Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: Mackie on September 06, 2007, 11:45:36 pm
-
I've seem to have lost his email address, anyone have any of his contacts?
-I need to ask him questions regarding conversion lwo files in general, also need to find lwo plugin(s) for 3dsmax :>
-
I've seem to have lost his email address, anyone have any of his contacts?
-I need to ask him questions regarding conversion lwo files in general, also need to find lwo plugin(s) for 3dsmax :>
Still around Mackie.. :) Easiest way to get ahold of me is drop a message like this one, I try to swing by here every couple of days. PM's here work as well. ;)
(ps: KF knows this already, but here's whats been pulling me off modding for the last bit:
http://atheorhaven.myblogtwo.com/
It's now about 65% complete with OS installed and all the programs that I want to have on it now up and running). ;)
-
I've seem to have lost his email address, anyone have any of his contacts?
-I need to ask him questions regarding conversion lwo files in general, also need to find lwo plugin(s) for 3dsmax :>
Still around Mackie.. :) Easiest way to get ahold of me is drop a message like this one, I try to swing by here every couple of days. PM's here work as well. ;)
(ps: KF knows this already, but here's whats been pulling me off modding for the last bit:
[url]http://atheorhaven.myblogtwo.com/[/url]
It's now about 65% complete with OS installed and all the programs that I want to have on it now up and running). ;)
Yeah ive been watching that pretty closely, damn awesome project too :)
Now, you wouldnt happen to have an effective way to import LWO's to 3dsmax without loosing uvs / triangulating the mesh? You know, like a plugin or something?
Im having serious problems with getting my weapons into oblivion because of that :(
-
Yeah ive been watching that pretty closely, damn awesome project too :)
Now, you wouldnt happen to have an effective way to import LWO's to 3dsmax without loosing uvs / triangulating the mesh? You know, like a plugin or something?
Im having serious problems with getting my weapons into oblivion because of that :(
Haven't tried modding Oblivion yet myself.. is there a demo or something like a model viewer or some such that can be downladed to try this out with? I have an idea what I'd use, but would want to try it to see if I could get a procedure that'd work..
-
I've seem to have lost his email address, anyone have any of his contacts?
-I need to ask him questions regarding conversion lwo files in general, also need to find lwo plugin(s) for 3dsmax :>
Still around Mackie.. :) Easiest way to get ahold of me is drop a message like this one, I try to swing by here every couple of days. PM's here work as well. ;)
(ps: KF knows this already, but here's whats been pulling me off modding for the last bit:
[url]http://atheorhaven.myblogtwo.com/[/url]
It's now about 65% complete with OS installed and all the programs that I want to have on it now up and running). ;)
Yeah ive been watching that pretty closely, damn awesome project too :)
Now, you wouldnt happen to have an effective way to import LWO's to 3dsmax without loosing uvs / triangulating the mesh? You know, like a plugin or something?
Im having serious problems with getting my weapons into oblivion because of that :(
Have you tried exporting as .obj from lightwave? Or am I not understanding the question?
-
Wavefront OBJ does retain multi-sided polygons (read as more than three) and UV coordinates, however, I don't know how it behaves when exported from Lightwave.
-
Wavefront OBJ does retain multi-sided polygons (read as more than three) and UV coordinates, however, I don't know how it behaves when exported from Lightwave.
No it doesnt and no it doesnt, it triangulates the polies and totally f*cks up the uv coordinates anyway you do it (regardless of the program you use to convert the file with) :/Haven't tried modding Oblivion yet myself.. is there a demo or something like a model viewer or some such that can be downladed to try this out with? I have an idea what I'd use, but would want to try it to see if I could get a procedure that'd work..
I'd just like to know your method of getting my lwos into whatever program you use without screwing them up, I cant seem to be able to find anyway to get the lwos out to anything useable for the oblivion guys (any format for max would be just fine)
-
there are lwo importers for max here -> http://www.maxplugins.de/
-
there are lwo importers for max here -> [url]http://www.maxplugins.de/ [/url]
*snip*
found :> .
anyone out there with max willing to try these toys out and see if they work?
-
Mackie, check your PM's.. but basically, email me one or two and I'll try my usual method first, and if that doesn't work, I have a new one in mind that I can try..
