https://github.com/Terrev/Rock-Raiders-Toolkit
This is a Unity toolkit that exports models to .LWO, and optionally .UV as well. It means you can author Rock Raiders models free of LightWave, and use proper UV mapping for the first time since none of us have UView (and who'd want to use it these days anyway?). You'll probably just want to use planar textures most of the time though, as you'll see later...
Why Unity? So I didn't have to do a bunch of model importer and UI w
Ok, so. Pushed an update that fixes hard edges appearing whenever vertices are split in any way other than by normals/shading - well, almost. Turns out that seams in UVs from a UV file will *always* cause hard edges in the shading.
Why?
Despite how the LWO and UV formats store things, at the end of the day, a vertex can only have one of each attribute - one position, one normal, one UV coordinate, etc. (Well there are such things as multiple UV sets but that's not relevan