BNA!@Posted: Sat Jan 24, 2004 8:21 pm :
Our member goliath took the time to compile a very nice tutorial for all of us.

Many thanks !

Now don't waste any time and have fun with it:

Edit by Goliath:

This tutorial is for Lightwave, not Maya. Most of the replies in this thread deal with my Maya tutorial, not this Lightwave one.

Quick Note

For ensuring that your model is prorperly textured in Doom3, all that is required is that the Doom 3 material path/name = the Lightwave Surface Name. That's how Doom 3 gets its material info applied to your model. That means that you can have whatever settings you want for that surface (color, luminosity, diffuse, specularity, reflection, bump, etc.) within Lightwave without impacting the way the model will look in the game. For example, if you wanted your diffuse map to be applied to your model in Lightwave to make it look more like what you'd see in Doom 3:

Once you've created your UV map and diffuse texture, open up the Surface Editor. You should have only one surface, and its name should equal the D3 material path/name (see the tutorial for more details on this).

Click on the T (texture) button for the color channel.

Under Layer Type, choose "Image Map"

Projection: UV

UVMap: nameOfYourUVMap

Image: (load texture / browse to your diffuse texture)

Click "Use Texture"

That will apply your diffuse texture to your model to the Color channel of your surface within Lightwave. You can repeat this process for the Specularity and Bump channels to apply your spec and local (normal) maps. Keep in mind that this doesn't affect the model in Doom 3 in any way (as long as the surface name = the full material path), but it's always a nice thing to get your model looking similar across apps.

Updated Lightwave tutorial and working link:
http://www.pcgamemods.com/6659/

Enjoy!

Goliath



jokko@Posted: Tue Aug 10, 2004 10:40 pm :
Hey bna !

Do you know if this guide will back online soon ?
I'm highly interested in reading it, i'm having issues in skining and wish this could help me a lot!



Hoffs@Posted: Tue Aug 10, 2004 11:35 pm :
[edit]

Forgot I had this already: Exporting From Maya To MD5

:roll:



Hoffs@Posted: Wed Aug 11, 2004 2:12 am :
Has anyone tried this tutorial since the offical Doom 3 release?

I'm not having the easiest time, but it could be due to how I built my model. Some of the instructions reguarding the .def and .state files are a bit confusing.

Also, I was using the newer exporting tool for Maya 6, which could have something todo with it as well.

Is there an updated tutorial for getting models into D3 since it's release? I haven't noticed, been looking through the forms.

I also tried Onan's Rottenpunk model posted in here but I got an error of "ERROR: file d:\Games\Doom3\base\models\eigene\rottenpunk\rp3_hurt.md5mesh. line 1: Invalid version 6. Should be version 10"

I'm assuming the final release of Doom 3 uses version 10, of something in that md5mesh and the alpha used version 6.



rich_is_bored@Posted: Wed Aug 11, 2004 3:28 am :
It's outdated information. Version 6 was the old MD5 format.

I don't believe anyone has made a conversion tool yet that will work with version 10.

Sorry. It will all get sorted out soon enough.



Hoffs@Posted: Wed Aug 11, 2004 3:37 am :
Ahhh thanks! Thought I was loose'n my mind.



goliathvt@Posted: Wed Aug 11, 2004 6:52 pm :
Updated the tutorial and fixed the link. This tutorial helps you get a static Lightwave model (that is, a .lwo) into Doom3 properly textured... it's NOT the Maya / animations one where you create md5mesh/md5anims.

Please send questions regarding the Maya version here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

The Maya tutorial is currently being reworked because the exporting options and format in the def files has changed with the final release. As soon as I have the time to sort those out, I'll update that tutorial as well.

Goliath



CDog@Posted: Sun Aug 22, 2004 12:04 pm :
After making the model, textures etc - I'm able to view it in the editor ((the little preview window)). I was able to get it into my map one time I tried it, as a mover, however having changed nothing - every time I try getting the object into the map since then, doesn't work.

If I were to model a box - didn't want it to do anything but sit there - how would I go about achieving this? Turning out to be easier getting LightWave objects into UnrealEd than doom.......

*pulling out hair*

EDIT: Forget that - I've just worked it out and feel silly - it was so easy...guess it always is once you know how :wink:



Godsbane@Posted: Mon Nov 01, 2004 9:59 pm :
Damnit! I still can't get any textures to show up! I'm not really worried yet about normal maps, I can't even get my regular flat maps to show up!

I have an LWO model in a folder in my models folder under base...
I have an MTR file in that folder named the same as my model (but .mtr not .lwo of course)...
I've got the textures I want in this same folder. They are 24bit Targa files...
These textures are those indicated in the MTR file...
I have UV mapped the model in LW and it uses those texture files for it's textures in the surface editor under colour AND diffuse just in case...

