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DarkBASIC Professional Discussion / Turning lightwave into a 3d level maker

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pathfinder
21
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Posted: 28th Nov 2002 14:31
Ive had it I cant write a level editor. But I can write lisp (ex autolisp programmer). Wham I suddenly I discover I could write a routine in lightwave (DOH) to deal with all mapping data including lights ... sweet

Position Data, Rotation Data, from an lws file implemented,
lights to do yippie I ay
pathfinder
21
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Posted: 28th Nov 2002 14:59
okay this is too easy, lol. All that time spent making that stupid editor noooo. Well heres what is coming out of lightwave at the mo

filename - just need to strip out the path and .lwo
position - perfect
rotation - perfect
scale - no idea whats going to happen

this is what my plugin produces at the moment

C:\LightWaveDE\cube.lwo - filename
-2.09777 0 -6.70733 - position
0 0 0 - rotation
1 1 1 - scale
C:\LightWaveDE\cube.lwo
5.74049 0 3.94388
0 0 0
1 1 1
C:\LightWaveDE\cube.lwo
0 2.43471 0
0 0 0
1 1 1

rapscaLLion
21
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Joined: 29th Aug 2002
Location: Canada
Posted: 28th Nov 2002 15:02
nice!
Will you be distributing this plugin for free by chance???
(Please )

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
pathfinder
21
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Posted: 28th Nov 2002 15:06
you bet I will. doing lights now. Cant setup the filename yet using free version of lightwave at work lol. so it saves this info to temp.grd BAH!! What I want it to do is save to the current name of the scene file. Ill have to run it on my full version tonight to test it. Release WILL be today.

does darkbasic only do point lights, or can it do spot? man one more step and I could do cameras too oo err

pathfinder
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Posted: 28th Nov 2002 15:43
Light is working

light is based on the following

>LIGHT
1 - light type
0.88 0.88 0 - percentage of RGB
-2 2 -2 - position
45 35 0 - rotation

>LIGHTAMBIENT
0.25 0.25 0.25 - percentage of RGB

few heres what i get so far

>OBJECT
C:\LightWaveDE\cube.lwo
-2.09777 0 -6.70733
0 0 0
1 1 1
>LIGHT
1
0.88 0.88 0
-2 2 -2
45 35 0
>LIGHTAMBIENT
0.25 0.25 0.25

pathfinder
21
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Posted: 28th Nov 2002 15:48
as I find camera positioning a pain in the arse iam putting that in too.

okay it now supports cameras too hehe

pathfinder
21
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Posted: 28th Nov 2002 15:59
heres the final result

>OBJECT
cube
-2.09777 0 -6.70733
0 0 0
1 1 1
>OBJECT
cube
5.74049 0 3.94388
0 0 0
1 1 1
>OBJECT
cube
0 2.43471 0
0 0 0
1 1 1
>CAMERA
-0.372744 0.45 -10.9
0 0 0
>LIGHT
1
0.88 0.88 0
-2 2 -2
45 35 0
>LIGHTAMBIENT
0.198039 0.186275 0.151961

pathfinder
21
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Posted: 28th Nov 2002 16:04
the final thing I would like to do is record nulls. then feed back the names and positions for mob generators starting points etc.

pathfinder
21
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Posted: 28th Nov 2002 17:57
well i was pretty excited about it, guess your not. Does light range and spot lights.



guess youll get a wow from screenies

rapscaLLion
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Joined: 29th Aug 2002
Location: Canada
Posted: 29th Nov 2002 00:14
YES!!!
THANKYOU!!!
This is SO perfect!!! Theres already a full featured editor sitting right there! I wonder could the same thing be done for max and such... When I think about it, custimizing 3D modellors is how many games companies make levels... I can't believe I didn't think of that

Amazing...

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
pathfinder
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Posted: 29th Nov 2002 01:28
hehe

I have 1 problem I cant get Dbpro to convert floats from strings. at the mo that means it screws scales up, dosent pass colors, and places objects without accuracy lol. To solve this ill rewrite the colour info, scale info. hopefully this will fix some of the issues. Then suggest you dont use decimal places for placing object till the bugs are fixed in dbpro . BAH considering the val bungle, I think its come out pretty good. With the rewrites which will take me to sunday now it should look closer to the original. Ill post monday morning all the stuff you need to play. Sorry mate

heres the lightwave render

heres the darkbasic pro


pathfinder
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Posted: 29th Nov 2002 01:32
notice the long box had a scale of somthing like 0.2,3,0.2

good old relible DBpro turned that into 0,3,0 thats why you cant see it

the view needs to be zoomed it, different settings i guess . Some things dont seem to be at the right angle again due to loss of decimal places

Lazzarus
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Posted: 29th Nov 2002 13:02
This looks intresting. Just started using lightwave this could be very useful! Great stuff. I just notice a post about patch 3.1 which mentions that the val bug will be fixed and it will be out soon. Fingers crossed.

