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Author Topic: LWO format not properly supported ...  (Read 448 times)
acocq
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« on: June 26, 2010, 02:30:11 PM »


I've mentioned it in a previous post and got some quite evasive answer to this so ...


The editor does not load LWO files properly.

When I try to load a LWO object (e.g. one of the objects of the Dexsoft "Bridges" pack), the mesh is loaded correctly, but the texture is messed up (i.e. tiled too small).

The object loads fine in LW modeler (9.5 & 9.6).  When I load it into MilkShape3D, it complains about discontinous UV-map, but loads fine afterwards ...

Could someone please a.) tell me what I'm doing wrong or b.) give me an indication when this will be fixed ?

Regards,
Andreas

P.S.: I know there are workarounds (using the MS3D-format, for  example), but I was lead to believe that GC supports LWOs natively and that is perfect for my workflow.



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acocq
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« Reply #1 on: July 07, 2010, 04:37:56 AM »


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ross.rockafellow
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« Reply #2 on: July 07, 2010, 11:52:00 AM »

I played around with LW for a bit today.

I did notice when exporting in LWO the texture came across oddly. I have sent it up to the engineers. For the time, you might just have to use a work around. I noticed in testing that LW exported in .fbx, that's usually the one I go for.

This was my first time in LW so I could have messed it up all on my own too. I'll try some more testing when I have some time.
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acocq
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« Reply #3 on: July 08, 2010, 02:39:23 AM »

I played around with LW for a bit today.

I did notice when exporting in LWO the texture came across oddly. I have sent it up to the engineers. For the time, you might just have to use a work around. I noticed in testing that LW exported in .fbx, that's usually the one I go for.

This was my first time in LW so I could have messed it up all on my own too. I'll try some more testing when I have some time.

Hi Ross,
thanks for looking into this ... the easiest way of reproducing this is to look at the LWOs that are part of the Dexsoft Bridges pack.  Some of them come into GC OK, some are messed up (I guess it's a matter of UV-coordinates / UV-scaling).

Cheers,
Andreas
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