Anything wrong in what I've just said? I've tried to follow Goliath's tutorial to the letter, but it just isn't working. My model is black, in the editor, in the game... But it shows up fine in LW.

Anybody else got a LW texturing tute I can cross check against?



rich_is_bored@Posted: Mon Nov 01, 2004 10:19 pm :
Make sure your model is constructed of nothing but triangles.

Name the surface(s) in Lightwave according to the name of your individual material shaders, not the name of the *.mtr files themselves.

The filename of the custom *.mtr is irrelevant. It's the shader names contained within it that matter. You can have multiple shaders in one *.mtr.

It would be in your best interest to read my material shader primer...

http://www.doom3world.org/phpbb2/viewtopic.php?t=6617



Godsbane@Posted: Tue Nov 02, 2004 9:19 am :
Wow, thats a good little tute, I feel like I've gotten further along... But I still can't get it to show my textures.

Here's the .mtr file I've written:
Code:
models/EventHorizon/EH_Core
{
    bumpmap    models/EventHorizon/EngineCoreUVBump2.tga
    diffusemap    models/EventHorizon/EngineCoreUVColour2.tga
    specularmap   models/EventHorizon/SpecTest.tga
}

models/EventHorizon/EH_Rings
{
    bumpmap    models/EventHorizon/EngineRingsUVBump2.tga
    diffusemap    models/EventHorizon/EngineRingsUVColour2.tga
    specularmap   models/EventHorizon/SpecTest.tga
}


In Lightwave, my model has two surfaces, named in the surface editor as EH_Core and EH_Rings respectively.

The .tga files listed in the .mtr file above are in my base\models\EventHorizon\ folder.

My model is triangled and loads in, it's just untextured. I think the problem is with the material itself, I can't even find it in the media browser.

So what am I noobing up here?



Godsbane@Posted: Tue Nov 02, 2004 4:52 pm :
Okay, now I got my materials to show up in the media browser (Nobody says you have to save the .mtr file in the materials folder in the tutorials, I guess it's just assumed "well, duh! Where else would you put it?")...

Still not on my model though. Black in the editor (F3 and F7 modes) and black in the game, doesn't reflect and flashlight or anything else!

Damn this is annoying... I keep taking tiny steps towards completion however, thanks to everyone here at D3W.



rich_is_bored@Posted: Tue Nov 02, 2004 5:00 pm :
Godsbane wrote:
In Lightwave, my model has two surfaces, named in the surface editor as EH_Core and EH_Rings respectively.


Rename those surfaces so they match the full name of your material shaders...

EH_Core -becomes- models/EventHorizon/EH_Core
EH_Rings -becomes- models/EventHorizon/EH_Rings



goliathvt@Posted: Tue Nov 02, 2004 6:23 pm :
Yeah, how you define the surfaces in Lightwave is the key to getting your model to show up properly textured in D3. rich's suggestions should work. If not, go back through my tutorial and look for the pink-ish/magenta text that highlights how to set up your model's materials for use in Doom3.

Good luck!

Goliath



Godsbane@Posted: Tue Nov 02, 2004 6:32 pm :
Rich, you're beautiful. You did it.

IT WORKS! WOOHOO!

:D

It's nasty looking, the textures need tweeking for colour and contrast, the UV's are a bit ugly but, hell... Now it can be done!

Thank you.

(BTW whenever I read your posts I always hear the voice of Strong_Bad in my head for some reason. ;) )

I'll post some screenies when I have something decent enought to share. You get credits in my readme for this map man... Woooooohooo...

[EDIT]

You too Goliath, your tutorial was half the reason I got this far anyway.

Man, it's 4:30 am and now I can finally go to SLEEP!
8)



Godsbane@Posted: Tue Nov 02, 2004 9:11 pm :
Okay, I didn't get to sleep after all. :shock:

So I fiddled around with the textures (still not perfect) and set up a test of the model setup that's been haunting me for the last couple of days.

Image
Image
Image

Well, was it worth it? Maybe not yet... But it's a start!

Thanks again. :D



Rayne@Posted: Wed Nov 03, 2004 2:22 am :
Event Horizon! :P



Godsbane@Posted: Wed Nov 03, 2004 4:28 pm :
Oh yeah... Hell yeah!

Can you imagine Event Horizon as a Doom3 map? I'm pretty sure some of the ideas in Doom3's design came from that movie. So I'm gonna make a map... Maybe a mini mod if I can get some help.

Working on the set decoration now... Now that I know what I'm doing more or less ;)



wviperw@Posted: Thu Jun 08, 2006 4:19 am :
Tutorial link doesn't seem to be working. :(

EDIT: Found a working link at: http://www.pcgamemods.com/mod/6659.html



JBmonies@Posted: Fri Jul 21, 2006 7:28 pm :
that new link doesnt work either. I am looking for the scale to use...



