proton@Posted: Fri Aug 15, 2003 8:11 pm    Post subject: Cool Place...: Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


BNA!@Posted: Sat Aug 16, 2003 7:19 am    Post subject: Re: Cool Place...:
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Last edited by BNA! on Sat Aug 16, 2003 5:35 pm; edited 1 time in total



BNA!@Posted: Sat Aug 16, 2003 7:25 am    Post subject: : Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am    Post subject: : I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. Confused
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



BNA!@Posted: Sat Aug 16, 2003 8:31 am    Post subject: :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. Confused


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



proton@Posted: Sun Aug 17, 2003 2:06 pm    Post subject: : Your all going to love this Smile

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm    Post subject: : Great to hear Cool But does that mean no problems with textures and materials when exporting? No painful tweaking? Very Happy


rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm    Post subject: : Well, you're right and wrong at the same time. Confused

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



Guardian@Posted: Fri Aug 19, 2005 3:32 pm    Post subject: ?: What?????
_________________
Hi!! I'm from sweden.....



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm    Post subject: : This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Sat Aug 20, 2005 3:29 pm    Post subject: : Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am    Post subject: : Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Mon Aug 22, 2005 5:26 am    Post subject: : I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



proton@Posted: Fri Aug 15, 2003 8:11 pm    Post subject: Cool Place...: Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


BNA!@Posted: Sat Aug 16, 2003 7:19 am    Post subject: Re: Cool Place...:
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Last edited by BNA! on Sat Aug 16, 2003 5:35 pm; edited 1 time in total



BNA!@Posted: Sat Aug 16, 2003 7:25 am    Post subject: : Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am    Post subject: : I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. Confused
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



BNA!@Posted: Sat Aug 16, 2003 8:31 am    Post subject: :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. Confused


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



proton@Posted: Sun Aug 17, 2003 2:06 pm    Post subject: : Your all going to love this Smile

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm    Post subject: : Great to hear Cool But does that mean no problems with textures and materials when exporting? No painful tweaking? Very Happy


rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm    Post subject: : Well, you're right and wrong at the same time. Confused

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



Guardian@Posted: Fri Aug 19, 2005 3:32 pm    Post subject: ?: What?????
_________________
Hi!! I'm from sweden.....



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm    Post subject: : This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Sat Aug 20, 2005 3:29 pm    Post subject: : Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am    Post subject: : Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Mon Aug 22, 2005 5:26 am    Post subject: : I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



proton@Posted: Fri Aug 15, 2003 8:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 7:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 7:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 8:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 2:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 3:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 3:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 5:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.



proton@Posted: Fri Aug 15, 2003 8:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 7:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 7:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 8:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 2:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 3:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 3:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 5:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.



proton@Posted: Fri Aug 15, 2003 9:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 8:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 8:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 8:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 9:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 3:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 5:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 9:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 4:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 8:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 4:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 7:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 6:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.



proton@Posted: Fri Aug 15, 2003 9:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 8:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 8:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 8:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 9:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 3:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 5:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 9:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 4:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 8:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 4:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 7:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 6:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.



proton@Posted: Fri Aug 15, 2003 8:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 7:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 7:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 8:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 2:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 3:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 3:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 5:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.



proton@Posted: Fri Aug 15, 2003 8:11 pm    Post subject: Cool Place...: Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


BNA!@Posted: Sat Aug 16, 2003 7:19 am    Post subject: Re: Cool Place...:
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Last edited by BNA! on Sat Aug 16, 2003 5:35 pm; edited 1 time in total



BNA!@Posted: Sat Aug 16, 2003 7:25 am    Post subject: : Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am    Post subject: : I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. Confused
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



BNA!@Posted: Sat Aug 16, 2003 8:31 am    Post subject: :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. Confused


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



proton@Posted: Sun Aug 17, 2003 2:06 pm    Post subject: : Your all going to love this Smile

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm    Post subject: : Great to hear Cool But does that mean no problems with textures and materials when exporting? No painful tweaking? Very Happy


rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm    Post subject: : Well, you're right and wrong at the same time. Confused

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



Guardian@Posted: Fri Aug 19, 2005 3:32 pm    Post subject: ?: What?????
_________________
Hi!! I'm from sweden.....



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm    Post subject: : This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Sat Aug 20, 2005 3:29 pm    Post subject: : Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am    Post subject: : Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Mon Aug 22, 2005 5:26 am    Post subject: : I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



proton@Posted: Fri Aug 15, 2003 8:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 7:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 7:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 8:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 2:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 3:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 3:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 5:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.



proton@Posted: Fri Aug 15, 2003 8:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 7:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 7:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 8:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 2:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 3:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 3:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 5:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.



proton@Posted: Fri Aug 15, 2003 8:11 pm    Post subject: Cool Place...: Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


BNA!@Posted: Sat Aug 16, 2003 7:19 am    Post subject: Re: Cool Place...:
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Last edited by BNA! on Sat Aug 16, 2003 5:35 pm; edited 1 time in total



BNA!@Posted: Sat Aug 16, 2003 7:25 am    Post subject: : Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am    Post subject: : I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. Confused
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



BNA!@Posted: Sat Aug 16, 2003 8:31 am    Post subject: :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. Confused


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



proton@Posted: Sun Aug 17, 2003 2:06 pm    Post subject: : Your all going to love this Smile

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm    Post subject: : Great to hear Cool But does that mean no problems with textures and materials when exporting? No painful tweaking? Very Happy


rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm    Post subject: : Well, you're right and wrong at the same time. Confused

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



Guardian@Posted: Fri Aug 19, 2005 3:32 pm    Post subject: ?: What?????
_________________
Hi!! I'm from sweden.....



