Game Development Community

Version 17-05-02 of LightWave to DTS Exporter Released!

by David Wyand · in Torque Game Engine · 06/14/2002 (9:17 am) · 39 replies

Greetings Ladies and Germs!

Here's what you've all been waiting for: release version 17-05-02 of the LightWave to DTS exporter is now available for the following platforms:

Windows (PC)
OSX (Mac)
OS9 (Mac)

I'd like to thank CJ Silverio for compliling the Mac versions, and Kevin Ostrowski for beta testing.

The biggest new feature in this version is exporting animation sequences. You too can now create a player object, or create something scuttling along for your player to shoot at (mutant crawling tomatoes?).

To get your very own copy, head on over to the Gnometech site. You'll also find some new documentation that describes how to use the various plug-in's, as well as a new bunch of example objects and scenes. The ones you'll most be interested in are the Tin Man and SpiderBot.

www.gnometech.com

But wait, there's more! For those that don't use LightWave but have continued to read thus far, you may also find separate DTS files of my Tin Man and SpiderBot for your own viewing pleasure! Head on over to Gnometech to download the DTS files and instructions on how to use them. I know you've always wanted a SpiderBot. I can see it in your eyes. All for three easy payments of... :o)

Send me an email if you have any problems downloading or installing the plug-in's.

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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#1
06/14/2002 (9:49 am)
Great work!
I dont personally have or use lightwave, but i know this was something that many people was needing! hopefully this will make their lives easier!
Thanks a lot!
#2
06/14/2002 (12:09 pm)
David you are awesome man, I hope I can return the favor some time! You need anything just ask me, if it is something I am capable of I would go out of my way to try and help you out!
#3
06/14/2002 (9:00 pm)
Geez Dave, you are really making me wish I had a Lightwave license...

Good Work !
#4
06/25/2002 (1:43 pm)
Greetings!

For those that may be wondering how many people are using LightWave with the Torque Engine, here's some interesting statistics (at least I found them interesting :o)

- 52 people have downloaded the latest version of the LightWave to DTS exporter.
- 25% of those people downloaded the Mac version
- The top five countries that are using the exporter, based on downloads: U.S., Belgium, Canada, Germany, and Taiwan.

- LightWave Dave
#5
08/02/2002 (10:03 pm)
Greetings!

I thought I'd update you all as to where the LightWave DTS exporter currently is.

Right now, there are two major enhancements that are in and working, and have just been sent to the testers. The first enhancement allows you to select which nodes will be saved with each animation sequence. In the current release, all nodes are saved with all animation sequences. This change allows you to do above and below the waist animations that don't interfere with each other while playing on different animation threads, for example.

The second enhancement is that you can now save levels of detail! You can select how many detail levels you'd like to define, and then choose what each object is replaced with at each detail level. It's also possible to replace an object with a Billboard one, or even a Null mesh (which contains 0 polygons). The Null mesh option is nice because it allows you to totally remove the LOD object from rendering.

And, you're not limited by what you replace each object with at any particular detail level. You could, for example, have the arms of a segmented model change to Null meshes when the overall object is 10 pixels high, while allowing the body to render with a very low polycount object, or even a Billboard. And at 4 pixels, have everything go to a Null mesh so the model is no longer rendered.

I've also begun work on support for blend-based animation, but am still working out some bugs. I'm hoping that I'll be able to include this feature in the next release of the exporter, but no promises right now :o)

If you're not sure what blend animations are, you can read the section in the Max documentation here. The basic ideas behind it will apply to the LW exporter as well.

The great thing is that with these enhancements, the LW DTS exporter is now moving beyond what the MilkShape exporter can do and is getting closer to some of the more important Max exporter features.

- LigtWave Dave
#6
08/03/2002 (2:28 pm)
simple awesome!
#7
10/17/2002 (10:56 am)
Greetings!

Well, it's been a while since I last wrote an update. I've been doing some work-related travelling recently which has taken up all of my time. That whole getting paid thing and all...

Now I'm back and have been working on the LW DTS exporter. Here's what's been added to it and has been sent off to the testers:

Limiting Nodes to an Animation Sequence
You may select which nodes will be saved in an animation sequence (as noted in the above posting).

LOD Support
Up to eight levels of detail are currently allowed (as noted in the above posting).