BNA!@Posted: Sat Jan 24, 2004 8:21 pm :
Our member goliath took the time to compile a very nice tutorial for all of us.

Many thanks !

Now don't waste any time and have fun with it:

Edit by Goliath:

This tutorial is for Lightwave, not Maya. Most of the replies in this thread deal with my Maya tutorial, not this Lightwave one.

Quick Note

For ensuring that your model is prorperly textured in Doom3, all that is required is that the Doom 3 material path/name = the Lightwave Surface Name. That's how Doom 3 gets its material info applied to your model. That means that you can have whatever settings you want for that surface (color, luminosity, diffuse, specularity, reflection, bump, etc.) within Lightwave without impacting the way the model will look in the game. For example, if you wanted your diffuse map to be applied to your model in Lightwave to make it look more like what you'd see in Doom 3:

Once you've created your UV map and diffuse texture, open up the Surface Editor. You should have only one surface, and its name should equal the D3 material path/name (see the tutorial for more details on this).

Click on the T (texture) button for the color channel.

Under Layer Type, choose "Image Map"

Projection: UV

UVMap: nameOfYourUVMap

Image: (load texture / browse to your diffuse texture)

Click "Use Texture"

That will apply your diffuse texture to your model to the Color channel of your surface within Lightwave. You can repeat this process for the Specularity and Bump channels to apply your spec and local (normal) maps. Keep in mind that this doesn't affect the model in Doom 3 in any way (as long as the surface name = the full material path), but it's always a nice thing to get your model looking similar across apps.

Updated Lightwave tutorial and working link:
http://www.pcgamemods.com/6659/

Enjoy!

Goliath



jokko@Posted: Tue Aug 10, 2004 10:40 pm :
Hey bna !

Do you know if this guide will back online soon ?
I'm highly interested in reading it, i'm having issues in skining and wish this could help me a lot!



Hoffs@Posted: Tue Aug 10, 2004 11:35 pm :
[edit]

Forgot I had this already: Exporting From Maya To MD5

:roll:



Hoffs@Posted: Wed Aug 11, 2004 2:12 am :
Has anyone tried this tutorial since the offical Doom 3 release?

I'm not having the easiest time, but it could be due to how I built my model. Some of the instructions reguarding the .def and .state files are a bit confusing.

Also, I was using the newer exporting tool for Maya 6, which could have something todo with it as well.

Is there an updated tutorial for getting models into D3 since it's release? I haven't noticed, been looking through the forms.

I also tried Onan's Rottenpunk model posted in here but I got an error of "ERROR: file d:\Games\Doom3\base\models\eigene\rottenpunk\rp3_hurt.md5mesh. line 1: Invalid version 6. Should be version 10"

I'm assuming the final release of Doom 3 uses version 10, of something in that md5mesh and the alpha used version 6.



rich_is_bored@Posted: Wed Aug 11, 2004 3:28 am :
It's outdated information. Version 6 was the old MD5 format.

I don't believe anyone has made a conversion tool yet that will work with version 10.

Sorry. It will all get sorted out soon enough.



Hoffs@Posted: Wed Aug 11, 2004 3:37 am :
Ahhh thanks! Thought I was loose'n my mind.



goliathvt@Posted: Wed Aug 11, 2004 6:52 pm :
Updated the tutorial and fixed the link. This tutorial helps you get a static Lightwave model (that is, a .lwo) into Doom3 properly textured... it's NOT the Maya / animations one where you create md5mesh/md5anims.

Please send questions regarding the Maya version here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

The Maya tutorial is currently being reworked because the exporting options and format in the def files has changed with the final release. As soon as I have the time to sort those out, I'll update that tutorial as well.

Goliath



CDog@Posted: Sun Aug 22, 2004 12:04 pm :
After making the model, textures etc - I'm able to view it in the editor ((the little preview window)). I was able to get it into my map one time I tried it, as a mover, however having changed nothing - every time I try getting the object into the map since then, doesn't work.

If I were to model a box - didn't want it to do anything but sit there - how would I go about achieving this? Turning out to be easier getting LightWave objects into UnrealEd than doom.......

*pulling out hair*

EDIT: Forget that - I've just worked it out and feel silly - it was so easy...guess it always is once you know how :wink:



Godsbane@Posted: Mon Nov 01, 2004 9:59 pm :
Damnit! I still can't get any textures to show up! I'm not really worried yet about normal maps, I can't even get my regular flat maps to show up!