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm    Post subject: : This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Sat Aug 20, 2005 3:29 pm    Post subject: : Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am    Post subject: : Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Mon Aug 22, 2005 5:26 am    Post subject: : I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



proton@Posted: Fri Aug 15, 2003 8:11 pm    Post subject: Cool Place...: Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


BNA!@Posted: Sat Aug 16, 2003 7:19 am    Post subject: Re: Cool Place...:
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW Smile


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Last edited by BNA! on Sat Aug 16, 2003 5:35 pm; edited 1 time in total



BNA!@Posted: Sat Aug 16, 2003 7:25 am    Post subject: : Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am    Post subject: : I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. Confused
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



BNA!@Posted: Sat Aug 16, 2003 8:31 am    Post subject: :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. Confused


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



proton@Posted: Sun Aug 17, 2003 2:06 pm    Post subject: : Your all going to love this Smile

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm    Post subject: : Great to hear Cool But does that mean no problems with textures and materials when exporting? No painful tweaking? Very Happy


rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm    Post subject: : Well, you're right and wrong at the same time. Confused

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



Guardian@Posted: Fri Aug 19, 2005 3:32 pm    Post subject: ?: What?????
_________________
Hi!! I'm from sweden.....



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm    Post subject: : This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Sat Aug 20, 2005 3:29 pm    Post subject: : Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am    Post subject: : Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



oDDity@Posted: Mon Aug 22, 2005 5:26 am    Post subject: : I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



proton@Posted: Fri Aug 15, 2003 8:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 7:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 7:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 8:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 2:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 3:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 3:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 5:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.



proton@Posted: Fri Aug 15, 2003 8:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 7:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 7:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 8:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 2:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 3:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 3:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 5:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.



proton@Posted: Fri Aug 15, 2003 8:11 pm :
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)



BNA!@Posted: Sat Aug 16, 2003 7:19 am :
proton wrote:
Cool Place...great to see another LW forum....can't wait f or Doom3 they are creating awesome stuff and they are really cool guys to chat with about LW :)


Hey proton - very happy welcome here!

I hope you'll keep us updated on interesting news!

Other than that - the new LW[8] looks like it's going to rock.

edit:

Forgot to say thanks for your ongoing community support.
I really appreciate all the work you put into gathering tutorials, releasing free models, rigs, scenes and countless things more.

Keep your good work up William!



BNA!@Posted: Sat Aug 16, 2003 7:25 am :
Proton - a burning question:

Any chance that Lightwave[8] will come with game exporters for Doom³ ?

Would be great if we could animate for the Doom³ engine in Lightwave too.



rich_is_bored@Posted: Sat Aug 16, 2003 7:40 am :
I'm teaching myself LScript right now just in case.

BTW, LScript isn't very well documented at all. :?



BNA!@Posted: Sat Aug 16, 2003 8:31 am :
rich_is_bored wrote:
BTW, LScript isn't very well documented at all. :?


If that means your work will be only half as good as the one you did with Doom³ we have to expect the very best from you.



proton@Posted: Sun Aug 17, 2003 2:06 pm :
Your all going to love this :)

As far as Doomm3 exporters.....the file format for Doom Content is ....drum roll please.....

LWO


that is the native LightWave format......and the Doom format is LWO......it can't get any better then that!



Librarian@Posted: Sun Aug 17, 2003 4:00 pm :
Great to hear 8) But does that mean no problems with textures and materials when exporting? No painful tweaking? :D



rich_is_bored@Posted: Sun Aug 17, 2003 8:05 pm :
Well, you're right and wrong at the same time. :?

You can use an LWO as a static object in game however animated entities such as characters are in MD5 format. What we are hoping for is a way to export LWOs with animations as MD5s.



Guardian@Posted: Fri Aug 19, 2005 3:32 pm :
What?????



rich_is_bored@Posted: Fri Aug 19, 2005 7:29 pm :
This should clear up any confusion...

http://wiki.doom3reference.com/wiki/Modelling



oDDity@Posted: Sat Aug 20, 2005 3:29 pm :
Lightwave is ALWAYS left behind when it comes to game animation plugins.
It must be a particulary tough thing to code, given the separate object and scene formats, one in text format and one in binary.



rich_is_bored@Posted: Sun Aug 21, 2005 6:47 am :
Newtek just needs to release a library with routines to read and write all of Lightwave's formats.

This way, people don't need to download the SDK documentation and read a ton of articles just to figure out how to parse the various formats.



oDDity@Posted: Mon Aug 22, 2005 5:26 am :
I've never bothered to learn character rigging or animating in lightwave anyway, since it used to be a pain up until version 8, (some would say it still is, comparatively) and I only do game stuff, so there was no point because of the total lack of plugin support.