Previous Blog Next Blog
Prev/Next Blog
by date

More Lightwave MIS Exporting

More Lightwave MIS Exporting
Name:Ramen-sama
Date Posted:Apr 17, 2006
Rating:4.0 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Ramen-sama

Blog post
Well as some may know, I'm having issues with my scriptting for exporting object rotations from lightwave. But it only happens when i rotate on all 3 axis... so i'll figure that out another day.

Up now is just a tiny room i exported out from lightwave. It's basically pieced together and i run my "exporter" and it creates all the MIS data needed NOW including datablocks.



It's several pieces, 2 different walls, two types of "corners", a door, and 2 types of "floor"
It's basically every shape i need to create some generic "dungeons" or what have you.




I'll make some more props for next time to make it look more impressive.

and here's that same "scene" in torque.





no, there's no ceiling. Don't need one for the view i'm doing. As you can see it perfectly lines up everything with position and rotation(on 2 axis).

So how's it work?
Each piece was previously exported to DTS complete with convex collision meshes, I arrange a "scene" in lightwave how i want the pieces to look, i run my exporter script. and then simply load torque and i'm ready to rock.

Here's an example codeblock it outputs.


....
datablock StaticShapeData(wallR){
category = "Temp";
shapeFile = "~/data/shapes/Wshrine/wallR.dts";
position = "0 0 0";
Scale="1 1 1";
emap = false;
receiveSunLight = "1";
};
new StaticShape() {
Xrotation = "Pitch: 0 Bank: 0 Heading: 180";
rotation = "0 0 1 180";
position = "16 14 0";
Scale = "1 1 1";
dataBlock = "wallR";
};
new StaticShape() {
Xrotation = "Pitch: 0 Bank: 0 Heading: 180";
rotation = "0 0 1 180";
position = "12 14 0";
Scale = "1 1 1";
dataBlock = "wallR";
};
new StaticShape() {
Xrotation = "Pitch: 0 Bank: 0 Heading: 180";
rotation = "0 0 1 180";
position = "4 14 0";
Scale = "1 1 1";
dataBlock = "wallR";
};
.....


WHO NEEDS DIF? I don't :P

Recent Blog Posts
List:02/22/08 - Dynamic Attachment Update - Animated Environments
01/06/08 - Dynamic Attachment to objects
01/03/08 - 3D Painting with Modo
12/25/07 - A* Pathfinding stuffs
02/14/07 - More Platforms, works in 1.5
01/28/07 - Platforms Players can Ride Version 1.1
09/20/06 - Kork's Journey into Lightwave 3D
08/09/06 - More Lightwave stuff.

Submit ResourceSubmit your own resources!

Matthew Spindle Harris   (Apr 17, 2006 at 04:49 GMT)
That looks awesome. I think the guys who made oblivion did something similar where they pieced the world together like lego blocks.

Todd Pickens   (Apr 17, 2006 at 05:17 GMT)
Very nice Ramen!

Paul /*Wedge*/ DElia   (Apr 17, 2006 at 05:24 GMT)   Resource Rating: 5
Sounds like a great way to make levels that don't need super precise collision. Have you tried asking around for help with the rotation problem, I'm sure someone could help you with it...

Anyways, next step is to integrate this with the lighting kit and then you'll be able to do full level design in Lightwave ;D.

Ramen-sama   (Apr 17, 2006 at 05:28 GMT)
Yeah, this already works with lights i want to export. If i get around to getting TLK, it'll be ready to spit out lights as well.

Akiraa   (Apr 17, 2006 at 07:09 GMT)
good job, Ramen !

You must be a member and be logged in to either append comments or rate this resource.