Feature Request!!!!!! Lightwave 3D support
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Feature Request!!!!!! Lightwave 3D support
Niko, Awsome engine ......but I would like to request support for Lightwave objects in the next or future releases....I know prolly not alot of people are using it but Lightwave 3d is an awsome modeling and animation package...It is used in movies and tv for shows like star trek and babylon 5 ...and imho is far supirior to 3ds max and maya...and some commercial games do use it as well. usualy the ones with huge enviornments like the Myst series.....keep up the excellant work ......!!!!!!!!!!!!
I don't think lw is superior to max or maya.
-I know max well-
Anyway, you can always export as x file, from lightwave.
Digging a bit in quest3d.com site you will find an exporters/tool section where is linked several LW x file export plugins.
-I know max well-
Anyway, you can always export as x file, from lightwave.
Digging a bit in quest3d.com site you will find an exporters/tool section where is linked several LW x file export plugins.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
There you go Jedi.
2 simple rules to follow knowing Vermeer is around:
1. Don't put max or maya down (lot of us whorship them)
2. Always export to .X (Vermeer is the .X jedi authority!!!)
h ahha aah h a
cheers!
ps. and Vermeer is right, in the end the best thing is to export to .X, it seems to be the format the engine likes the most for both static and animated models and I'm sure you'll find a plugin for your 3d package to export.
2 simple rules to follow knowing Vermeer is around:
1. Don't put max or maya down (lot of us whorship them)
2. Always export to .X (Vermeer is the .X jedi authority!!!)
h ahha aah h a
cheers!
ps. and Vermeer is right, in the end the best thing is to export to .X, it seems to be the format the engine likes the most for both static and animated models and I'm sure you'll find a plugin for your 3d package to export.
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- Location: Lubbock, TX
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- Posts: 156
- Joined: Wed Jul 21, 2004 4:29 am
- Location: Mishawaka, In
agreed...
agreed... i too have yet to get any .x files to load proper. lightwave exports to .3ds out of the box....dont know why i didnt realize that befor i posted... but in my opinion it just has a higher level of detail than 3ds or max espesialy when your work is in native .lwo or .lws so i guess you could call me a die hard lightwave user lol....dont get me wrong... i have used all 3 but just like lightwave the most...
hehe...that's true afecelis...
I hope you all have tried to save the x file again in mview before loading in irrlicht...
anyway, several people have reported to be loading ok the x files in irrlicht.
I hope you all have tried to save the x file again in mview before loading in irrlicht...
anyway, several people have reported to be loading ok the x files in irrlicht.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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- Location: Lubbock, TX
Mview is the ModelView utility that comes with the DXsdk.
It's where you must re-save your x files before loading them into Irrlicht. This ensures a "Microsoft standard X certified model type" h aha ha ha ha
But it's a cool Frontend where you can load your model, check its texturing, polycount, vertex count, etc etc etc.
a copy of it is included in Irrlicht:
C:\Irrlicht\tools\DxMeshViewer
if you don't have it just let me know and I'll upload a version for u
cheers!
It's where you must re-save your x files before loading them into Irrlicht. This ensures a "Microsoft standard X certified model type" h aha ha ha ha
But it's a cool Frontend where you can load your model, check its texturing, polycount, vertex count, etc etc etc.
a copy of it is included in Irrlicht:
C:\Irrlicht\tools\DxMeshViewer
if you don't have it just let me know and I'll upload a version for u
cheers!
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- Posts: 360
- Joined: Tue Feb 10, 2004 2:20 am
- Location: Lubbock, TX
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- Posts: 360
- Joined: Tue Feb 10, 2004 2:20 am
- Location: Lubbock, TX
The only exporter available for Max to export .X is Panda's.
And it doesn't always work properly in Mview.
A non Mview filtered .X file will make your app crash. If ou're going to use x models you MUST save them in Mview prior to using them in your project. Texture maps must be placed in the same folder as well.
That's why I like Deled, cause it exports directly to a .x that Mview reads ok and all you gotta do is re-save it. But Deled is more a level editor than a low poly modeler.
So what I do for models is: model in 3dsmax, export to 3ds, open the 3ds in Unwrap3d, check uv mapping, save as .x in Unwrap3d and finally open this .X file in Mview, resave it overwriting the model.
Sorry for replying, I know you're expecting Vermeer to answer since he's the .x authoriity around but he's located in Spain so he won't be answering soon.....
And it doesn't always work properly in Mview.
A non Mview filtered .X file will make your app crash. If ou're going to use x models you MUST save them in Mview prior to using them in your project. Texture maps must be placed in the same folder as well.
That's why I like Deled, cause it exports directly to a .x that Mview reads ok and all you gotta do is re-save it. But Deled is more a level editor than a low poly modeler.
So what I do for models is: model in 3dsmax, export to 3ds, open the 3ds in Unwrap3d, check uv mapping, save as .x in Unwrap3d and finally open this .X file in Mview, resave it overwriting the model.