Blend Animation Sequences
Blend animation sequences are now working as intended. This allows you to create the 'look' and 'head' sequences that the default player has. For those that aren't familiar with this type of sequence, it essentially adds the blend animation over top of the currently running animation. This allows for arm movement that is independent of leg & body movement, etc.

DSQ File Export
Yup, you heard correctly! You may now export any animation sequence as a DSQ file. You then may use the resulting DTS and DSQ files the same way you do for a 3DS Max character (create a *.cs file to define the sequences to load for the character, etc). It's up to you if you want to have all sequences saved in the same LW scene file, have a different LW scene file for each sequence, or some combination of the two when creating DSQ files.

Export of Discontinuous UV Texture Coordinates
The TGE only allows for a single uv texture coordinate per vertex. LightWave allows for any number. The advantage that LW gives is that you may apply any mapping you want to your object and not worry about seams.

People that have never done any game modeling before often get hung up on this TGE/OpenGL/DirectX game limitation when what the texturing looks like in LW doesn't match that in game. To normally get around this, you need to unweld any vertices that have multiple uv coords. Unfortunately, this action causes visible seams.

With this new feature in the LW DTS exporter, the unwelding is essentially done for you, and all of the original vertex/polygon normals are kept intact. The downside is that more vertices will be produced in the DTS file (polygon count remains the same). The upside is you may map anyway you want (planar, cylindrical, spherical, atlas, free-form) and not need to worry out seams.

The other advantage this gives is that you may use the Surface Baker feature in LW without requiring you to modify your model for DTS export. Here is an image of a large, moss-covered stone I created in LW. All of the texturing was created only with procedurals and weight-maps (no image maps were used). I then baked this surface to an image map using LW's radiosity renderer, and applied it back onto the stone mesh for DTS export. Keep in mind that there is no bump-mapping occurring within the TGE but it is faked with the LW created image map.

I've also created four levels of detail for this object that go from 1900 polygons down to 90 polygons (a couple of these LOD's were used in the image above). A collision mesh was also created (a slightly modified box), and the DTS file was written out.

Well, I'm sure your big question is when can you get your hands on the new exporter. I'm going to change how I've handled my releases in the past and release public betas from now on. Unfortunately, this will only be for the PC version. I'm hoping to release the next beta of the exporter tomorrow for you to all try out. With these betas, there will be minimal documentation, and very little in the way of examples. That's the downside of you getting the plug-in earlier than normal.

Ideally, if there are no major bugs with the exporter, I'd like to get out a release version in the next two weeks. This will be for both the PC and Mac. With this release version, there will be a new set of documentation describing how to use the new features, and of course some new sample scenes (including the stone described above).

- LightWave Dave
#8
10/17/2002 (11:26 am)
Sounds really good. Thanks for all the efforts you have made for the community. (Something I don't think gets said nearly enough around here...)
#9
10/17/2002 (12:36 pm)
That's really great news, Dave. Thanks for your work.
We've got two modelers using Lightwave 7.5 and I'm sure they would love to test it for you. Just email me @ playswithwolves'at'midnightryder.com :-)

Eric
#10
10/17/2002 (12:56 pm)
David, Thanks for your responce in the other thread of mine. I look forward to getting this exporter as Eric said above.

Anyways, I'll try to send you a more detailed e-mail about the problems Mike and I have had with the exporter.

I probably shouldn't have said bugs...I mean it is pretty rock solid, it is more the lack of experience.

Anyways, the problem was that on rotating parts you have to set the center of all rotating parts to 0,0,0. So if you have a vehicle mesh, we found that for every layer you have to:

1. For rotating parts the origin has to be 0,0,0 always

So in modeler the easiest thing to do, is (f2) everything, and move them to the approximate reference of 0,0,0 then select the Pivot and use the numeric (n) windo to set the pivot to 0,0,0. Then once you have everything pivot set to 0,0,0 send it to layout, and then you have to keyframe all the parts back to where they are supposed to be. It's just a pain in the butt, but it works.

Anyways, the plug-in looks promising now..funny how I e-mail you about it and then you bring out a update...

Anyways, once you have the plug-in ready to ship please contact me, or put me on a list or something..I got a game that is just about ready to go to beta and these enhancements are what I need. Of course I'll have to do some reworking, but that is O'k. I really don't want the beta, cause I do not have time to test for you, but when you do get out of beta I'll take the plug-in prior to any documentation.

