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Look what I'm doing now!


PWNZOR

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So, lots of things have changed since the last post. I've recently taken up modeling, and have a really neat system for making these things. This is what I can do:

Method 1 of modeling for LRR:

  1. Import existing LRR LightWave model into Blender
  2. Use Blender to make changes to model
  3. Export to LightWave (.lwo)
  4. Import .LWO into LightWave 9
  5. Flip any inverted faces on the model, and export to LightWave 5 (.lwo)
  6. Place in game files
  7. Test game, and repeat process until I get it right (sometimes I save the Blender models, so I can skip the first import)

Method 2 of modeling for LRR:

  1. Use LeoCAD/MLCAD to make a model; export into a Blender-compatible model (save as .DAT/.LDR, then I use my conversion program to convert to .OBJ, and killing the studs and lots of poly's; but if it's a studless single-part model, I will use LeoCAD to export directly to .3DS)
  2. Import model into Blender
  3. Use Blender to make changes to model (if it's a building/vehicle, I will split the model up in this step)
  4. Export to LightWave (.lwo)
  5. Import .LWO into LightWave 9
  6. Flip any inverted faces on the model, and export to LightWave 5 (.lwo)
  7. Place in game files
  8. Test game, and repeat steps 2-8 until I get it right (sometimes I save the Blender models, so I can skip the step 2 import; I only ever have to do step 1 one time)

What I've created so far:

  • Ore
  • Drill
  • Shovel
  • Hammer (untested)
  • Spanner (untested)
  • HandLaser (untested)
  • Helmets for all RR's except Jet (need a way to get her helmet from LDD to model format, or get it made into an LDraw piece)
  • Electric Fences

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Sounds good. So say I was able to export an object from GMax to .obj what restrictions with size and poly are there? And what do you know about texturing in relation to .bmp files?

Thanks,

Extreme110

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About flipping faces: you can flip all of the faces outwards in blender too. Which version are you using? The command is slightly different in 2.5 alpha.

You can also reduce the polycount in blender, using the Decimate modifier. If you can't figure out how to use it, send me .blend files and I'll do it ;P

Cool though ;)

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Not all of the faces flip outward when I recalculate faces outward in Blender. And sometimes, when I don't flip them, all the faces are inward, so I just use LightWave to flip them all at once (easier than selecting and fliping a few individual faces).

And I can't texture unless it's adding onto an existing LWO. Like the helmets; I made the helmets without the head and added them onto the heads in LightWave. Thus, the helmet's in there without interfering with the textures.

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And I can reduce the poly count; it's not hard, though sometimes it murders the shape.

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About flipping faces: do you select absolutely all faces then use ctrl-n? (in edit mode)

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It usually leave a small number of faces, but I find it easier to select them all in lightwave

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