Sorry for replying, I know you're expecting Vermeer to answer since he's the .x authoriity around but he's located in Spain so he won't be answering soon.....
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afecelis, if it's for titles, you are the unreal authority around here.
But i win you in that I'm the eating pizzas authority around here, so 2 -1 for me ... ;D
Actually this of the mview workaround I think is known for most irrlicht users that already tried x, as seems is forced step...
I'll answer per paragraph :
@Vermer: If I need to open my meshes in mview should I just export my meshes from max in Microsoft's .X exporter for Max or is there a benieft to using Panda's .X Exporter?
If it is for static mesh, you can always export as OBJ, ms3d, or other type of mesh that irrlicht may support.
The advantage of irrlicht should be (as I don't know for sure) that x supports the second uv channel for lightmap. If u have max, you can perfectly generate the lightmap inside Max. Is a matter of handling the material editor and rendering to material. You could then use Max6 x exporter, Panda, and check well settings to export the x file together with uvs and needed maps. The art path is that one, ensured as works so with any engine.Other thing is if Irrlicht does not support lightmaps out of BSPs...In a recent threads someone posted a function with lightmaps stuff, so it may work.
A non Mview filtered .X file will make your app crash. If ou're going to use x models you MUST save them in Mview prior to using them in your project. Texture maps must be placed in the same folder as well.
Yup.Indeed, is a good thing allways with whichever the format to put the textures in same folder, unless the file has inside anothe rpath.
That's why I like Deled, cause it exports directly to a .x that Mview reads ok and all you gotta do is re-save it. But Deled is more a level editor than a low poly modeler.
Pitty the free version wont have lightmap support. I don't care now, I bought Gile[s] , hehe.
Hmmm...why do you prefer it to model in Max, Wings, etc, Afecelis? I have more modelling tools in any modeller than in a level editor...
And there are loads of tools to convert any mesh to x file...if is for the conversion.
So what I do for models is: model in 3dsmax, export to 3ds, open the 3ds in Unwrap3d, check uv mapping, save as .x in Unwrap3d and finally open this .X file in Mview, resave it overwriting the model.
good workflow....but...if u want lightmaps...u can even add second uv channel to that x file. Ultimate is the only cheap I know able to do it...Milkshape can´t...
you'll also be able to assign the x file a tga lightmap...in case you are using SlimShady or the lmtools to generate lightmaps...or in my case, Giles, hehe.
Here is the link to the information about microsoft's .X exporter. But I just realised it is only for 4.0-5.1 of max and I have version 6. Who knows though it may work for version 6 anyway
there's a version of Panda's exporter for max6 but it sucks badly! look at panda's site for the download
Nope...I have tested fully the max6 version..it even worked better, less problems than with max5...tell me which problems u saw or some other had, as I don't know if I will remember the workaround, but could be.
Indeed. Max 6 fbx export, and the reimport fbx trick, worked with teh max6 trial, but not with five. Is a trick to convert bbiped to bones, as Panda worse thing is it does not support biped in export.
But this workaorund also worked for othe rpeople with other engines that i adviced to do so.
The max 6 version even allows x export multitexturing.
Perhaps is...that max6 panda one is exporting as dx9..? maybe..or maybe not, as I read they try to keep dx8 compatibility....
Try the resave in mview as always, and tell me which problems u had in max6.
Well...soon I'll post a version of the blender x exporter that already works...a beta one.
I've been allowed. But funny, I am not sure which version of all which he passed to me is the very final one....
anyway, it yet has a prob..it needs to have the armature same origin position and rotation than mesh...at least initially..havent tested yet what happens if I move the armature for a jump...He's working on fixing that very last thing...
BTW, muller, you have th ebest tool possible for 3d imho...and perhaps the most complete x exporter out there..
as nope, there are indeed more max x exporters...I just had no luck with the quest 3d exporter, and had no time to loose , it had to work quickly....and I could not do the compile of the max exporter code included in dx sdk, as I am not a programmer...anyway, I am told that one has its problems...
Everybody was saying nice things bout panda, so checked panda.Imho is the best.
[/b]
But i win you in that I'm the eating pizzas authority around here, so 2 -1 for me ... ;D
Actually this of the mview workaround I think is known for most irrlicht users that already tried x, as seems is forced step...
I'll answer per paragraph :
@Vermer: If I need to open my meshes in mview should I just export my meshes from max in Microsoft's .X exporter for Max or is there a benieft to using Panda's .X Exporter?
If it is for static mesh, you can always export as OBJ, ms3d, or other type of mesh that irrlicht may support.
The advantage of irrlicht should be (as I don't know for sure) that x supports the second uv channel for lightmap. If u have max, you can perfectly generate the lightmap inside Max. Is a matter of handling the material editor and rendering to material. You could then use Max6 x exporter, Panda, and check well settings to export the x file together with uvs and needed maps. The art path is that one, ensured as works so with any engine.Other thing is if Irrlicht does not support lightmaps out of BSPs...In a recent threads someone posted a function with lightmaps stuff, so it may work.
