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Full Version: Lighwave Model Importing and Image Maps
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I am working in Light wave 6 and have a photographic image map saved with my
.lwo object in PNG mode and saved in the model's bitmap folder. The texture does
not show up on the model in the game and has a blown out lighting apperance. Noticed this with a wavefront skull I imported-the object is blown out (no visible texture) in the animator-appears with texture in the game unless running under lights then blown out in appearance.

PNG's are titled and placed in model folder at 256 ratio-I don't know what 32bit refers to as Photoshop maxes at 16bit.

Brought in a wavefront shotgun through Wings and it imported perfect and shows perfect in the game.

Is there a way to export from Lightwave (.obj) or bake the texture to get around any of these issues?

I read in one thread about lighting in the Animator but have found no menu items in regards to lights. Is there a lighting option in the Animator?

Thanks for any help_giantrock73
Is it UV'd?
Not a UV map-never got that far-so that probably is the answer. Will find a tutorial
on Lightwave UV maps. If there is any info on the light setups within Animator-that would help. Thanks_giantrock73
I think there's some in the docs, but basically you make a bone where the light should be then change the special bones menu to have that one as a light and maybe a halo. Then you turn lights/halos on in the script Wink.
ccccc: I think he is talking about light in the animator itself as in light sources in the animator to see what the model looks like with shading/vertex lighting/etc.
That's not possible.
That is the light in the Animator: for some reason the skull.obj I downloaded and imported into animator is blown out-all one shade of off-white. In the game it is
fully shaded unless it is under a light, then it blows out just like in animator.
Possibly the UV map and I am seeing 3D light value in the game as other models appear normal in the Animator. Learning UV mapping now. Thanks_giantrock73

One thing on the square .pngs: as most UVs are not square-doesn't that become a limitation in trying to finalize UV maps as PNGs to a square of 2 (2x2 .... 256x256 pngs)?

Update: Getting some screwed up results with UV Mapper and importing UV Mapper's obj export (basically works)-the snag is how to crop a PNG to the square of 2 when none of the UV's are
square. Looks like a lot of designers physically flatten their models to make UV's in Lightwave-which seems like a hard way to produce a result.

Update: By using a square projection in UV Mapper and making a 512x512 pixel png-have a rough to work on in Photoshop. How is Blender for making UV maps?
pngs DO NOT HAVE TO BE SQUARE Wink.
Both dimensions have to be a square of 2, but they don't have to be the same Wink.
Brian should make that more obvious....
That's good to know. Looking at that 'Material Found-Select Bitmap' it does say that
the width and height have to be squares-so that was my short circuit thinking it has
to be square. Thanks_giantrock73
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