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):

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:
Second, in demo/data/init.cs add the lwmaterialmap.cs reference here:
Now go into a mission and add the lwlogo.dts as a static shape and you should be all set! Enjoy!
- LightWave Dave
Well, I had to try out a LightWave generated DTS object in the TSE (could this be the first TSE user screen shot? :o):

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!
#2
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
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
Torque Owner Fenrir Wolf
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!