I have an LWO model in a folder in my models folder under base...
I have an MTR file in that folder named the same as my model (but .mtr not .lwo of course)...
I've got the textures I want in this same folder. They are 24bit Targa files...
These textures are those indicated in the MTR file...
I have UV mapped the model in LW and it uses those texture files for it's textures in the surface editor under colour AND diffuse just in case...

Anything wrong in what I've just said? I've tried to follow Goliath's tutorial to the letter, but it just isn't working. My model is black, in the editor, in the game... But it shows up fine in LW.

Anybody else got a LW texturing tute I can cross check against?



rich_is_bored@Posted: Mon Nov 01, 2004 10:19 pm :
Make sure your model is constructed of nothing but triangles.

Name the surface(s) in Lightwave according to the name of your individual material shaders, not the name of the *.mtr files themselves.

The filename of the custom *.mtr is irrelevant. It's the shader names contained within it that matter. You can have multiple shaders in one *.mtr.

It would be in your best interest to read my material shader primer...

http://www.doom3world.org/phpbb2/viewtopic.php?t=6617



Godsbane@Posted: Tue Nov 02, 2004 9:19 am :
Wow, thats a good little tute, I feel like I've gotten further along... But I still can't get it to show my textures.

Here's the .mtr file I've written:
Code:
models/EventHorizon/EH_Core
{
    bumpmap    models/EventHorizon/EngineCoreUVBump2.tga
    diffusemap    models/EventHorizon/EngineCoreUVColour2.tga
    specularmap   models/EventHorizon/SpecTest.tga
}

models/EventHorizon/EH_Rings
{
    bumpmap    models/EventHorizon/EngineRingsUVBump2.tga
    diffusemap    models/EventHorizon/EngineRingsUVColour2.tga
    specularmap   models/EventHorizon/SpecTest.tga
}


In Lightwave, my model has two surfaces, named in the surface editor as EH_Core and EH_Rings respectively.

The .tga files listed in the .mtr file above are in my base\models\EventHorizon\ folder.

My model is triangled and loads in, it's just untextured. I think the problem is with the material itself, I can't even find it in the media browser.

So what am I noobing up here?



Godsbane@Posted: Tue Nov 02, 2004 4:52 pm :
Okay, now I got my materials to show up in the media browser (Nobody says you have to save the .mtr file in the materials folder in the tutorials, I guess it's just assumed "well, duh! Where else would you put it?")...

Still not on my model though. Black in the editor (F3 and F7 modes) and black in the game, doesn't reflect and flashlight or anything else!

Damn this is annoying... I keep taking tiny steps towards completion however, thanks to everyone here at D3W.



rich_is_bored@Posted: Tue Nov 02, 2004 5:00 pm :
Godsbane wrote:
In Lightwave, my model has two surfaces, named in the surface editor as EH_Core and EH_Rings respectively.


Rename those surfaces so they match the full name of your material shaders...

EH_Core -becomes- models/EventHorizon/EH_Core
EH_Rings -becomes- models/EventHorizon/EH_Rings



goliathvt@Posted: Tue Nov 02, 2004 6:23 pm :
Yeah, how you define the surfaces in Lightwave is the key to getting your model to show up properly textured in D3. rich's suggestions should work. If not, go back through my tutorial and look for the pink-ish/magenta text that highlights how to set up your model's materials for use in Doom3.

Good luck!

Goliath



Godsbane@Posted: Tue Nov 02, 2004 6:32 pm :
Rich, you're beautiful. You did it.

IT WORKS! WOOHOO!

:D

It's nasty looking, the textures need tweeking for colour and contrast, the UV's are a bit ugly but, hell... Now it can be done!

Thank you.

(BTW whenever I read your posts I always hear the voice of Strong_Bad in my head for some reason. ;) )

I'll post some screenies when I have something decent enought to share. You get credits in my readme for this map man... Woooooohooo...

[EDIT]

You too Goliath, your tutorial was half the reason I got this far anyway.

Man, it's 4:30 am and now I can finally go to SLEEP!
8)



Godsbane@Posted: Tue Nov 02, 2004 9:11 pm :
Okay, I didn't get to sleep after all. :shock:

So I fiddled around with the textures (still not perfect) and set up a test of the model setup that's been haunting me for the last couple of days.

Image
Image
Image

Well, was it worth it? Maybe not yet... But it's a start!

Thanks again. :D



Rayne@Posted: Wed Nov 03, 2004 2:22 am :
Event Horizon! :P



Godsbane@Posted: Wed Nov 03, 2004 4:28 pm :
Oh yeah... Hell yeah!

Can you imagine Event Horizon as a Doom3 map? I'm pretty sure some of the ideas in Doom3's design came from that movie. So I'm gonna make a map... Maybe a mini mod if I can get some help.

