_FACE    3:    A:    0 B:    5 C:    4 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING     *MESH_MTLID 1
         *MESH_FACE    4:    A:    0 B:    6 C:    5 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING     *MESH_MTLID 1
         *MESH_FACE    5:    A:    0 B:    7 C:    6 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    6:    A:    0 B:    8 C:    7 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         [....etc.......]
         *MESH_FACE  436:    A:  223 B:  220 C:  219 AB:    1 BC:    1 CA:    1    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE  437:    A:  223 B:  221 C:  220 AB:    1 BC:    1 CA:    1    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE  438:    A:  223 B:  222 C:  221 AB:    1 BC:    1 CA:    1    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE  439:    A:  223 B:  207 C:  222 AB:    1 BC:    1 CA:    1    *MESH_SMOOTHING 1    *MESH_MTLID 1
      }
      *MESH_NUMTVERTEX 280
      *MESH_TVERTLIST {
         *MESH_TVERT 0   0.5000   0.0000   0.0000
         *MESH_TVERT 1   0.7500   0.0000   1.0000
         *MESH_TVERT 2   0.8056   0.0000   1.0000
         *MESH_TVERT 3   0.8611   0.0000   1.0000
         *MESH_TVERT 4   0.9167   0.0000   1.0000
         [....etc......]
         *MESH_TVERT 277   0.8750   0.0000   0.0000
         *MESH_TVERT 278   0.9375   0.0000   0.0000
         *MESH_TVERT 279   1.0000   0.0000   0.0000
      }
      *MESH_NUMTVFACES 440
      *MESH_TFACELIST {
         *MESH_TFACE 0   0   2   1
         *MESH_TFACE 1   0   3   2
         *MESH_TFACE 2   0   4   3
         *MESH_TFACE 3   0   5   4
         *MESH_TFACE 4   0   6   110
         [...etc.......]
         *MESH_TFACE 438   277   261   260
         *MESH_TFACE 439   278   262   261
      }
      *MESH_NORMALS {
         *MESH_FACENORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 2   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 1   0.0000   0.0000   -1.0000
         *MESH_FACENORMAL 1   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 3   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 2   0.0000   0.0000   -1.0000
         *MESH_FACENORMAL 2   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 4   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 3   0.0000   0.0000   -1.0000
         *MESH_FACENORMAL 3   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 5   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 4   0.0000   0.0000   -1.0000
         [.....etc.......]
         *MESH_FACENORMAL 437   0.1653   0.1104   -0.9800
            *MESH_VERTEXNORMAL 223   -0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 221   0.2850   0.2850   -0.9152
            *MESH_VERTEXNORMAL 220   0.3724   0.1543   -0.9152
         *MESH_FACENORMAL 438   0.1104   0.1653   -0.9800
            *MESH_VERTEXNORMAL 223   -0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 222   0.1543   0.3724   -0.9152
            *MESH_VERTEXNORMAL 221   0.2850   0.2850   -0.9152
         *MESH_FACENORMAL 439   0.0388   0.1949   -0.9800
            *MESH_VERTEXNORMAL 223   -0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 207   -0.0000   0.4031   -0.9152
            *MESH_VERTEXNORMAL 222   0.1543   0.3724   -0.9152
      }
   }
   *PROP_MOTIONBLUR 0
   *PROP_CASTSHADOW 1
   *PROP_RECVSHADOW 1
   *MATERIAL_REF 0
}



