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 Post subject: Cool Place...
PostPosted: Fri Aug 15, 2003 9:11 pm 
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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 :)


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 Post subject: Re: Cool Place...
PostPosted: Sat Aug 16, 2003 8:19 am 
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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!

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Last edited by BNA! on Sat Aug 16, 2003 6:35 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sat Aug 16, 2003 8:25 am 
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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.

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 Post subject:
PostPosted: Sat Aug 16, 2003 8:40 am 
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I'm teaching myself LScript right now just in case.

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

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PostPosted: Sat Aug 16, 2003 9:31 am 
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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.

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 Post subject:
PostPosted: Sun Aug 17, 2003 3:06 pm 
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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!


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


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PostPosted: Sun Aug 17, 2003 9:05 pm 
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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.

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 Post subject: ?
PostPosted: Fri Aug 19, 2005 4:32 pm 
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What?????

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 Post subject:
PostPosted: Fri Aug 19, 2005 8:29 pm 
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This should clear up any confusion...

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

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 Post subject:
PostPosted: Sat Aug 20, 2005 4:29 pm 
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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.

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 Post subject:
PostPosted: Sun Aug 21, 2005 7:47 am 
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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.

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 Post subject:
PostPosted: Mon Aug 22, 2005 6:26 am 
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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.

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