Thanks, for getting back on this. It is much needed.
#11
10/17/2002 (6:33 pm)
Hey, David -
Cool stuff man! Thanks :-)

Any chance of an update to the MilkShape3D plugin to add LoD to it? I've thought more than once about cracking it open, and taking a look - then I remember I know absolutely ziltch about the subject ;-) (Which I suppose means when I'm done with the next game, I should look into it anyway :-)
#12
10/18/2002 (1:31 pm)
Greetings!

First up, I'll be gone this weekend, so I may not get back to all of you until Monday.

Eric
I'll send you an email. I can always use more people that are willing to test it out and provide feedback.

FourD
OK, workflow issues we can deal with. I now understand what you're wanting, although I don't have an immediate solution. Perhaps if you could detail how you would build your turrets etc. such that they could be animated within LightWave (as if you were going to do an animation rather than export to the TGE) then I could see about making some changes. Perhaps you could write me an email on your preferred workflow, then we can see about making the required modifications.

Davis
I'm glad you like the direction that the plug-in is taking. As for modifying MilkShape 3D: I don't own a registered copy (and my eval copy expired months ago) to test with. Also, I'm not sure how easy it will be to add LOD support to MilkShape...based on my limited knowledge of it, I think it would be quite a kludge to implement.

Everyone else
Check out my next posting below for an important announcement! :o)

- LightWave Dave
#13
10/18/2002 (1:42 pm)
Greetings!

It's here!

Head on over to www.gnometech.com for version 02-10-18-BETA of the LightWave to DTS exporter. Please note that this is indeed a BETA version, and there is minimal documentation. I hope to get a couple of sample objects/scenes up for you to play with next week that'll give you a better idea of how to use the new features.

In case you haven't read the above postings, this version includes:

- Blend animation sequences
- Limiting nodes to specific anim sequences
- Discontinuous UV texture support
- Levels of detail for meshes
- DSQ file export (important for some of you :o)

Enjoy!

- LightWave Dave
#14
10/18/2002 (1:47 pm)
Thanks Dave, I kinda have a flow chart up here: Lightwave FlowChart, but it doesn't include all of Mike and I's work arounds.

I may give your beta a try anyways, this weekend, so maybe we'll see what happens.
#15
12/12/2002 (8:12 am)
Just wanted you to know, that Mike and I did use your updated beta, and it kicks butt. Worked really well, and I was able to re-work some of my meshes to utilize it better, thanks Dave.
#16
12/12/2002 (9:25 am)
The modeller making a few models for me is also using the beta version and from what he says its great stuff. Thanks for all the work you've done on it :)
#17
01/11/2003 (11:42 am)
David,
I hope you are still watching this thread.

First, I am not a Lightwave user, but I'd like to say thanks to you (and your team?) for your contributions to the GG community. I use the Milkshape exporter which I see is also a product on your page.

Second, I have a burning desire to learn about the DTS/DSQ format/concepts and am having a heck of a time learning about it. Part of my problem is a limited resource: 'time'. So, I'm hoping that you may have some scratched notes, or anything really, that might help with this research. Meanwhile, I will continue to look at your exporters and the DTS Toolkit.

Again, thanks for the contributions. A lot of people use these exporters and you've made a big difference to the success of the community.

-Ed
#18
01/11/2003 (11:57 am)
Dave is a great guy, he always tries to answer questions, give him a chance to respond and you may want to e-mail I think his address is on his site.
#19
01/11/2003 (12:05 pm)
Thanks Michael. I'll take your suggestion and send him a mail too.
#20
01/15/2003 (11:53 am)
Greetings!

I just wanted everyone to know that I'm still around. I've written Ed personally, so no need to copy that here. And it's great to hear that people are enjoying the latest version.

I'm continuing to work on a new version, slowly. That's what happens when you begin work on your own game...it cuts into other projects. The good news is that I feel very confident that the DSQ exporting is working well.

Here's what'll be in the next exporter release:
- Double-sided material support
- The ability to export scaling animations
- Improved DSQ export user interface

I'm also hoping to have object visibility animation in the next release, but it requires a user interface change that may take a bit. I may not wait to have this complete before shipping the next version.

Then I'll need to get with CJ to have the Mac version brought up to speed. And update the documentation. And the sample objects/scenes. Oh my!

- LightWave Dave
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