B - Sample Correct File=====================
Code:
*3DSMAX_ASCIIEXPORT   200
*COMMENT "AsciiExport Version  2.00 - Sun Jul 27 19:25:27 2008"
*SCENE {
   *SCENE_FILENAME ""
   *SCENE_FIRSTFRAME 0
   *SCENE_LASTFRAME 100
   *SCENE_FRAMESPEED 30
   *SCENE_TICKSPERFRAME 160
   *SCENE_BACKGROUND_STATIC 0.0000   0.0000   0.0000
   *SCENE_AMBIENT_STATIC 0.0000   0.0000   0.0000
}
*MATERIAL_LIST {
   *MATERIAL_COUNT 0
}
*GEOMOBJECT {
   *NODE_NAME "turret"
   *NODE_TM {
      *NODE_NAME "turret"
      *INHERIT_POS 0 0 0
      *INHERIT_ROT 0 0 0
      *INHERIT_SCL 0 0 0
      *TM_ROW0 1.0000   0.0000   0.0000
      *TM_ROW1 0.0000   -0.0000   1.0000
      *TM_ROW2 0.0000   -1.0000   -0.0000
      *TM_ROW3 0.5076   -0.0000   1.0152
      *TM_POS 0.5076   -0.0000   1.0152
      *TM_ROTAXIS -1.0000   0.0000   0.0000
      *TM_ROTANGLE 1.5708
      *TM_SCALE 1.0000   1.0000   1.0000
      *TM_SCALEAXIS 0.0000   0.0000   0.0000
      *TM_SCALEAXISANG 0.0000
   }
   *MESH {
      *TIMEVALUE 0
      *MESH_NUMVERTEX 224
      *MESH_NUMFACES 440
      *MESH_VERTEX_LIST {
         *MESH_VERTEX    0   0.5076   -0.0000   1.0152
         *MESH_VERTEX    1   8.2394   -0.0000   1.0152
         *MESH_VERTEX    2   7.7731   -0.0000   3.6596
         *MESH_VERTEX    3   6.4305   -0.0000   5.9851
         *MESH_VERTEX    4   4.3735   -0.0000   7.7111
         [....etc.......]
         *MESH_VERTEX  221   7.2144   22.8982   6.7067
         *MESH_VERTEX  222   4.1373   22.8982   8.7628
         *MESH_VERTEX  223   0.5076   24.7849   0.0000
      }
      *MESH_FACE_LIST {
         *MESH_FACE    0:    A:    0 B:    2 C:    1 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    1:    A:    0 B:    3 C:    2 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    2:    A:    0 B:    4 C:    3 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 0    *MESH_MTLID 1
         *MESH_FACE    3:    A:    0 B:    5 C:    4 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 0    *MESH_MTLID 1
         *MESH_FACE    4:    A:    0 B:    6 C:    5 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 0    *MESH_MTLID 1
         *MESH_FACE    5:    A:    0 B:    7 C:    6 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    6:    A:    0 B:    8 C:    7 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         [....etc.......]
         *MESH_FACE  436:    A:  223 B:  220 C:  219 AB:    1 BC:    1 CA:    1    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE  437:    A:  223 B:  221 C:  220 AB:    1 BC:    1 CA:    1    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE  438:    A:  223 B:  222 C:  221 AB:    1 BC:    1 CA:    1    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE  439:    A:  223 B:  207 C:  222 AB:    1 BC:    1 CA:    1    *MESH_SMOOTHING 1    *MESH_MTLID 1
      }
      *MESH_NUMTVERTEX 0
      *MESH_NORMALS {
         *MESH_FACENORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 2   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 1   0.0000   0.0000   -1.0000
         *MESH_FACENORMAL 1   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 3   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 2   0.0000   0.0000   -1.0000
         *MESH_FACENORMAL 2   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 4   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 3   0.0000   0.0000   -1.0000
         *MESH_FACENORMAL 3   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 5   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 4   0.0000   0.0000   -1.0000
         [.....etc.......]
         *MESH_FACENORMAL 437   0.1653   0.1104   -0.9800
            *MESH_VERTEXNORMAL 223   -0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 221   0.2850   0.2850   -0.9152
            *MESH_VERTEXNORMAL 220   0.3724   0.1543   -0.9152
         *MESH_FACENORMAL 438   0.1104   0.1653   -0.9800
            *MESH_VERTEXNORMAL 223   -0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 222   0.1543   0.3724   -0.9152
            *MESH_VERTEXNORMAL 221   0.2850   0.2850   -0.9152
         *MESH_FACENORMAL 439   0.0388   0.1949   -0.9800
            *MESH_VERTEXNORMAL 223   -0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 207   -0.0000   0.4031   -0.9152
            *MESH_VERTEXNORMAL 222   0.1543   0.3724   -0.9152
      }
   }
   *PROP_MOTIONBLUR 0
   *PROP_CASTSHADOW 1
   *PROP_RECVSHADOW 1
   *WIREFRAME_COLOR 0.5000   0.5000   0.5000
}


C - Details of changes=======================

1 - the *MATERIAL_LIST
remove all contents of
*MATERIAL_LIST {
brackets and replace with:
Code:
*MATERIAL_LIST {
   *MATERIAL_COUNT 0
}

