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export template or scripting

A topic by wighawag created Jan 11, 2018 Views: 55 Replies: 1
Viewing posts 1 to 2


I just tried AssetForge for the first time. This is really cool how fast it is to generate new asset. 

I now want to integrate the export in my engine.

The current export format is unfortunately limited.

I am using the "obj" format for its simplicity but since obj does not support color values for vertex, assetforge create a material for each changes.

This is not efficient for textureless games. It would be a lot better if the export was using color vertex. This way the items could be drawn efficiently in the game engine. There are some other simpler export format that support such like PLY.

Also the "obj" export contains texture coordinates even though the item do not contains textures. This is not necessary, the obj spec do not require texture coordinates to be present.

Since AssetForge is not open source (any plan to give source to buyers by the way so we can improve it?) the only option I have is to wait a another format is supported (simple like obj but supporting vertex colors) or implement a fbx parser for my engine (But does the fbx export use vertex colors or does it use also a material for each change of colors?)

It would be great if, similar to TexturePacker (if you have experience with it) AssetForge would read a template file and pass information to it so we can generate our own export format simply by creating a template file.

Unfortunately this only works for text format. 

Another option would be to add scripting to AssetForge. While this seems a daunting task, this feature could be restricted to export at the beginning.

Actually, I could well parse the obj file and generate a new format.

This brings to the last option that is probably the easiest to implement : create a json export format that output all the mesh information so we can generate our own format from it. The key is that json format would contain all info there is in an easily parseable format.

In the end I created a specific parser that generate vertex color by taking them from the mtl file.

So the obj/mtl pair contains all the info I need in the end.

Still not sure why there is texture coordinate though in the generated obj file even if no texture are present?

I still leave this feature request open as it would be easier to have a template/json format/scripting option for exporting