Working on the set decoration now... Now that I know what I'm doing more or less ;)



wviperw@Posted: Thu Jun 08, 2006 4:19 am :
Tutorial link doesn't seem to be working. :(

EDIT: Found a working link at: http://www.pcgamemods.com/mod/6659.html



JBmonies@Posted: Fri Jul 21, 2006 7:28 pm : Doom 3 world • View topic - Modeling & Texturing Tutorial - Lightwave * Updated *

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 Post subject: Modeling & Texturing Tutorial - Lightwave * Updated *
PostPosted: Sat Jan 24, 2004 8:21 pm 
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Our member goliath took the time to compile a very nice tutorial for all of us.

Many thanks !

Now don't waste any time and have fun with it:

Edit by Goliath:

This tutorial is for Lightwave, not Maya. Most of the replies in this thread deal with my Maya tutorial, not this Lightwave one.

Quick Note

For ensuring that your model is prorperly textured in Doom3, all that is required is that the Doom 3 material path/name = the Lightwave Surface Name. That's how Doom 3 gets its material info applied to your model. That means that you can have whatever settings you want for that surface (color, luminosity, diffuse, specularity, reflection, bump, etc.) within Lightwave without impacting the way the model will look in the game. For example, if you wanted your diffuse map to be applied to your model in Lightwave to make it look more like what you'd see in Doom 3:

Once you've created your UV map and diffuse texture, open up the Surface Editor. You should have only one surface, and its name should equal the D3 material path/name (see the tutorial for more details on this).

Click on the T (texture) button for the color channel.

Under Layer Type, choose "Image Map"

Projection: UV

UVMap: nameOfYourUVMap

Image: (load texture / browse to your diffuse texture)

Click "Use Texture"

That will apply your diffuse texture to your model to the Color channel of your surface within Lightwave. You can repeat this process for the Specularity and Bump channels to apply your spec and local (normal) maps. Keep in mind that this doesn't affect the model in Doom 3 in any way (as long as the surface name = the full material path), but it's always a nice thing to get your model looking similar across apps.

Updated Lightwave tutorial and working link:
http://www.pcgamemods.com/6659/

Enjoy!

Goliath

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PostPosted: Tue Aug 10, 2004 10:40 pm 
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Hey bna !

Do you know if this guide will back online soon ?
I'm highly interested in reading it, i'm having issues in skining and wish this could help me a lot!


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PostPosted: Tue Aug 10, 2004 11:35 pm 
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[edit]

Forgot I had this already: Exporting From Maya To MD5

:roll:


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Has anyone tried this tutorial since the offical Doom 3 release?

I'm not having the easiest time, but it could be due to how I built my model. Some of the instructions reguarding the .def and .state files are a bit confusing.

Also, I was using the newer exporting tool for Maya 6, which could have something todo with it as well.

Is there an updated tutorial for getting models into D3 since it's release? I haven't noticed, been looking through the forms.

I also tried Onan's Rottenpunk model posted in here but I got an error of "ERROR: file d:\Games\Doom3\base\models\eigene\rottenpunk\rp3_hurt.md5mesh. line 1: Invalid version 6. Should be version 10"

I'm assuming the final release of Doom 3 uses version 10, of something in that md5mesh and the alpha used version 6.


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PostPosted: Wed Aug 11, 2004 3:28 am 
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It's outdated information. Version 6 was the old MD5 format.

I don't believe anyone has made a conversion tool yet that will work with version 10.

Sorry. It will all get sorted out soon enough.

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PostPosted: Wed Aug 11, 2004 3:37 am 
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Ahhh thanks! Thought I was loose'n my mind.


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PostPosted: Wed Aug 11, 2004 6:52 pm 
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Updated the tutorial and fixed the link. This tutorial helps you get a static Lightwave model (that is, a .lwo) into Doom3 properly textured... it's NOT the Maya / animations one where you create md5mesh/md5anims.

Please send questions regarding the Maya version here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

The Maya tutorial is currently being reworked because the exporting options and format in the def files has changed with the final release. As soon as I have the time to sort those out, I'll update that tutorial as well.

Goliath

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PostPosted: Sun Aug 22, 2004 12:04 pm 
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After making the model, textures etc - I'm able to view it in the editor ((the little preview window)). I was able to get it into my map one time I tried it, as a mover, however having changed nothing - every time I try getting the object into the map since then, doesn't work.

If I were to model a box - didn't want it to do anything but sit there - how would I go about achieving this? Turning out to be easier getting LightWave objects into UnrealEd than doom.......

*pulling out hair*

EDIT: Forget that - I've just worked it out and feel silly - it was so easy...guess it always is once you know how :wink:


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PostPosted: Mon Nov 01, 2004 9:59 pm 
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Damnit! I still can't get any textures to show up! I'm not really worried yet about normal maps, I can't even get my regular flat maps to show up!

