Results 1 to 7 of 7

Thread: ASE or FBX ?

  1. #1
    MSgt. Shooter Person
    Join Date
    Dec 2009
    Posts
    68

    Default ASE or FBX ?

    If I made a a simple building with a door or two, added a set of UCX_ collider meshes, would I export as ASE or FBX.
    What's the difference please ?

    Thank you kindly.

  2. #2
    Veteran
    Join Date
    Sep 2006
    Location
    Newcastle, UK
    Posts
    6,942
    Gamer IDs

    Gamertag: ambershee

    Default

    ASE is an older format and is deprecated. FBX is what is generally used these days.
    - Please do not send me questions regarding programming or implementing things in UDK via Private Message. I do not have time to respond and they are much better answered in the forums. -

  3. #3
    MSgt. Shooter Person
    Join Date
    Dec 2009
    Posts
    68

    Default

    Hi
    Thanks for replying, I assumed this was the case as I couln't see the advantage of ASE over FBX. The problem arises, for me, when looking at older tutorials. These often use ASE as I don't think FBX was available to UDK initially.

  4. #4
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,479

    Default

    That's not really an issue. When you see them export with ASE, just export with FBX instead. That's it.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  5. #5
    Iron Guard
    Join Date
    Apr 2011
    Location
    Montreal, QC Canada
    Posts
    673

    Default

    In rare cases we have seen some weird shading issue sthat have forced us to export to ASE but overall we use FBX for 99% of our stuff..
    ~Ryan Wiancko - Producer
    Ironbelly Studios -
    AAA Quality Services at Indie Prices
    UDK Developer & Service Provider(2D,3D,UI,Animation,VFX,Audio,Code) for PC, Console and Mobile
    Follow us on Facebook: www.facebook.com/ironbellystudios

  6. #6
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Location
    Starbase 41N, Stardate 21530.8
    Posts
    275
    Gamer IDs

    Gamertag: WedgeBob

    Default

    Well... I usually export one object to both formats, so that way if one doesn't work, then I'll import it via the other. I usually do the FBX import first to see if it takes, and if not, then I'll take it into MilkShape or whatever, then use that to convert the mesh into an ASE then import it from that. Depends on what the mesh is, and how well it'll work.
    Quote Originally Posted by Crusha K. Rool View Post
    Brain.exe has encountered an error and needs to close.

  7. #7
    Iron Guard
    Join Date
    Aug 2006
    Location
    Canberra, AU
    Posts
    572

    Default

    One thing to note when using FBX, collision meshes must be named UCX_TheMeshName_01 (it won't work without a suffix on the end iirc)


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.