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GAME PROGRAMMING RESOURCES
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EXPORTING TO .X, LIGHTWAVE TIPS
Using D-Storm exporter plug-in
Download the D-Storm exporter plug-in
here.
The plug-in can be accessed from both the Modeler and the Layout.
You must access it from the Layout (Layout -> Plugins -> Generic Plugins)
to export bone-animated (skinned) meshes.
The following are settings that will allow you to properly
export for 3Impact game engine:
If you are exporting a mesh with bones,
to be loaded by calls to skinmesh functions like iSkinMeshCreate(),
all vertexes in the mesh must be assigned to at least one bone, even if they
constitute a part of the mesh that isn't animated.
Units in Lightwave match units in 3Impact. One meter in Lightwave will
be one meter in 3Impact's virtual space. As a reference, consider that
the diameter of the default marble ball (BallGame demo) is two meters.
Meshes tend to export to smaller files if you merge all vertices that are
at the same location or very close to one another. In Lightwave (Modeler)
you can merge points by pressing M.
Exporting will be more stable if your meshes are already triangulated,
before executing the plug-in.
In Lightwave (Modeler) you can triangulate by pressing Shift+T.
For maximum robustness, in the D-Storm plug-in export panel, make sure
the 'Triangulate All of Polygons' setting is unchecked, for meshes that
are completely triangulated already.
Please don't hesitate to email us, should you have additional
tips, find the information above inaccurate or have details about
other plug-ins/converters you have successfully tested.
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