I have an LWO model in a folder in my models folder under base...
I have an MTR file in that folder named the same as my model (but .mtr not .lwo of course)...
I've got the textures I want in this same folder. They are 24bit Targa files...
These textures are those indicated in the MTR file...
I have UV mapped the model in LW and it uses those texture files for it's textures in the surface editor under colour AND diffuse just in case...

Anything wrong in what I've just said? I've tried to follow Goliath's tutorial to the letter, but it just isn't working. My model is black, in the editor, in the game... But it shows up fine in LW.

Anybody else got a LW texturing tute I can cross check against?


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PostPosted: Mon Nov 01, 2004 10:19 pm 
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Make sure your model is constructed of nothing but triangles.

Name the surface(s) in Lightwave according to the name of your individual material shaders, not the name of the *.mtr files themselves.

The filename of the custom *.mtr is irrelevant. It's the shader names contained within it that matter. You can have multiple shaders in one *.mtr.

It would be in your best interest to read my material shader primer...

http://www.doom3world.org/phpbb2/viewtopic.php?t=6617

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PostPosted: Tue Nov 02, 2004 9:19 am 
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Wow, thats a good little tute, I feel like I've gotten further along... But I still can't get it to show my textures.

Here's the .mtr file I've written:
Code:
models/EventHorizon/EH_Core
{
    bumpmap    models/EventHorizon/EngineCoreUVBump2.tga
    diffusemap    models/EventHorizon/EngineCoreUVColour2.tga
    specularmap   models/EventHorizon/SpecTest.tga
}

models/EventHorizon/EH_Rings
{
    bumpmap    models/EventHorizon/EngineRingsUVBump2.tga
    diffusemap    models/EventHorizon/EngineRingsUVColour2.tga
    specularmap   models/EventHorizon/SpecTest.tga
}


In Lightwave, my model has two surfaces, named in the surface editor as EH_Core and EH_Rings respectively.

The .tga files listed in the .mtr file above are in my base\models\EventHorizon\ folder.

My model is triangled and loads in, it's just untextured. I think the problem is with the material itself, I can't even find it in the media browser.

So what am I noobing up here?


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PostPosted: Tue Nov 02, 2004 4:52 pm 
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Okay, now I got my materials to show up in the media browser (Nobody says you have to save the .mtr file in the materials folder in the tutorials, I guess it's just assumed "well, duh! Where else would you put it?")...

Still not on my model though. Black in the editor (F3 and F7 modes) and black in the game, doesn't reflect and flashlight or anything else!

Damn this is annoying... I keep taking tiny steps towards completion however, thanks to everyone here at D3W.


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PostPosted: Tue Nov 02, 2004 5:00 pm 
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Godsbane wrote:
In Lightwave, my model has two surfaces, named in the surface editor as EH_Core and EH_Rings respectively.


Rename those surfaces so they match the full name of your material shaders...

EH_Core -becomes- models/EventHorizon/EH_Core
EH_Rings -becomes- models/EventHorizon/EH_Rings

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PostPosted: Tue Nov 02, 2004 6:23 pm 
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Yeah, how you define the surfaces in Lightwave is the key to getting your model to show up properly textured in D3. rich's suggestions should work. If not, go back through my tutorial and look for the pink-ish/magenta text that highlights how to set up your model's materials for use in Doom3.

Good luck!

Goliath

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Rich, you're beautiful. You did it.

IT WORKS! WOOHOO!

:D

It's nasty looking, the textures need tweeking for colour and contrast, the UV's are a bit ugly but, hell... Now it can be done!

Thank you.

(BTW whenever I read your posts I always hear the voice of Strong_Bad in my head for some reason. ;) )

I'll post some screenies when I have something decent enought to share. You get credits in my readme for this map man... Woooooohooo...

[EDIT]

You too Goliath, your tutorial was half the reason I got this far anyway.

Man, it's 4:30 am and now I can finally go to SLEEP!
8)


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Okay, I didn't get to sleep after all. :shock:

So I fiddled around with the textures (still not perfect) and set up a test of the model setup that's been haunting me for the last couple of days.

Image
Image
Image

Well, was it worth it? Maybe not yet... But it's a start!

Thanks again. :D


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PostPosted: Wed Nov 03, 2004 2:22 am 
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Event Horizon! :P

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Oh yeah... Hell yeah!

Can you imagine Event Horizon as a Doom3 map? I'm pretty sure some of the ideas in Doom3's design came from that movie. So I'm gonna make a map... Maybe a mini mod if I can get some help.

Working on the set decoration now... Now that I know what I'm doing more or less ;)


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Tutorial link doesn't seem to be working. :(

EDIT: Found a working link at: http://www.pcgamemods.com/mod/6659.html

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BNA!@Posted: Sat Jan 24, 2004 8:21 pm :
Our member goliath took the time to compile a very nice tutorial for all of us.

