Papyrus ASCII Scene Exporter for Blender - Alpha

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Burnout

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Jul 31, 2016
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burnout3d
This may not be a mod, base, or logo, but I think it fits the bill. I've been working on this for the past few days. It's to the point now where I can export a car to a PAS file, make the PSG script, run make3do, and pop out a 3do that will load on the track. This is very much a WIP. IK rigs with animations still isn't supported. Which means no animated drivers for the moment. I don't know about all the material features, like backface texturing and whatever else. I'm releasing this early because I want people to test this and help me see what works and what doesn't. I barely know what I'm doing with this script, but I'm getting it figured out. For more information check the Blender file material included in the release. I still don't have good documentation yet. Everything is very rough at the moment. But here's the link to the GitHub page. NR2003 PAS Exporter for Blender
EDIT: I should mention, you can grab my PSG Script syntax file for VS Code on my site, https://burnout3d.com/2024/08/26/psg-syntax-for-vs-code/ There's a tutorial on the site too on how to install it.

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DaleTona

The Professor
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Aug 16, 2016
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This may not be a mod, base, or logo, but I think it fits the bill. I've been working on this for the past few days. It's to the point now where I can export a car to a PAS file, make the PSG script, run make3do, and pop out a 3do that will load on the track. This is very much a WIP. IK rigs with animations still isn't supported. Which means no animated drivers for the moment. I don't know about all the material features, like backface texturing and whatever else. I'm releasing this early because I want people to test this and help me see what works and what doesn't. I barely know what I'm doing with this script, but I'm getting it figured out. For more information check the Blender file material included in the release. I still don't have good documentation yet. Everything is very rough at the moment. But here's the link to the GitHub page. NR2003 PAS Exporter for Blender
EDIT: I should mention, you can grab my PSG Script syntax file for VS Code on my site, https://burnout3d.com/2024/08/26/psg-syntax-for-vs-code/ There's a tutorial on the site too on how to install it.

View attachment 173746View attachment 173747
I hope you get the help needed to further this project, because I feel it would open up a lot of opportunities, especially for those of us who are unfamiliar with the old 3dsmax8 software (I have it, but I just about know my way around blender, much less have the brain power to figure out another modelling software, especially one almost as old as the game itself)
 

Burnout

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Jul 31, 2016
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burnout3d
I hope you get the help needed to further this project, because I feel it would open up a lot of opportunities, especially for those of us who are unfamiliar with the old 3dsmax8 software (I have it, but I just about know my way around blender, much less have the brain power to figure out another modelling software, especially one almost as old as the game itself)
I'll be honest, I used Bing's Copilot AI to help me make that script. I wasn't smart enough to figure all that out on my own. I still had to read and understand what different parts were doing so I could get refined answers to fix issues, but there was no way I could do that on my own. There's almost no doubt I'll get the rest figured out, it just might take a million questions and refinements till I get it complete. I had to make this script. 3ds Max 8 decided it no longer wanted to activate on my computer. So, if I ever wanted to toss some models in the game for fun, I'd be screwed. Right now, I'm just glad I can give the community this tool. 3ds Max 8 was on its last legs with how poorly it runs on Windows 11. At least this script is open source and someone else can improve it or fix things in the future for many more years to come.
 

Burnout

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Jul 31, 2016
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burnout3d
Nothing to show yet and I haven't commited the updates yet, but I do have smoothing groups figured out (I hope), if you use different units in Blender, it should be accounted for in the PAS, that needs texting. The big thing is I had to jump down to Blender 4.0. Blender 4.1 and 4.2 has API changes that handles smoothing differently and it became more of a headache trying to figure it out. 4.0 worked almost right off the bat. The next thing I believe I have to do is figure out the animation. I've seen some values in other PAS files, but I'm not sure if they can be changed or how they're even calculated. I might just ghetto rig those values and hope for the best. I just want to ensure animated drivers work it all. Just thought I'd give anyone reading this thread a update.
 
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Mystical

Always 110%
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Dec 21, 2017
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Nothing to show yet and I haven't commited the updates yet, but I do have smoothing groups figured out (I hope), if you use different units in Blender, it should be accounted for in the PAS, that needs texting. The big thing is I had to jump down to Blender 4.0. Blender 4.1 and 4.2 has API changes that handles smoothing differently and it became more of a headache trying to figure it out. 4.0 worked almost right off the bat. The next thing I believe I have to do is figure out the animation. I've seen some values in other PAS files, but I'm not sure if they can be changed or how they're even calculated. I might just ghetto rig those values and hope for the best. I just want to ensure animated drivers work it all. Just thought I'd give anyone reading this thread a update.

I know with some of the newer blender versions they removed the legacy OBJ export format which I use for smoothing groups that works with 3ds max better than the new OBJ export format that handles the smoothing groups different. Its easy to re-add the old legacy plugin in blender, not sure if that is possibly why its different for you as well but its something I noticed too.
 
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Burnout

Active Member
VIP
Render Partner
Jul 31, 2016
101
33
burnout3d
I know with some of the newer blender versions they removed the legacy OBJ export format which I use for smoothing groups that works with 3ds max better than the new OBJ export format that handles the smoothing groups different. Its easy to re-add the old legacy plugin in blender, not sure if that is possibly why its different for you as well but its something I noticed too.
They removed a tiny bit of code that helps me export the groups mesh.calc_normals_split() It changed when they removed the checkbox for autosmooth in the side panel in 4.1 and instead opted to use a modifier to control smoothing. Many people hated that and after frustrating me for 5 hours, I now hate it too, lol. I guess the checkbox gave the objects an attribute you can read more easily in code and get the values from, it seems using a modifier, you have to jump through hoops, and I kept getting bad results from it.
 
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