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New Mapping Technique with Lightwave
New Mapping Technique with Lightwave
| Name: | Ramen-sama | |
|---|---|---|
| Date Posted: | Apr 09, 2006 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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Blog post
So i decided to try a few new ways of generating lots of geometry with the least amount of effort to quickly create large or plentiful areas. So i played around more with lightwaves Rail Extrude and Clone Rail tools.
How it works is you create some 2d lines and it extrudes them along a path for you. Complete with UV maps if you choose so. Clone rail simply places clones of geometry along a path.
Here's three curves i setup

After doing some selection and applying tools.. it looks like this.


To recreate this level in different ways, i figure it'd take roughly 5 minutes.
I can make this level as long and twisting, or as strait as i like. I'm limited with the fact i can't have the geometry branch off in multiple directions, so i would simply have to create some custom geometry at those points and just make some more curves. :)
EDIT
I forgot to include a "roof" i made using the same clone rail technique. Here's a pic with it on

How it works is you create some 2d lines and it extrudes them along a path for you. Complete with UV maps if you choose so. Clone rail simply places clones of geometry along a path.
Here's three curves i setup

After doing some selection and applying tools.. it looks like this.


To recreate this level in different ways, i figure it'd take roughly 5 minutes.
I can make this level as long and twisting, or as strait as i like. I'm limited with the fact i can't have the geometry branch off in multiple directions, so i would simply have to create some custom geometry at those points and just make some more curves. :)
EDIT
I forgot to include a "roof" i made using the same clone rail technique. Here's a pic with it on

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Submit your own resources!| David Montgomery-Blake (Apr 09, 2006 at 08:52 GMT) |
I can't think of anything more coherent to say.
| Adam Beaumont (Apr 09, 2006 at 09:38 GMT) Resource Rating: 3 |
| Akiraa (Apr 09, 2006 at 11:13 GMT) |
How do you handle the collision with your dts based level ?
Is the frame rate affected ?
Edited on Apr 09, 2006 11:24 GMT
| Matt Huston (Apr 09, 2006 at 16:09 GMT) |
I'm a Max user, wish I could export to DIF sometimes with some simple objects :)
| Alexander "taualex" Gaevoy (Apr 09, 2006 at 16:42 GMT) Resource Rating: 5 |
| Todd Pickens (Apr 09, 2006 at 16:54 GMT) |
| Ramen-sama (Apr 09, 2006 at 18:12 GMT) |
@ Matt H It's imposible for me to export this as a DIF. DIF is fundamentally different. And you can export Max files to DIF. There's even a little plugin for it.
| Bejong K Yang (Apr 09, 2006 at 18:21 GMT) |
| Ramen-sama (Apr 09, 2006 at 19:37 GMT) |



Again using the same techniques. This one is high on polys due to them tires.
| Akiraa (Apr 09, 2006 at 19:46 GMT) |
I would be interested if you are planning to put your MIS Exporter as a pack. It would be an excellent alternative for mapping, once you have solved the collision issue.
| Ramen-sama (Apr 09, 2006 at 20:02 GMT) |
| Adrian Tysoe (Apr 09, 2006 at 20:38 GMT) |
| Ramen-sama (Apr 09, 2006 at 20:49 GMT) |

having the tires made it unable to export properly due to some limitation with torque or my exporter.
Without a terrain block the FPS is about 200. With the terrain block, it's 150 FPS. The only collision mesh is the ground. which is 280 Polys, non convex.
Edited on Apr 09, 2006 20:50 GMT
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