Feature Request!!!!!! Lightwave 3D support

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Electron
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Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

Does it matter whether one uses mview from the dx8 sdk or the dx9 one? Is there any difference?
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

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vermeer
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Post by vermeer »

well, the dx9 one I have here only allows me to view, no resave or editing features....

btw, dx8 x files , for now, are way more standard ...
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vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

"many many thnx Vermeer for all those replies and explanations!"

Not at all ;)


"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!!!"


Euh...bingo, yes. I like Vermeer and Velazquez as my favourite painters. Vand dycke was a very good portrait painter, I think...
And I love doing realistic portraits, so, also good one to mention.. ;)


"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 "

I think i wont regret it.. ;)


"CartographyShop which has a good lightmapper includedand when you "

Not so good as Giles, by far...

"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."

Probably is because Darkbasic, which cartography seems to be geared to, only supports lightmaps loading a copy of the mesh with a certain value to tell the engine about lightmaps... :roll:


"I got 3dsmax6 with FinalRender stage1 for GI. I'm going to check the max6"

Sorry??????????????
don't waste a buck in Giles then!!!
Your totally done with it.That's the pro real way.And yep, it must do with the panda exporting multiple uv channels and the lightmap.Handling that stuff is not easy, but IMHO is thousands better than Giles.

I mean, save the giles bucks then. max take care of every detail.

Save the 40$ instead for Ultimate Unwrap, as it has a great uv mapping systems and is a good tool for conversions of animated models and levels. Among the well supported formats is x.

In fact, you'r setup, you don't need nothing else :)


I would not mess with any editor, if I had Max :)

I don't understand...You seriously have it all with Max 6 + Panda...and even final render!!!

save those bucks :)
Finally making games again!
http://www.konekogames.com
Athlon_Jedi
Posts: 156
Joined: Wed Jul 21, 2004 4:29 am
Location: Mishawaka, In

OMG!!!!!

Post by Athlon_Jedi »

topic dead now, this was a feature request not a discussion about .x format.lol :roll: :roll: :roll: :roll:
vermeer
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Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

a feature request....haha.

If niko had to support every format out there, and also make a game engine, fix, bugs, etc, etc...There are lots of packages...

There's plainly no more reason to support Lightwave than support max, maya (even there's more reasons to support these 2, as they have huger user base, and are quite more standard in game industry, if u don't believe me, check some reliable source with info about this...) XSI (used by Valve for Halflife 2, and soon offered for mod makers in an special editing version) , Mirai (the tool used to make Gollum and other LOTR characters) , Cinema4d, Truespace 6.6, Game Space, Hash Animation Master, Blender, 3d Canvas, etc...

There's not a single reason why one of those is mor eimportant than the others. Maybe Max as besides the reasons of more standard in indsutry, every 2 of 3 artists know how to use it...

And now, let us all make niko make a dedicated plugin for each package...LOL ...

Instead, x support DOES allow an export from all (except cinema4d) those above, using free plugins (HAsh AM and TS need a not expensive one)

So, supporting x, and provdided the artist that is working in a project, know his stuff, I mean, is a good 3d artist, he will find the way to export as x, whatever the package of those above he/she uses.

There are yet problems in the x export, (as well as there are bugs in other areas in the engine, but people keep charging against x, hehe) but besides sooner or later they'll be polished, as the other problems, providing people don't pressure Niko (this is his hobby) , the fact is that right now IR WORKS if you do what we have mentioned of re saving in mview, etc. There's a x plugin for LW, and then it's a supported package.

So it is not off topic. It is exsctly ON topic, as it solves your problem.

I may be talking often about this format, but this time was the answer to your request, and was solved already, so , I don't know why I can't speak about it, improves for it. It all would end in imporves for any package exporting x, so, good for those users, good for irrlicht.

I don't think is too realistic that of being absolutely "on topic" in every thread. It really never happens, and in real life, either.

Niko have said this about making support per each package out there is not among its plans, and it's logical. If you go and have a look out there, happens with other engines. I read the main neongine developer say the same. They had supported Maya and Max already, and certain user requested support for his package.

Is common thing in every free engine out there. Even comercial ones (torque) don't support, or have problems, every package. Mainly they use to care first about Max, then Maya. And usually they just stay there.

Being this a multiplatform engine, totally in the to open source philosophy, it'd be much more thing to expect to support Blender directly, as is free, and even more, open source. And you can do anything to it using python. But I don't even request that for the reasons said above, reaons -among others- why I have helped the Blender x export author with his plugin.


Sorry the long pargraph, but I think it needed long explanation.
I understand that people may not see the importance of a very standard format supporting most game features needed, as people may just not know certain stuff. That's why I explain.
Finally making games again!
http://www.konekogames.com
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