Thread: [GD-General] Lightwave Object Loader
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From: Chris B. <Chr...@ma...> - 2001-09-18 05:07:49
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I'm building a lightwave object loader. Things are going well generally though I am having some problems. The texture projections are causing some problems for me to understand. Lightwave seems to be able to texture with planar, cubic, spherical and UV texturing. I'm not a great artist and don't know the tools very well. I have used editors in the past that allowed me to Move, rotate and scale textures. Based on this I would assume that UV texturing would be the only useful format for me as most of my textures will need to be moved around to align properly to the edges and most polygons are not axis aligned. Is this an incorrect assumption? Have I misunderstood the power of the other methods that only seem useful for axis aligned planes? If I'm correct and I really do need to use UV texturing, is it true that all Lightwave polygons will need a Named UV surface? All 1000 of them? I've read the documents from the lightwave SDK over and over but I can't see how this will be viable for artists so I must be reading it incorrectly. Does anyone have experience with this? Many thanks Chris |
From: Marin K. <m.k...@in...> - 2001-09-18 08:26:29
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> I'm not a great artist and don't know the tools very well. I have used editors in the past that allowed me to Move, rotate and scale textures. Based on this I would assume that UV texturing would be the only useful format for me as most of my textures will need to be moved around to align properly to the edges and most polygons are not axis aligned. Is this an incorrect assumption? Have I misunderstood the power of the other >methods that only seem useful for axis aligned planes? You'll need to convert to UV in order to render the stuff anyway, so it's sensible to stick to UV only. And you can always "emulate" other projections with MakeUVs tool. > If I'm correct and I really do need to use UV texturing, is it true that all Lightwave polygons will need a Named UV surface? All 1000 of them? I've read the documents from the lightwave SDK over and over but I can't see >how this will be viable for artists so I must be reading it incorrectly. Yes you are. ;-) You should go and try to UVmap a couple of objects in Modeler to get a grasp of how it's working. From programming POV each uv map is a set of (vertex index, (u,v) ) pairs. So you just cycle through the list and assign uv coords to vertices. > Does anyone have experience with this? Plenty. BTW, are you writing a LWO2 parser or a plugin? |
From: Niklas H. <ni...@ma...> - 2001-09-18 09:50:15
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Hi Chris, Chris Brodie wrote: > > I'm building a lightwave object loader. Things are going well generally though I am having some problems. The texture projections are causing some problems for me to understand. Lightwave seems to be able to texture with planar, cubic, spherical and UV texturing. > > I'm not a great artist and don't know the tools very well. I have used editors in the past that allowed me to Move, rotate and scale textures. Based on this I would assume that UV texturing would be the only useful format for me as most of my textures will need to be moved around to align properly to the edges and most polygons are not axis aligned. Is this an incorrect assumption? Have I misunderstood the power of the other methods that only seem useful for axis aligned planes? > No you haven't. The reason all this stuff are in there is before version 6.0 Lightwave didn't support UV mapping at all. And 6.5 (or might be 6.2 beta I don't remember exactly) Is the first version that supports proper UV mapping so the same vertex can have different UV's depending on what surface it is a part of. Once the artists passes the initial gap to UV there is no going back. And our artists here has never asked for using those other texture mapping methods again. UV is also essential for fast games due to the fact that the surface numbers using the planar texturing to get the same effect got quite insane. > If I'm correct and I really do need to use UV texturing, is it true that all Lightwave polygons will need a Named UV surface? All 1000 of them? I've read the documents from the lightwave SDK over and over but I can't see how this will be viable for artists so I must be reading it incorrectly. Yes they must belong to a surface. But they are assigned a Surface at the same time as they are assigned a texture. so It's not less viable than that they are all textured. Also the artists have quite good tools to do these selections so don't worry about it. The easiest way to get these questions answered is to simply ask the artists. Oh and the LightWave SDK is a mess. Or well it used to be I have heard that it's better now but when 6.5 was new .... /Niklas Hansson > > Does anyone have experience with this? > > Many thanks > > Chris > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general -- /Niklas Hansson Software Engineer Massive Entertainment AB |