A non Mview filtered .X file will make your app crash. If ou're going to use x models you MUST save them in Mview prior to using them in your project. Texture maps must be placed in the same folder as well.
Yup.Indeed, is a good thing allways with whichever the format to put the textures in same folder, unless the file has inside anothe rpath.
That's why I like Deled, cause it exports directly to a .x that Mview reads ok and all you gotta do is re-save it. But Deled is more a level editor than a low poly modeler.
Pitty the free version wont have lightmap support. I don't care now, I bought Gile[s] , hehe.
Hmmm...why do you prefer it to model in Max, Wings, etc, Afecelis? I have more modelling tools in any modeller than in a level editor...
And there are loads of tools to convert any mesh to x file...if is for the conversion.
So what I do for models is: model in 3dsmax, export to 3ds, open the 3ds in Unwrap3d, check uv mapping, save as .x in Unwrap3d and finally open this .X file in Mview, resave it overwriting the model.
good workflow....but...if u want lightmaps...u can even add second uv channel to that x file. Ultimate is the only cheap I know able to do it...Milkshape can´t...
you'll also be able to assign the x file a tga lightmap...in case you are using SlimShady or the lmtools to generate lightmaps...or in my case, Giles, hehe.
Here is the link to the information about microsoft's .X exporter. But I just realised it is only for 4.0-5.1 of max and I have version 6. Who knows though it may work for version 6 anyway
there's a version of Panda's exporter for max6 but it sucks badly! look at panda's site for the download
Nope...I have tested fully the max6 version..it even worked better, less problems than with max5...tell me which problems u saw or some other had, as I don't know if I will remember the workaround, but could be.
Indeed. Max 6 fbx export, and the reimport fbx trick, worked with teh max6 trial, but not with five. Is a trick to convert bbiped to bones, as Panda worse thing is it does not support biped in export.
But this workaorund also worked for othe rpeople with other engines that i adviced to do so.
The max 6 version even allows x export multitexturing.
Perhaps is...that max6 panda one is exporting as dx9..? maybe..or maybe not, as I read they try to keep dx8 compatibility....
Try the resave in mview as always, and tell me which problems u had in max6.
Well...soon I'll post a version of the blender x exporter that already works...a beta one.
I've been allowed. But funny, I am not sure which version of all which he passed to me is the very final one....
anyway, it yet has a prob..it needs to have the armature same origin position and rotation than mesh...at least initially..havent tested yet what happens if I move the armature for a jump...He's working on fixing that very last thing...
BTW, muller, you have th ebest tool possible for 3d imho...and perhaps the most complete x exporter out there..
as nope, there are indeed more max x exporters...I just had no luck with the quest 3d exporter, and had no time to loose , it had to work quickly....and I could not do the compile of the max exporter code included in dx sdk, as I am not a programmer...anyway, I am told that one has its problems...
Everybody was saying nice things bout panda, so checked panda.Imho is the best.
[/b]
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
many many thnx Vermeer for all those replies and explanations!
now IC your interest in light and color, you're an artist! I also like oil painting but I'm not very skilled at it so I stick with 3d computer arts but on the other hand anything you can learn about light and color theory helps a ton here!!!
Now I understand your nick (or is it really your name?), following the good Netherland's artists tradition? Van Dyke? h ah aha h a
I'm very interested in getting good lightmaps as well. Giles seems very impressive. I just downloaded the demo and was very impressed by its easy to use interface. I'm saving some bucks to get my regcode. I also got CartographyShop which has a good lightmapper includedand when you export your X file it also exports a _lm version of your model with the lightmaps baked, the only problem is that I don't know how to get the 2 X files together (textures+lightmaps) so I'm loosing all the fun.
I got 3dsmax6 with FinalRender stage1 for GI. I'm going to check the max6 version of Panda's exporter to see if I can do anything with it.
thnks man!
now IC your interest in light and color, you're an artist! I also like oil painting but I'm not very skilled at it so I stick with 3d computer arts but on the other hand anything you can learn about light and color theory helps a ton here!!!
Now I understand your nick (or is it really your name?), following the good Netherland's artists tradition? Van Dyke? h ah aha h a
I'm very interested in getting good lightmaps as well. Giles seems very impressive. I just downloaded the demo and was very impressed by its easy to use interface. I'm saving some bucks to get my regcode. I also got CartographyShop which has a good lightmapper includedand when you export your X file it also exports a _lm version of your model with the lightmaps baked, the only problem is that I don't know how to get the 2 X files together (textures+lightmaps) so I'm loosing all the fun.
I got 3dsmax6 with FinalRender stage1 for GI. I'm going to check the max6 version of Panda's exporter to see if I can do anything with it.
thnks man!