This is a little off toppic but mind if a ask what you use to export .x files from lw?

pathfinder
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Posted: 29th Nov 2002 13:14
god I hope they do fix all the maths problems soon please 3.1 ....ooooOOOO PLEASE .

well regardless Ive converted all the scaling/color issues, so appart from the loss in accuracy when convering to a float were back on track . next image I post should be very interesting indeed. cant do anything till this evening

ah I use a nice little freebie directx exporter from www.dstorm.co.jp. Pick on english and look for free plugins. Exports the lot including bone mesh and key frames

pathfinder
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Posted: 29th Nov 2002 13:16
Ill put the background exporter in to.

pathfinder
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Posted: 29th Nov 2002 13:47
well assuming Max has a scripting language, which I belive it does. And it allows you to interigate lights, cameras objects, it should be possible.

pathfinder
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Posted: 29th Nov 2002 14:38
Lightwave Map Exporter

Supports

objects - position, rotation, scale
Lights - type, position, rotation, colour
cameras - position, rotation

To Do
camera zoom - see if its possible to do a match
fog
background colour

Future
particles
animation

Digital Awakening
AGK Developer
21
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Location: Sweden
Posted: 29th Nov 2002 15:49
Pathfinder:
I use LW for all my 3D work and it would be great to be able to extract the data from LWS files =) I will be very interestd to test this out with CCA2 that I will start on next year.

DigAw.com
Game in developement: The Magic Land
pathfinder
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Posted: 29th Nov 2002 15:53
indeed . The reason Iam doing this is I need to be able to convert my 3d models into a walk through for clients . This will be working by Monday I INSIST

Digital Awakening
AGK Developer
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Posted: 29th Nov 2002 15:57
Pathfinder are you good with 3D/2D?

DigAw.com
Game in developement: The Magic Land
pathfinder
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Posted: 29th Nov 2002 16:05
3D modelling yup, programming well I thought I was good at script languages but DBPro keeps proving me wrong

Digital Awakening
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Posted: 29th Nov 2002 16:22
Got any work somewere I can look at?

DigAw.com
Game in developement: The Magic Land
pathfinder
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Posted: 29th Nov 2002 16:40
the only thing I know ive got right now is my mk5 gun i did 2 years ago

http://www.cadsupport.co.uk/image/MK5_4.JPG

Fireburst
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Location: United Kingdom
Posted: 29th Nov 2002 17:16
That picture is very dark but it looks like very nice work

In theory, there is no difference between theory and practice. But in practice, there is.

P4 2.53 Ghz-60 Gig HD-GeForce2Ti 64MB-256 DDR
pathfinder
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Posted: 29th Nov 2002 17:28
yeah god knows why I did it dark hehe

rapscaLLion
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Posted: 29th Nov 2002 22:46
nice...

anyway, your doing a good job Pathfinder.

PS- Anyone know any good places to learn lightwave on the net? My school has it, but the manual is outragously thick... I don't want to read it!

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Digital Awakening
AGK Developer
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Posted: 29th Nov 2002 22:54
Looks prety nice =)

DigAw.com
Game in developement: The Magic Land
pathfinder
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Posted: 1st Dec 2002 11:07


this is the best place for tutorials

http://members.shaw.ca/lightwavetutorials/Main_Menu.htm

although the newtek sites added loads now

http://www.lightwave3d.com

scaling is now fixed . only lights to go

Digital Awakening
AGK Developer
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Posted: 1st Dec 2002 13:37
Yepp the LW site has become really good with tutorials. There are even a few flash based ones that you can watch online to get the basics shown.

LW is a good choice as a modeling program if you ask me. It really differs from all other 3D program I have found as it's split into 2 programs and only one of them (layout) is object based. The modeler uses layers and deals directly with points/polygones instead of objects. It's more of a low level modeling =) + it's really fast and got the best rendering engine in the world. Even ILM have writen their own plugins to convert their Maya work to render in LW =)

DigAw.com
Game in developement: The Magic Land
pathfinder
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Posted: 1st Dec 2002 15:16
well Iam getting the lights in the right place, though I think I need to use some darkbasicpro commands to make them look better . As I havent really ever bothered with light commands in darkbasic (you can tell ive finished a game cant you hehe) you may have to add a few bits after the maps loaded. Spot lights are doing some odd things. I need to make some basic ones and havea play .

I suppose the next bit is to control collision? Not sure what method to implement really. Thell be no collision for the moment youll just have to write a little code that assigns collision. Prog will be posted in an hour or so . Ill post in the beta section now this thing is built

hmm I had another thought today, why not make nulls for triggers. You press a button and if you in range of a null it activates somthing, like a door etc? might do this next

pathfinder
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Posted: 1st Dec 2002 16:18
thread is now in open beta area, with my latest pics . Plugin with DBpro loader will be released today, as Sony says GO Create

Thread Link
http://www.darkbasicpro.com/apollo/view.php?t=2906&b=5

Lazzarus
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Posted: 3rd Dec 2002 12:35
Just tried the exporter. Worked Great. Thanks!

pathfinder
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Posted: 3rd Dec 2002 15:27
cool mind if you could post the piccys in the program thread. your lightwave view and what darkbasic view produced? would be interested

http://www.darkbasicpro.com/apollo/view.php?t=2906&b=5

in 640x480 jpg format? Post on the rtg thread too, if your a member

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