Many thanks !

Now don't waste any time and have fun with it:

Edit by Goliath:

This tutorial is for Lightwave, not Maya. Most of the replies in this thread deal with my Maya tutorial, not this Lightwave one.

Quick Note

For ensuring that your model is prorperly textured in Doom3, all that is required is that the Doom 3 material path/name = the Lightwave Surface Name. That's how Doom 3 gets its material info applied to your model. That means that you can have whatever settings you want for that surface (color, luminosity, diffuse, specularity, reflection, bump, etc.) within Lightwave without impacting the way the model will look in the game. For example, if you wanted your diffuse map to be applied to your model in Lightwave to make it look more like what you'd see in Doom 3:

Once you've created your UV map and diffuse texture, open up the Surface Editor. You should have only one surface, and its name should equal the D3 material path/name (see the tutorial for more details on this).

Click on the T (texture) button for the color channel.

Under Layer Type, choose "Image Map"

Projection: UV

UVMap: nameOfYourUVMap

Image: (load texture / browse to your diffuse texture)

Click "Use Texture"

That will apply your diffuse texture to your model to the Color channel of your surface within Lightwave. You can repeat this process for the Specularity and Bump channels to apply your spec and local (normal) maps. Keep in mind that this doesn't affect the model in Doom 3 in any way (as long as the surface name = the full material path), but it's always a nice thing to get your model looking similar across apps.

Updated Lightwave tutorial and working link:
http://www.pcgamemods.com/6659/

Enjoy!

Goliath



jokko@Posted: Tue Aug 10, 2004 10:40 pm :
Hey bna !

Do you know if this guide will back online soon ?
I'm highly interested in reading it, i'm having issues in skining and wish this could help me a lot!



Hoffs@Posted: Tue Aug 10, 2004 11:35 pm :
[edit]

Forgot I had this already: Exporting From Maya To MD5

:roll:



Hoffs@Posted: Wed Aug 11, 2004 2:12 am :
Has anyone tried this tutorial since the offical Doom 3 release?

I'm not having the easiest time, but it could be due to how I built my model. Some of the instructions reguarding the .def and .state files are a bit confusing.

Also, I was using the newer exporting tool for Maya 6, which could have something todo with it as well.

Is there an updated tutorial for getting models into D3 since it's release? I haven't noticed, been looking through the forms.

I also tried Onan's Rottenpunk model posted in here but I got an error of "ERROR: file d:\Games\Doom3\base\models\eigene\rottenpunk\rp3_hurt.md5mesh. line 1: Invalid version 6. Should be version 10"

I'm assuming the final release of Doom 3 uses version 10, of something in that md5mesh and the alpha used version 6.



rich_is_bored@Posted: Wed Aug 11, 2004 3:28 am :
It's outdated information. Version 6 was the old MD5 format.

I don't believe anyone has made a conversion tool yet that will work with version 10.

Sorry. It will all get sorted out soon enough.



Hoffs@Posted: Wed Aug 11, 2004 3:37 am :
Ahhh thanks! Thought I was loose'n my mind.



goliathvt@Posted: Wed Aug 11, 2004 6:52 pm :
Updated the tutorial and fixed the link. This tutorial helps you get a static Lightwave model (that is, a .lwo) into Doom3 properly textured... it's NOT the Maya / animations one where you create md5mesh/md5anims.

Please send questions regarding the Maya version here:
http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

The Maya tutorial is currently being reworked because the exporting options and format in the def files has changed with the final release. As soon as I have the time to sort those out, I'll update that tutorial as well.

Goliath



CDog@Posted: Sun Aug 22, 2004 12:04 pm :
After making the model, textures etc - I'm able to view it in the editor ((the little preview window)). I was able to get it into my map one time I tried it, as a mover, however having changed nothing - every time I try getting the object into the map since then, doesn't work.

If I were to model a box - didn't want it to do anything but sit there - how would I go about achieving this? Turning out to be easier getting LightWave objects into UnrealEd than doom.......

*pulling out hair*

EDIT: Forget that - I've just worked it out and feel silly - it was so easy...guess it always is once you know how :wink:



Godsbane@Posted: Mon Nov 01, 2004 9:59 pm :
Damnit! I still can't get any textures to show up! I'm not really worried yet about normal maps, I can't even get my regular flat maps to show up!

I have an LWO model in a folder in my models folder under base...
I have an MTR file in that folder named the same as my model (but .mtr not .lwo of course)...
I've got the textures I want in this same folder. They are 24bit Targa files...
These textures are those indicated in the MTR file...
I have UV mapped the model in LW and it uses those texture files for it's textures in the surface editor under colour AND diffuse just in case...

