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Can Buildings be Created with Lightwave?

by Mike Patino · in Torque Game Engine · 03/10/2005 (3:04 am) · 2 replies

I am trying to export some lightwave files to use as buildings in a simulator I am working on. Thanks to mramos's help, I have succesfully been able to add the item into the RTS mission I am using as my test case. Unfortunately, it seems to be lacking in a lot of detail! All the windows and more detailed information, other then the walls themselves, are missing, Furthermore, when the item is loaded the entire mission lags like crazy! So here are my questions:

1. Is lightwave not a viable choice for creating buildings with the Torque engine? These are non textured buildings (you can see them in lightwave form here.
2a. I have been reading up on .DIF files that the tutorials seem to suggest are the preffered format for buildings in Torque. Can a Lightwave file be converted to a .DIF file?
2b. If it can. where can I download the converter?
3. Is the lag that comes with adding these buildings unavoidable? Is it simply a product of the poly count, and is there a way to reduce this without completely rebuilding the item?

Basically, I need to be able to see a 3d image of buildings of various sizes. There will generally only be ONE building in each "mission". Textures are not important, all that matters is the general architecture of the building (walls/windows/hallways/doors) and a few location markers or color coded aspects inside each building.

Is this not a viable option for the Torque engine? Or if it is viable, is lightwave not the right option to use for it? My designer REALLY prefers lightwave for creating these buildings, so if it is at all possible, I would like to stick with lightwave through the process.

#1
03/10/2005 (5:32 pm)
Yes you can export to *.dif files from lightwave. Though you would be using 3Dmax to port it. (unless you purchased the LWtoMAP do a little searching using any search engine its created by GREENBRIAR i think)

First export LW objects to *.3ds. Use the export tool in the LWModeler.
Before that texture it and UV map them.

Then open it to 3Dmax. Read the procedure on how to export it to map.

export map to dif.
#2
03/10/2005 (6:10 pm)
If you're using Max as an "intermediary" (a very strange concept to me), why not use Game Level Builder as well?

EDIT:
Or, I guess you could buy Milkshape and load your objects and then export them.

I don't even want to think about the geometry that would come of that, though.