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Messages - Skipjack

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1
Feature requests, suggestions / Re: 3D characters discussion
« on: May 27, 2006, 11:24:38 PM »
Hey!
Yupp they used LightWave and the LWO- format directly for Doom3.
The format is a bit oldfashioned, but not that hard to use. We used it successfully in our own 3d- engine back in the days, when we were still looking into doing game- development for profit.
Right now we are more into doing plugins for LightWave (see my avatar).
Wintermute makes me think about trying some game- dev again, once I have the time and the money. Thats why I am browsing these forums.
LightWave also has a .X- exporter. Never really tried it myself since I did not know where I could use that format anyway. Maybe I will give it a shot with Wintermute.
The real beauty about LightWaves format is though, that you have vertexmaps stored in the Object- file. Thats vertexcoloring, vertexweights (for bones and for surfacing as well as SubDivisionSurface- weighting and for morphs. The Format also allows to store a basic skeleton into the object- file with something called Skelegons. Plenty of cool options for game- development I would say :)
CU
Skipjack


2
31, live in Austria, love "The Lost Files of Sherlock Holmes 1&2" and the first two Monkey Island games, as well as Broken Sword.
Currently running my own company for 3d- animation and software development (the avatar was made with our own development).
CU
Skipjack

3
Feature requests, suggestions / Re: 3D characters discussion
« on: May 23, 2006, 05:20:01 PM »
Hmm, if this was in response to the question whether morphs can be stored in an object- format, then I want to admit that LightWaves object- format is capable of storing morphs. It is a pretty nice format too (iff) which means you can add new chunks with extra info and still mentain the format readable by other apps...
CU
Skipjack

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