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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 | |
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| 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.
WHO NEEDS DIF? I don't :P
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
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Submit your own resources!| Matthew Spindle Harris (Apr 17, 2006 at 04:49 GMT) |
| Todd Pickens (Apr 17, 2006 at 05:17 GMT) |
| Paul /*Wedge*/ DElia (Apr 17, 2006 at 05:24 GMT) Resource Rating: 5 |
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) |
| Akiraa (Apr 17, 2006 at 07:09 GMT) |
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