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  1. #1
    Join Date
    Apr 2003
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    MA, USA
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    32

    Lightwave support

    Hi all,

    I was referred to the UT2k3 level editor because (I was told) it supports Lightwave fairly well. I've run through this site but I'm not seeing much in terms of LW discussion. Is this a bad sign?

    Is anyone here using LW for their UT2k3 development?

  2. #2
    Join Date
    Jan 2003
    Location
    Brisbane Australia
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    1,525

    Re: Lightwave support

    Originally posted by ChrisBasken
    Hi all,
    I've run through this site but I'm not seeing much in terms of LW discussion. Is this a bad sign?
    No this is not a bad sign, just means that no one is having problems with it


    Originally posted by ChrisBasken
    Is anyone here using LW for their UT2k3 development? [/B]
    I do

  3. #3
    Join Date
    Apr 2003
    Location
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    Posts
    32

    Re: Re: Lightwave support

    No this is not a bad sign, just means that no one is having problems with it
    Well, that's certainly good news.

    I do
    Do you find it as easy to import your LW models and animations as the tutorials show it (using 3DSmax)?
    \________________,
    Chris(topher) Basken
    ...add one "delusion of adequacy"...
    (Trying to quid go pro)
    My WIP

  4. #4
    Join Date
    Jan 2003
    Location
    Brisbane Australia
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    1,525
    LW is very easy to import models
    The editor will import .lwo objects directly, no need to save as a different file.
    The only thing that you have to do is triple the model in LW before you try and import.

  5. #5
    Join Date
    Apr 2003
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    MA, USA
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    Cool! So I assume nothing fancy like subdivs...

    What about animation sequences, like walk cycles? Will it import .lws files or something?
    \________________,
    Chris(topher) Basken
    ...add one "delusion of adequacy"...
    (Trying to quid go pro)
    My WIP

  6. #6
    Join Date
    Jan 2003
    Location
    Brisbane Australia
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    1,525
    Originally posted by ChrisBasken
    Cool! So I assume nothing fancy like subdivs...
    no fancy stuff.

    Originally posted by ChrisBasken

    What about animation sequences, like walk cycles? Will it import .lws files or something?
    Oh so you are talking about a character models!? I thourght you were talking about static meshes for level editing.

  7. #7
    Join Date
    Mar 2003
    Posts
    3
    hi
    not sure how useful this is but if you check on flay for the 'unreal skl exporter' it looks like it might enable you to export animations from lightwave into unreal .psa/.psk format.

  8. #8
    Join Date
    Apr 2003
    Location
    MA, USA
    Posts
    32
    Originally posted by Slay3r
    Oh so you are talking about a character models!? I thourght you were talking about static meshes for level editing.
    Sorry, yeah, I wasn't being specific. I guess I'm just looking to learn what works best for what. The ability to easily bring static meshes in for terrain/rooms is great in and of itself. I'm very comfortable with the LW modeling workflow, so that's cool.

    I'd like to eventually play with character models, too, but it looks like that's two different things, as far as importing into UT2003 goes...
    \________________,
    Chris(topher) Basken
    ...add one "delusion of adequacy"...
    (Trying to quid go pro)
    My WIP

  9. #9
    Join Date
    Apr 2003
    Location
    MA, USA
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    Originally posted by gryff
    hi
    not sure how useful this is but if you check on flay for the 'unreal skl exporter' it looks like it might enable you to export animations from lightwave into unreal .psa/.psk format.
    It was very useful, thanks! Although I should have thought to look to flay on my own...

    Fairly cool stuff.
    \________________,
    Chris(topher) Basken
    ...add one "delusion of adequacy"...
    (Trying to quid go pro)
    My WIP

  10. #10
    Join Date
    May 2002
    Posts
    103
    hello i too use LW for player models and animations
    as of right now this is the only plug in i know of to import and export ut2k3 psk/psa data from lightwave.

    it does have one problem that i know of

    on you player rig if you set up your ik chains to use the match goal orenation the plug will not record those rotation changes to the bone.

    this is a problem with the way LW applies the match goal data to the rig LW appies that info after all plugins kinda of goffy i know but other then that the plugin works great

    there has been some talk on different forums that de will be releasing a new ver of that plugin but it has to be done

    http://members.bellatlantic.net/~mbristol/

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