We should not be exporting materials with our .ASE files when scorched is the target application.
YOU MUST have a *MATERIAL_LIST in your file. and it MUST be zero.
it is to be located between *SCENE {} and your first *GEOMOBJECT {}



2 - the *GEOMOBJECT
(geometric object)
in the following section:
Code:
*GEOMOBJECT {
   *NODE_NAME "turret"
   *NODE_TM {
      *NODE_NAME "turret"

you must have both names matching (they should already match).
you should have a "turret" so that your model spins with aiming.
(simply name your objects before exporting:
"base"
"turret"
"gun"
are all optional.
"base" won't spin/tilt.
"turret" will spin/ won't tilt.
"gun" will tilt / will spin when turrent spins.
a gun mesh and a base mesh are optional.
any tilting and turning axis are set by that object's piviot point.
so simply enter the Hierarchy section and choose Pivot , Adjust Pivot, Affect Pivot Only
like so:
Image
where your pivots are placed will express to Schorched3D the axis where you want your models to turn and tilt at.
I hope to explain more on this in a later addition to this article.
YOU MUST have atleast one *GEOMOBJECT {} in your file and for best results you should have atleast one *NODE_NAME "turret" (located at GEOMOBJECT first section and *NODE_TM {

3 - *MESH_SMOOTHING
in these lines: (specificly *MESH_FACE 2:)
Code:
*MESH_FACE    0:    A:    0 B:    2 C:    1 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    1:    A:    0 B:    3 C:    2 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    2:    A:    0 B:    4 C:    3 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING     *MESH_MTLID 1


notice this part:
*MESH_SMOOTHING *MESH_MTLID 1
for some reason, during export, the 0 is dropped. the above syntax should be:
*MESH_SMOOTHING 0 *MESH_MTLID 1
(add a [space] and a [zero] after the word "*MESH_SMOOTHING")
so it should appear like this:
Code:
         *MESH_FACE    2:    A:    0 B:    4 C:    3 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 0    *MESH_MTLID 1

this section is located in:
Code:
*GEOMOBJECT {
   *MESH {
      *MESH_FACE_LIST{
        *MESH_FACE

each GEOMOBJECT will likely require these changes.

4 - Texture vertexes and faces
in this section:
Code:
      *MESH_NUMTVERTEX 280
      *MESH_TVERTLIST {
         *MESH_TVERT 0   0.5000   0.0000   0.0000
         *MESH_TVERT 1   0.7500   0.0000   1.0000
         *MESH_TVERT 2   0.8056   0.0000   1.0000
         *MESH_TVERT 3   0.8611   0.0000   1.0000
         *MESH_TVERT 4   0.9167   0.0000   1.0000
         [....etc......]
         *MESH_TVERT 277   0.8750   0.0000   0.0000
         *MESH_TVERT 278   0.9375   0.0000   0.0000
         *MESH_TVERT 279   1.0000   0.0000   0.0000
      }
      *MESH_NUMTVFACES 440
      *MESH_TFACELIST {
         *MESH_TFACE 0   0   2   1
         *MESH_TFACE 1   0   3   2
         *MESH_TFACE 2   0   4   3
         *MESH_TFACE 3   0   5   4
         *MESH_TFACE 4   0   6   110
         [...etc.......]
         *MESH_TFACE 438   277   261   260
         *MESH_TFACE 439   278   262   261
      }

*MESH_NUMTVERTEX should be changed to 0 (zero) to read as:
Code:
      *MESH_NUMTVERTEX 0


the following sections and all their contents must be deleted:
*MESH_TVERTLIST {
[....etc......]
}
*MESH_NUMTVFACES 440
*MESH_TFACELIST {
[...etc.......]
}

5 - *MATERIAL_REF and Material References
the footer for this object:
Code:
   *PROP_MOTIONBLUR 0
   *PROP_CASTSHADOW 1
   *PROP_RECVSHADOW 1
   *MATERIAL_REF 0
}


There should be no " *MATERIAL_REF" in your file (material reference ID's) because we cannot import materials.
change
Code:
    *MATERIAL_REF n   

to
Code:
   *WIREFRAME_COLOR 0.5000   0.5000   0.5000

This will be located at the end of each *GEOMOBJECT {} and MUST be present.

