Game Development Community

Lightwave 3d dts texture problem

by RollerJesus · in Artist Corner · 01/02/2008 (7:39 pm) · 17 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.

#1
01/03/2008 (12:03 am)
Well, what file format are you trying to use for the image?
#2
01/03/2008 (5:32 am)
I'm using a 512 x 512 *.PNG file for the texture.

Thanks the quick response by the way...

'Patrick
#3
01/03/2008 (11:47 am)
Maybe it has something to do with the surface names in LW.
#4
01/03/2008 (11:55 am)
Surface names? For the UV texture? Any suggestions as to what it should be?.

I tried "Texture" and no luck, so I tried the same name as the *.dts file and no luck either.

I'm thinking it's something with having extra points in my model. I'm going to see if I can tidy it up this evening hopefully and give it another go.

Patrick
#5
01/03/2008 (3:54 pm)
I'm not sure if this is it but, I was told it was a good idea to make sure the surface names in LW are unique to the object. so i would use "prefixes" before each surface name.

my actual UV texture name is also "texture" but it shows up in showtoolpro and the game.

I'm pretty sure you need to write in the code what texture to use.
#6
01/04/2008 (6:57 am)
I've tried several texture names and no luck.

"I'm pretty sure you need to write in the code what texture to use."

Are you saying, I need to specify in the C++ code or in script. I didn't see anywhere in the script that identifies the texture name, but I also didn't look throughly. (I am creating a replacement for the buggy)

I think that's probably the solution. I'll check tonight.

Thanks,

P
#7
01/04/2008 (7:51 am)
Is the texture file in the same folder as the .dts file you are importing and named the same as the surface in lightwave? I'm not sure but I think it is case sensitive also.
#8
01/04/2008 (9:30 am)
Same folder, same name (case as well).
#9
01/04/2008 (10:36 am)
I'm guessing that maybe it has something to do with the way you are doing the surface baking. You might want to give more info on the whole process your using or try exporting it without the baking process as a test.
#10
01/04/2008 (11:03 am)
The pipeline:

Modeler:
1) Modeled the vehicle in quads (no textures)
2) Tripled the poly's
3) Reduced the poly count (~1300)
4) Cleaned up any spare points not used in 3 point polys
5) Textured the model using the texture window (F5)
6) Create an atlas UV map of the entire model

Layout:
7) Replace the vehicle in car example from gnometech with my object.
8) Re-align all relevent nodes
9) Use the surface baking camera top generate a power of 2 PNG file with the same name as the dts (The png looks really clean)
10) Use the dts exporter from gnometech to export the object as a dts.

The object imports fine and is driving fine, but no texture.
#11
01/04/2008 (11:53 am)
Again I'm just guessing but.. maybe try to uv map the new texture with the surface baking on it and then export your dts without having any surface baking applied to the object.
#12
01/04/2008 (12:01 pm)
I'm confused. I create the UV in modeler and I bake the texture in Layout. Don't see how to do it the other way.
#13
01/04/2008 (12:08 pm)
No I mean go back and apply the baked texture (after you baked it) and then export that. Or maybe just turn off the surface baking before exporting.
#14
01/04/2008 (12:28 pm)
That's a good idea. Now I just need to figure out how to get out of the office to go try it out.

Thanks.
#15
01/09/2008 (12:43 pm)
Yes the problem is that you are exporting an object with no texture applied. After baking it, you need to apply the baked texture to the object before saving it, lightwave does not do that automatically.
#16
01/09/2008 (12:52 pm)
I see now. I'm dying to get a minute to try it... Thanks!
#17
01/09/2008 (5:09 pm)
DUDES!

I can't thank you guys enough for all the insight. It has been invaluable. I have a working pipeline again with surface baking in Lightwave! I can't wait to tidy this one up and start on the other models for our game.

Here's a screenshot!

http://s32.photobucket.com/albums/d24/padesso/?action=view¤t=Screenie.jpg