Anything wrong in what I've just said? I've tried to follow Goliath's tutorial to the letter, but it just isn't working. My model is black, in the editor, in the game... But it shows up fine in LW.

Anybody else got a LW texturing tute I can cross check against?



rich_is_bored@Posted: Mon Nov 01, 2004 10:19 pm :
Make sure your model is constructed of nothing but triangles.

Name the surface(s) in Lightwave according to the name of your individual material shaders, not the name of the *.mtr files themselves.

The filename of the custom *.mtr is irrelevant. It's the shader names contained within it that matter. You can have multiple shaders in one *.mtr.

It would be in your best interest to read my material shader primer...

http://www.doom3world.org/phpbb2/viewtopic.php?t=6617



Godsbane@Posted: Tue Nov 02, 2004 9:19 am :
Wow, thats a good little tute, I feel like I've gotten further along... But I still can't get it to show my textures.

Here's the .mtr file I've written:
Code:
models/EventHorizon/EH_Core
{
    bumpmap    models/EventHorizon/EngineCoreUVBump2.tga
    diffusemap    models/EventHorizon/EngineCoreUVColour2.tga
    specularmap   models/EventHorizon/SpecTest.tga
}

models/EventHorizon/EH_Rings
{
    bumpmap    models/EventHorizon/EngineRingsUVBump2.tga
    diffusemap    models/EventHorizon/EngineRingsUVColour2.tga
    specularmap   models/EventHorizon/SpecTest.tga
}


In Lightwave, my model has two surfaces, named in the surface editor as EH_Core and EH_Rings respectively.

The .tga files listed in the .mtr file above are in my base\models\EventHorizon\ folder.

My model is triangled and loads in, it's just untextured. I think the problem is with the material itself, I can't even find it in the media browser.

So what am I noobing up here?



Godsbane@Posted: Tue Nov 02, 2004 4:52 pm :
Okay, now I got my materials to show up in the media browser (Nobody says you have to save the .mtr file in the materials folder in the tutorials, I guess it's just assumed "well, duh! Where else would you put it?")...

Still not on my model though. Black in the editor (F3 and F7 modes) and black in the game, doesn't reflect and flashlight or anything else!

Damn this is annoying... I keep taking tiny steps towards completion however, thanks to everyone here at D3W.



rich_is_bored@Posted: Tue Nov 02, 2004 5:00 pm :
Godsbane wrote:
In Lightwave, my model has two surfaces, named in the surface editor as EH_Core and EH_Rings respectively.


Rename those surfaces so they match the full name of your material shaders...

EH_Core -becomes- models/EventHorizon/EH_Core
EH_Rings -becomes- models/EventHorizon/EH_Rings



goliathvt@Posted: Tue Nov 02, 2004 6:23 pm :
Yeah, how you define the surfaces in Lightwave is the key to getting your model to show up properly textured in D3. rich's suggestions should work. If not, go back through my tutorial and look for the pink-ish/magenta text that highlights how to set up your model's materials for use in Doom3.

Good luck!

Goliath



Godsbane@Posted: Tue Nov 02, 2004 6:32 pm :
Rich, you're beautiful. You did it.

IT WORKS! WOOHOO!

:D

It's nasty looking, the textures need tweeking for colour and contrast, the UV's are a bit ugly but, hell... Now it can be done!

Thank you.

(BTW whenever I read your posts I always hear the voice of Strong_Bad in my head for some reason. ;) )

I'll post some screenies when I have something decent enought to share. You get credits in my readme for this map man... Woooooohooo...

[EDIT]

You too Goliath, your tutorial was half the reason I got this far anyway.

Man, it's 4:30 am and now I can finally go to SLEEP!
8)



Godsbane@Posted: Tue Nov 02, 2004 9:11 pm :
Okay, I didn't get to sleep after all. :shock:

So I fiddled around with the textures (still not perfect) and set up a test of the model setup that's been haunting me for the last couple of days.

Image
Image
Image

Well, was it worth it? Maybe not yet... But it's a start!

Thanks again. :D



Rayne@Posted: Wed Nov 03, 2004 2:22 am :
Event Horizon! :P



Godsbane@Posted: Wed Nov 03, 2004 4:28 pm :
Oh yeah... Hell yeah!

Can you imagine Event Horizon as a Doom3 map? I'm pretty sure some of the ideas in Doom3's design came from that movie. So I'm gonna make a map... Maybe a mini mod if I can get some help.

Working on the set decoration now... Now that I know what I'm doing more or less ;)



wviperw@Posted: Thu Jun 08, 2006 4:19 am :
Tutorial link doesn't seem to be working. :(

EDIT: Found a working link at: http://www.pcgamemods.com/mod/6659.html