Lightwave 3d dts texture problem
by RollerJesus · in Artist Corner · 01/02/2008 (6:25 pm) · 7 replies
I've used Lightwave 3d (9.2) to get things into TGE several times but this one has me stumped...
I can export the mesh just fine and it shows in Showtool Pro and in TGE but no textures. I created a UV map in modeler, baked the textures on in Layout using the Surface Baking Camera and rendered a nice 512 x 512 png file with the same name as the dts file.
I also tried making the UV map 256 x 256 and have made sure that I checked "Export material information" in the exporter.
Any help is greatly appreciated.
I can export the mesh just fine and it shows in Showtool Pro and in TGE but no textures. I created a UV map in modeler, baked the textures on in Layout using the Surface Baking Camera and rendered a nice 512 x 512 png file with the same name as the dts file.
I also tried making the UV map 256 x 256 and have made sure that I checked "Export material information" in the exporter.
Any help is greatly appreciated.
#2
02/13/2008 (2:52 pm)
Fixed it. Reloaded the plugin and that seemed to work.
#3
The problems was resolved... Sorry this one was a double post.
http://www.garagegames.com/mg/forums/result.thread.php?qt=70850
Patrick
02/14/2008 (6:33 am)
@Julio,The problems was resolved... Sorry this one was a double post.
http://www.garagegames.com/mg/forums/result.thread.php?qt=70850
Patrick
#4
02/14/2008 (5:15 pm)
Thanks for the link, though my problem is back. The only instance when everything works and I don't get skewed textures is when I use UV textures. Probably something gets screwed with the Vista and LW 9.3 combination...
#5
Check the format of the images you're using.
I have issues with some types of files because of the saving format of the images(number of bits etc)
and of course you need to make sure the texture sizes are a power of 2.
02/14/2008 (7:07 pm)
Guess i'll jump into this.Check the format of the images you're using.
I have issues with some types of files because of the saving format of the images(number of bits etc)
and of course you need to make sure the texture sizes are a power of 2.
#6
The native surface baker in lightwave requires a UV Map to be assigned the object in order to be able to render the baked image.
Try this;
after baking your image and saving the newly created texture deactivate the surface baker, import the new texture and assign it to the object as it's color texture using the pre-created uv map that you made in Modeler. Then export your dts from there. use jpg or png textures with power of 2 dimentions.
It sounds like you have a texture name issue, nothing more. let me know if that works for you.
02/14/2008 (8:14 pm)
Ok here is my take on this from my experience with Lightwave.The native surface baker in lightwave requires a UV Map to be assigned the object in order to be able to render the baked image.
Try this;
after baking your image and saving the newly created texture deactivate the surface baker, import the new texture and assign it to the object as it's color texture using the pre-created uv map that you made in Modeler. Then export your dts from there. use jpg or png textures with power of 2 dimentions.
It sounds like you have a texture name issue, nothing more. let me know if that works for you.
#7
Make sure that you don't have any points that aren't associated with 3 point polys. Hit the 'w' key while in points mode and make sure that the only ones that have a value in the Num column are associated with 3 point polys, otherwise the UV textures get assigned to these other points and it gets skewed.
I use the surface baking camera to create a UV map (select the camera, hit 'p' and pick surface baking). Then go back into LW and assign that UV map you just created to all surfaces, save and export as normal.
I hope this help,
Patrick
02/14/2008 (8:15 pm)
From what I understand you have to use UV textures. In the other thread, there is a step by step (I have since begun modeling in tri mode, so combine steps 1 and 2 and I've begun using qemloss3 (google it) to reduce the poly count.Make sure that you don't have any points that aren't associated with 3 point polys. Hit the 'w' key while in points mode and make sure that the only ones that have a value in the Num column are associated with 3 point polys, otherwise the UV textures get assigned to these other points and it gets skewed.
I use the surface baking camera to create a UV map (select the camera, hit 'p' and pick surface baking). Then go back into LW and assign that UV map you just created to all surfaces, save and export as normal.
I hope this help,
Patrick
Torque Owner Julio Jesus Guerrero Deschamps
Sorry RollerJesus if you thought this was an answer to your question, but at least you are not alone :S