D - Last - sumerizing the flow================
Code:
*3DSMAX_ASCIIEXPORT   200
*COMMENT "AsciiExport Version  2.00 - Sun Jul 27 19:25:27 2008"
*SCENE {
   *SCENE_FILENAME "any_file_name.max"
   *SCENE_FIRSTFRAME int
   *SCENE_LASTFRAME int
   *SCENE_FRAMESPEED int
   *SCENE_TICKSPERFRAME int
   *SCENE_BACKGROUND_STATIC float   float   float
   *SCENE_AMBIENT_STATIC  float   float   float
}
*MATERIAL_LIST {
   *MATERIAL_COUNT 0
}
*GEOMOBJECT {
   *NODE_NAME "turret"
   *NODE_TM {
      *NODE_NAME "turret"
      *INHERIT_POS 0 0 0
      *INHERIT_ROT 0 0 0
      *INHERIT_SCL 0 0 0
      *TM_ROW0 float   float   float
      *TM_ROW1 float   float   float
      *TM_ROW2 float   float   float
      *TM_ROW3 float   float   float
      *TM_POS float   float   float
      *TM_ROTAXIS float   float   float
      *TM_ROTANGLE float
      *TM_SCALE float   float   float
      *TM_SCALEAXIS float   float   float
      *TM_SCALEAXISANG float   float   float
   }
   *MESH {
      *TIMEVALUE 0
      *MESH_NUMVERTEX int
      *MESH_NUMFACES int
      *MESH_VERTEX_LIST {
         *MESH_VERTEX    0   float   float   float
         *MESH_VERTEX    1   float   float   float
         *MESH_VERTEX    2   float   float   float
         *MESH_VERTEX    3   float   float   float
         *MESH_VERTEX    4   float   float   float
         [.etc... continues until int for *MESH_NUMVERTEX]
      }
      *MESH_FACE_LIST {
         *MESH_FACE    0:    A:    0 B:    2 C:    1 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    1:    A:    0 B:    3 C:    2 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 1    *MESH_MTLID 1
         *MESH_FACE    2:    A:    0 B:    4 C:    3 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 0    *MESH_MTLID 1
         *MESH_FACE    3:    A:    0 B:    5 C:    4 AB:    0 BC:    1 CA:    0    *MESH_SMOOTHING 0    *MESH_MTLID 1
         [.etc...continues until int for *MESH_NUMFACES]
      }
      *MESH_NUMTVERTEX 0
      *MESH_NORMALS {
         *MESH_FACENORMAL 0    float   float   float
            *MESH_VERTEXNORMAL 0   float   float   float
            *MESH_VERTEXNORMAL 2   float   float   float
            *MESH_VERTEXNORMAL 1   float   float   float
         *MESH_FACENORMAL 1   float   float   float
            *MESH_VERTEXNORMAL 0   float   float   float
            *MESH_VERTEXNORMAL 3   float   float   float
            *MESH_VERTEXNORMAL 2   float   float   float
         *MESH_FACENORMAL 2   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   float   float   float
            *MESH_VERTEXNORMAL 4   float   float   float
            *MESH_VERTEXNORMAL 3   float   float   float
         *MESH_FACENORMAL 3   0.0000   0.0000   -1.0000
            *MESH_VERTEXNORMAL 0   float   float   float
            *MESH_VERTEXNORMAL 5   float   float   float
            *MESH_VERTEXNORMAL 4   float   float   float
      [.etc...one MESH_FACENORMAL for every *MESH_FACE]
      }
   }
   *PROP_MOTIONBLUR 0
   *PROP_CASTSHADOW 1
   *PROP_RECVSHADOW 1
   *WIREFRAME_COLOR  float   float   float
}


E - Please Remember: ==============
there will be one *GEOMOBJECT { for ever seperate object you have in your tank.
the minimum is 1 *GEOMOBJECT named "turret".
the perfered for gamers is:
1 *GEOMOBJECT named "turret"
1 *GEOMOBJECT named "gun"
1 *GEOMOBJECT named "base"
not all parts of your objects must be connected.
you may have other objects, but they will act as a base.

also - WHEN YOU ARE LOOKING AT LEFT VIEWPORT, YOUR MODEL SHOULD FACE LEFT.
WHEN YOU ARE LOOKING AT RIGHT VIEWPORT, YOUR MODEL SHOULD FACE RIGHT.

I hope to add more to the knowledge base at a later date.

I hope this article has been useful to you.
Composed by the ever nosey WaxyChicken
CLUCK!

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