Game Development Community

LightWave to DTS exporter prerelease version available

by David Wyand · in Torque Game Engine · 03/22/2002 (1:07 pm) · 36 replies

Greetings!

Some great news for all you LightWavers out there: The prerelease version 21-03-2002 of the LightWave to DTS Exporter plug-in is now available for the following operating systems:

Windows (PC)
OS X (Mac)
OS 9 (Mac)

I'd like to thank C J Silverio for compiling and testing the two Mac versions.

To get your very own copy of the plug-in, as well as some preliminary documentation, please visit:
www.gnometech.com

Send me an email if you have any problems downloading or using the files.

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!

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#21
06/11/2002 (9:02 am)
Greetings!

William:
This exporter is only for DTS file, and will not create DIF files. I've considered creating something to output DIF files from LW, but I certainly don't have time for that right now. What I'd really love to do is be able to export LW generated lightmaps and use those for DIF (or MAP) files. Perhaps down the road after I get in more of the needed features into the DTS exporter.

As for how to get a player built with the current version of the exporter, here's some tips:

- Make sure the bottom of the player's feet is at 0 on the y-axis in LightWave. ie: He is standing on the default grid in Layout.

- Place a null object named 'eye' at the eye-level of the player and up against the face. This is used for the first-person camera location.

- Place a null object named 'cam' somewhere behind and above the player. This is the third-person camera location.

- Place a null object named 'mount0' in the player's hand and rotate it as necessary. This is where a mounted weapon will appear.

After reading your posting, I've realised that I didn't create an example player. I've got a nice SpiderBot that I'm including with the docs that shows off forward and inverse kinematics based animation, and it certainly can be used as a player. I'll see if I can put together a simple player example to include with the docs this week. I'll then build a more complex player that uses bones and IK that you can all look at down the road.

Daniel:
Thanks for the kudos!

- LightWave Dave
#22
06/12/2002 (10:05 am)
Hi,

I downloaded the plugin, but it was dated 3-22... Is that the latest? Does it support animation? I doesn't look like it does. Is it possible for you to allow us to have the lastes version with the animation support? That would be fantastic.

One more thing. I would love to beta test your plugin. Just a thought... Anyways, thanks.

Daniel
#23
06/12/2002 (10:27 am)
Greetings!

Daniel:
You are correct. The version that is currently posted does not export animation. If you can wait a day or two, I'll have the latest version up with some docs and example scenes.

As for beta testing, if you are using the PC version of LW, then I can set you up as a beta tester. Please send me an email.

- LightWave Dave
#24
05/18/2005 (9:44 pm)
Bah... this link doesn't work...

This page exists...

homepage.mac.com/lpetrich/www/games/quake/quake.html#LW2Quake

but the link from it doesn't work...

homepage.mac.com/lpetrich/www/games/quake/LW2Quake.sit
#25
05/21/2007 (6:33 am)
I'm really sorry to dig up this old post again but I need some info.

I use Lightwave.I want to know if the LW2DTS exporter is dead or not?
The documentation available is of the older version and there seems to be nothing much happening on the Gnometech site.

Does the latest version support LOD's in animation? The old docs say that version doesn't.
Are there any updates/ modifications or any other work being done on this plug-in?

I'm sure a lot of people are using Lightwave and I don't see why it seems to be not supported by garagegames as well, as it is a much cheaper app than 3DStudio Max for instance meaning that indies will much more likely be able to afford LW than Max.

Why is it left to 3rd parties to write these exporters?
David has done an AWESOME job with this but I feel that it's been left in the dark at the moment.

Can anyone comment on whats happening with this exporter.

Thank you
#26
05/21/2007 (7:27 am)
The exporter was updated around August of last year. Lots of Lightwave users out there are using it. Dave is a busy man and may not always be able to answer. What issues are you having? Perhaps start a new thread under Lightwave Exporters instead of answering in this thread.
#27
05/21/2007 (8:29 am)
Dave has been very good at keeping the exporter up-to-date so I wouldn't be concerned at all. I'm surprised he hasn't answered your concerns himself (But I'm sure he will shortly).

I use the exporter with no problems at all. Todd Pickens has create a couple of beautiful content packs using LW and the exporter. If there were any problems, they'd have been posted and Dave would have fixed them in short order - :)
#28
05/22/2007 (6:17 am)
Thanks for your replies.
Yes, so far I am using it as well and it seems very decent. Almost Painless I must say.

I'm wondering if the exporter supports IK Boost for animations from Lightwave. it will be nice if we could use this to tweak our animations.
I have been trying to export it without luck. So I just want to be positive that it doesn't support it. (this is what I'm thinking) or that I might miss something.

Also are LOD's supported for Animated DTS's ?
I'm having a little trouble with them. Nothing is pitching up in Showtool Pro when I move the slider for other LOD's except for the base.

Thanks
#29
05/22/2007 (7:06 am)
I never got any results from IK Boost via LW2DTS. The best bet is to make many key frames to get the right look. Bake2IK doesn't seems to work as it crashes too much.

I would check with Todd Pickens about Animated DTS's but I don't think it works with them right now.

I would suggest posting your requests at Gnometech and to the Forum here under Lightwave and hopefully Dave will update it.

Lightwave Exporter
#30
05/24/2007 (1:45 am)
Cool, thanks Andy.. I will play some more to see if I can figure something out.
It looks like I have to manually add the TorqueDTS_IKChannelCreator, as it didn't seem to add it automatically when I added the Plugin.
#31
05/24/2007 (2:43 am)
Run Setup IK on the Animation tab of the exporter will add IK Channels to all affected nodes
#32
05/24/2007 (4:02 am)
Funny, I use IK Booster with no problems...
#33
05/24/2007 (5:24 am)
@ James ... and you get it to export to DTS and working?
@ Andy, yup got that working now. Thanks ;)
#34
05/24/2007 (9:19 am)
Yes. I'm running 8.5 by the way with Dave's exporter.
#35
05/25/2007 (1:54 am)
Do you have IK setup as well as the IK Booster or just the IK Booster?
#36
05/25/2007 (4:47 am)
If I understand what you're asking correctly, just IK Booster.
I set up my bones, apply/turn on IK Booster and tweak from there.
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