Lightwave to DTS Exporter: In the beginning...
by David Wyand · in Torque Game Engine · 02/16/2002 (10:15 am) · 25 replies
Greetings!
Well, I've had the Torque Engine for a couple of weeks now, and I figured it was time that I started to create some objects of my own. The thing is, I use Lightwave for modeling and animation, not those other whacked out programs. *ducks for cover*
As there isn't a Lightwave DTS exporter available, I thought I'd go ahead and write one! :o)
Announcing: The first stage of a Lightwave DTS Exporter!
Smaple image of LW model in FPS
Based on the Milkshape code included in the SDK, I've created a Master Handler plug-in for Layout. Currently, it will export all objects in the scene, minus any texturing, to a single DTS file. I've got plans for the following stages:
1. Implement all features that are available to Milkshape
2. Attempt to port to the Mac
3. Begin to add features to make full use of Lightwave and approach what is available in the MAX exporter
I'll keep plugging away on Stage 1, and hope to have it complete for the end of the month (depending on my free time, etc.).
For Stage 2, I'll need some help from you Mac users out there. To perform the testing, I'll need someone that knows their Mac compiler well enough to help me translate my Visual C++ setup to what is appropriate for you. I'll also need someone that is running Lightwave 7.0b on their Mac to test against.
For Stage 3...well, we'll see how the first two stages go :o)
Well, whadda y'all think?
-Dave from the frigid north
Well, I've had the Torque Engine for a couple of weeks now, and I figured it was time that I started to create some objects of my own. The thing is, I use Lightwave for modeling and animation, not those other whacked out programs. *ducks for cover*
As there isn't a Lightwave DTS exporter available, I thought I'd go ahead and write one! :o)
Announcing: The first stage of a Lightwave DTS Exporter!
Smaple image of LW model in FPS
Based on the Milkshape code included in the SDK, I've created a Master Handler plug-in for Layout. Currently, it will export all objects in the scene, minus any texturing, to a single DTS file. I've got plans for the following stages:
1. Implement all features that are available to Milkshape
2. Attempt to port to the Mac
3. Begin to add features to make full use of Lightwave and approach what is available in the MAX exporter
I'll keep plugging away on Stage 1, and hope to have it complete for the end of the month (depending on my free time, etc.).
For Stage 2, I'll need some help from you Mac users out there. To perform the testing, I'll need someone that knows their Mac compiler well enough to help me translate my Visual C++ setup to what is appropriate for you. I'll also need someone that is running Lightwave 7.0b on their Mac to test against.
For Stage 3...well, we'll see how the first two stages go :o)
Well, whadda y'all think?
-Dave from the frigid north
About the author
A long time Associate of the GarageGames' community. I run www.zworldo.com a free-to-play, browser based games site using Torque 3D technology.
Recent Threads
#22
Well, now that I've gotten Realm Wars out of my system, it's time for a quick update.
Since I last wrote to you all, I've continued to work on the LightWave to DTS exporter. I now have nodes correctly being saved, which is the last step before I tackle animation.
Nodes can be made up of either objects (usually Nulls) or bones in LightWave. As a comparison, in MilkShape joints are used, and I believe in Max it is dummies. Nodes allow you to set up named points in space around the DTS object, such as where the player holds a gun, where the muzzle flash should be, or where a player sits on a vehicle. They're also used to define the joints for skinned-based animation.
I've managed to create a new weapon in LightWave to replace the demo rifle, and everything is looking good. Once I've finished texturing it (sometime's I need a break from programming :o) I'll release the LightWave objects and scene as well as the final DTS format for everyone to take a look at and use. It should provide an example of how you could accomplish the same thing for yourself.
Once I've cleaned up a few things with the exporter, and I have CJ confirm that it is still working on the Mac, I'll see about letting you all play with it. A couple of you already have been using an earlier version, but with the addition of nodes some real work can be done! My current timeline for all this is by the end of the week, depending on other's schedules, etc.
Talk to you then!
