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Important: Ldd -> 3Ds Max -> Lightwave -> Legorr 5.6 Results


McJobless
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This is an important day for Lightwave Modelers. Here's a quick list why:


  1.     
  2. All polygon crunching methods should be taken lightly, except for manual removal.
        
  3. This proves that you can export a model from LDD to LegoRR, albeit being a complex method which produces VERY high poly models.
        
  4. Transparency, gloss and images can all be applied in Lightwave 5.6, through the Lightwave.exe application. Modeler should only be used to do some final scaling for the model, and assigning surfaces if they screwed up on you.
        
  5. I still have no idea how to edit the model which you see in Third Person Perspective ( ;P), and yes, that police car was built on top of the Small Transport Truck model because I was too lazy to make new nulls.

Tutorials and more research soon.

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In the AE:

    mediumpoly {
VL_smallTruckbody smalltruckbody
}

Highpoly {
VL_smallTruckbody smalltruckbody
}

You could probably just remove those lines for the same effect.

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In the AE:

	mediumpoly {

			VL_smallTruckbody			smalltruckbody

			}


	Highpoly {

			VL_smallTruckbody			smalltruckbody

			}

You could probably just remove those lines for the same effect.

Ah, thank you, comrade.

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1.All polygon crunching methods should be taken lightly, except for manual removal.

3.Transparency, gloss and images can all be applied in Lightwave 5.6, through the Lightwave.exe application. Modeler should only be used to do some final scaling for the model, and assigning surfaces if they screwed up on you.

1. Lightwave's polygon reduction isn't terrible...However the manual removal of inside polygons is highly recommended.

3. What is wrong with using Modeler for this? I always do my surface editting in Modeler; images, transparency, and all. Granted, there are no actual lights to view the effects 100%, but for simple things like that, it's no problem.

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3. What is wrong with using Modeler for this? I always do my surface editting in Modeler; images, transparency, and all. Granted, there are no actual lights to view the effects 100%, but for simple things like that, it's no problem.

5.6's surface editor in Modeler doesn't seem to support images which it does in Lightwave. Plus, it easier to just have the animator applications open the entire time so I can quickly switch between texturing and animating.

Use the large wheel nulls. In HP of course.

No, sir, I made custom wheels, but I was spending most of my effort on getting the body to work, since at first it had too many polys to create several types of file formats.

A fix I found is to firstly break the model into separate parts in Lightwave (specifically, what you plan to animate needs to be it's own separate model) and then find the parts that you either cannot find without disassembling the model or require crazy amounts of camera angle changing to find, and delete them.

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Use them until you get the new nulls to work (good luck in adding them, as I seem to recall that some people have trouble getting all-custom nulls to work).

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Use them until you get the new nulls to work (good luck in adding them, as I seem to recall that some people have trouble getting all-custom nulls to work).

I'm using Lightwave 5.6, which is the developers tool. I can create new animations from scratch with new nulls already, but I'm too lazy too.

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You don't need to add new nulls for the NFS cars, you just need to move them around. How else am I making vehicles with different wheelbases? You should also be able to copy and paste the existing wheel nulls without any problems since that will copy all of their properties too.

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You don't need to add new nulls for the NFS cars, you just need to move them around. How else am I making vehicles with different wheelbases? You should also be able to copy and paste the existing wheel nulls without any problems since that will copy all of their properties too.

You're right, I don't, but I'm going to make new animations because it's extremely complex to set up the drift turns, the animated lights, the sirens and various reving sounds I have (everything is programmed specifically so it sounds close to real life while still being somewhat randomised...)...

Basically, I can't have 50 unused nulls which I have to spend the time choosing which ones I need to delete. It's better to just start from scratch.

I hope you overwrote an existing animation. Remember frozen wheel frenzy? :|

I did for this one, but I'm using the developers tools, so I should be able to make completely new animations that work 100%, provided I ensure I have the correct nulls included.

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drift turns

Good luck. The game always crashes whenever I try to enable the turning animations on a vehicle. Even then, that's the stop-turn-90 turn, so it would be more of a donut instead of a drift.

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drift turns

Good luck. The game always crashes whenever I try to enable the turning animations on a vehicle. Even then, that's the stop-turn-90 turn, so it would be more of a donut instead of a drift.

Oh s***. Well, I'll see what I can do about it. I'm sure SOMETHING has to work...

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