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LightWave Object in the TSE

by David Wyand · in Torque Game Engine Advanced · 06/03/2004 (2:17 pm) · 2 replies

Greetings!

Well, I had to try out a LightWave generated DTS object in the TSE (could this be the first TSE user screen shot? :o):

www.gnometech.com/torque/images/tsetesting/lwlogoglow.png
Fun, fun, fun!

And here it is (as a DTS file, not LW file) for you to try out. Place the 'lw' directory into the demo/data/shapes tree. Put the lwmaterials.cs file into demo/server/scripts and place the lwmaterialmap.cs file into demo/data.

Then, you'll need to make two script changes. First, in demo/server/scripts/game.cs add the lwmaterials.cs reference here:

// Material definitions
   exec("./materials.cs");
   exec("./lwmaterials.cs");
   exec("./glowBuffer.cs");

Second, in demo/data/init.cs add the lwmaterialmap.cs reference here:

// A temporary hack until we can find a better way to initialize
// material properties.
exec( "./terrains/highplains/propertyMap.cs" );
exec( "./materialMap.cs" );
exec( "./lwmaterialmap.cs" );

Now go into a mission and add the lwlogo.dts as a static shape and you should be all set! Enjoy!

- LightWave Dave

About the author

A long time Associate of the GarageGames' community and author of the Torque 3D Game Development Cookbook. Buy it today from Packt Publishing!


#1
06/03/2004 (2:35 pm)
Heehee, beat me to it. ;) Very cool! I love the glow effect.

I fell in love with it when I saw it being used (with great effect!) in the Tron 2.0 game.

I'm just curious but what did you use to generate the normal maps under LW?

EDIT: I kin spel!
#2
06/03/2004 (5:38 pm)
Greetings!

I used the normal map layout plug-in by Marvin Landis. You can find a link to it here: www.gnometech.com/links.shtml

I'll still have to play with it a bit, as I'm not convinced the bump mapping is completely working out.

- LightWave Dave