- LightWave Dave
03/19/2002 (12:45 pm)
Greetings!Well, now that I've gotten Realm Wars out of my system, it's time for a quick update.
Since I last wrote to you all, I've continued to work on the LightWave to DTS exporter. I now have nodes correctly being saved, which is the last step before I tackle animation.
Nodes can be made up of either objects (usually Nulls) or bones in LightWave. As a comparison, in MilkShape joints are used, and I believe in Max it is dummies. Nodes allow you to set up named points in space around the DTS object, such as where the player holds a gun, where the muzzle flash should be, or where a player sits on a vehicle. They're also used to define the joints for skinned-based animation.
I've managed to create a new weapon in LightWave to replace the demo rifle, and everything is looking good. Once I've finished texturing it (sometime's I need a break from programming :o) I'll release the LightWave objects and scene as well as the final DTS format for everyone to take a look at and use. It should provide an example of how you could accomplish the same thing for yourself.
Once I've cleaned up a few things with the exporter, and I have CJ confirm that it is still working on the Mac, I'll see about letting you all play with it. A couple of you already have been using an earlier version, but with the addition of nodes some real work can be done! My current timeline for all this is by the end of the week, depending on other's schedules, etc.
Talk to you then!
- LightWave Dave
#23
Great news: It looks like all of my node code is now working as expected. Ideally, once a couple more items are taken care of, I'll have a test-version available for everyone to download and try out (PC and Mac) on my site.
As a preview, I'm releasing my LightWave created rifle! Yay! :o)
It's quite heavy on the polygons, but was a hoot to create (did I just write hoot?). It shows off what can be accomplished with the latest test-version of the exporter, including: texturing, nodes for mount points, and environment reflections. This DTS object is meant to replace the demo rifle in the Water World mission, and is intended for the default player (the handles on the rifle are based on the player's hand positions).
To download the DTS file, pop on by www.gnometech.com and head on to the Products page.
If you want to see the environmental reflections, be sure to activate them in your Engine's preference script.
Send me an email if you have any problems with downloading or using the files. Enjoy!
- LightWave Dave
03/21/2002 (12:10 pm)
Greetings my fellow Wavers!Great news: It looks like all of my node code is now working as expected. Ideally, once a couple more items are taken care of, I'll have a test-version available for everyone to download and try out (PC and Mac) on my site.
As a preview, I'm releasing my LightWave created rifle! Yay! :o)
It's quite heavy on the polygons, but was a hoot to create (did I just write hoot?). It shows off what can be accomplished with the latest test-version of the exporter, including: texturing, nodes for mount points, and environment reflections. This DTS object is meant to replace the demo rifle in the Water World mission, and is intended for the default player (the handles on the rifle are based on the player's hand positions).
To download the DTS file, pop on by www.gnometech.com and head on to the Products page.
If you want to see the environmental reflections, be sure to activate them in your Engine's preference script.
Send me an email if you have any problems with downloading or using the files. Enjoy!
- LightWave Dave
#24
kelpheavyweaponry.com/torque/os9_bfg_exported.jpg
That edition of the BFG was exported using the Macintosh OS 9 version of the plugin.
03/21/2002 (11:39 pm)
Purty reflections:kelpheavyweaponry.com/torque/os9_bfg_exported.jpg
That edition of the BFG was exported using the Macintosh OS 9 version of the plugin.
#25
For those that have been following the LightWave exporter development from this thread, I've started a new one with some information you may find useful. :o) You may find it here:
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=4197
-LightWave Dave
03/22/2002 (2:38 pm)
Greetings!For those that have been following the LightWave exporter development from this thread, I've started a new one with some information you may find useful. :o) You may find it here:
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=4197
-LightWave Dave
Associate David Wyand
Gnometech Inc.
To date, nothing has been released. However, I do have a stable copy that will output only static objects with their textures and collision meshes (no animation).
If you'd like a copy for the PC, with only a couple of example scenes and no documentation, I could send it to you. If you'd like it for the Mac, I'll have to ask CJ.
If you're still interested, send me an email and I'll see what I can put together.
- LightWave Dave