-
Mackie, check your PM's.. but basically, email me one or two and I'll try my usual method first, and if that doesn't work, I have a new one in mind that I can try..
I've emailed this as well, but decided to add it here too, a fairly simple weapon for starters with only 2 main textures and 2 bumpmaps which you can ignore :)
http://outalance.battleclinic.com/darkcentral/other/death/leafblade.rar
the model has to be able to get into max without 1. getting triangulated 2. loosing uvs
-
I've emailed this as well, but decided to add it here too, a fairly simple weapon for starters with only 2 main textures and 2 bumpmaps which you can ignore :)
[url]http://outalance.battleclinic.com/darkcentral/other/death/leafblade.rar[/url]
the model has to be able to get into max without 1. getting triangulated 2. loosing uvs
Both methods appear to have worked as far as I can tell.. here's the completed archive.
But check them both out for yourself, and I exported to as many formats as I had already in .3ds Max.. plus I included the .max file
But process 1 resulted in the .NIF leafblade_from3DS, and process 2 resulted in leafblade_from OBJ (which was your original). See what'll go ingame and let me know. :)
Didn't include the textures to decrease the archive size and allow the archive to be attached here..
-
original file, 994 polies, untriangulated.
Obj files - broken, triangulated, 1122 polies
3ds files - broken, triangulated, 1988 polies
md3 - broken, triangulated, 1988 polies
max - (cant view, no max)
I was fearing this outcome :/
Could you do a nif too, would like to see if those get f*cked too :/
-
a model with triangles can be refined into a quad mesh, but it will take time.
-
.. passed the NIFs along to Mackie already, he's trying them out. Also, got a COB file from him in IM, will work on other ways to import the mesh and UVs. Going to take a couple of days, but I have a couple of ideas..
-
.. passed the NIFs along to Mackie already, he's trying them out. Also, got a COB file from him in IM, will work on other ways to import the mesh and UVs. Going to take a couple of days, but I have a couple of ideas..
So I take that you couldnt just import the cob no ? :/
I cant tell if the nifs are good or not since i have no way to view how many polies they got
-
original file, 994 polies, untriangulated.
Obj files - broken, triangulated, 1122 polies
3ds files - broken, triangulated, 1988 polies
md3 - broken, triangulated, 1988 polies
max - (cant view, no max)
I was fearing this outcome :/
Could you do a nif too, would like to see if those get f*cked too :/
Strange that the obj and 3ds files don't have the same numbers. Is it possible that the "triangulated" obj files are only triangulating ngons (polies with more than 4 sides)? .obj does support guads and even ngons if the I/E plugin does.
-
Strange that the obj and 3ds files don't have the same numbers. Is it possible that the "triangulated" obj files are only triangulating ngons (polies with more than 4 sides)? .obj does support guads and even ngons if the I/E plugin does.
Yep, thats what the objs seem to be doing, for example just triangulating the arse ends of cylinder(shaped) objects and not much else.
Im beginning to think that I should just cope with the fact that my sh*t gets triangulated anyway I go, just cut the quality 50% and im set.
Is it true that games use triangles anyway? someone mentioned that games dont use objects with 4 sided polygons anyways and even if they do, the stress would be the same as if the object was twice as heavy on polies....
-
Hm.
It seems that my quest for answers and solutions has come to its end, the models do have to be triangulated.
Now to look for poly cutting tools for lightwave :>
-
Is it true that games use triangles anyway? someone mentioned that games dont use objects with 4 sided polygons anyways and even if they do, the stress would be the same as if the object was twice as heavy on polies....
Most (if not all) games are still currently using triangles, or some form of them.. but a square is simply a triangle with an extra vertice, right?
The only way that you'll be getting away from them (I think) is NURBS.. and I don't think that much is supporting that.
So far (with the time I've had), everything gets poly doubled and triangulated.. but I've also been out picking out the gardens the last two nights as well. I'm at home tonight, and I'll see what I can do with the original LWO and the COB that you'd sent across.
Might have some luck importing the .COB into Max and then exporting as a NIF, but I've definitely got to remove the BC plugin first.. it's insisting on have BC on the system before it'll export to NIF. The Morrowind/Oblivion NIF exporter may work better for my needs here.. ;)