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Lightwave to UnrealEd assistance? (Hide perhaps?)

Discussion in 'Work in Progress and Pimps' started by CharleyFox, Jan 8, 2006.

  1. CharleyFox

    CharleyFox New Member

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    Greetings,

    I’m a Lightwave users, and I’ve created a model of a game vixen which I’d like to bring into UT2K4 through UnrealEd, but I haven’t had much luck determining how this may be done other than as a static mesh.

    [​IMG]

    I’ve gone through the tutorials on the Unreal bonus disk, and I think I’d be fairly comfortable using the ActorX plugin, but the problem is that it’s only for Maya and 3D Max (neither of which I have access to), and the Maya PLE version doesn’t appear to import Lightwave files. I really don’t want to have to create the mesh from scratch in Maya PLE. I’d like to just use the Lightwave mesh I already have with the standard animations (psa) and be ready to rock and roll.

    Anyone have any advice for getting character models out of Lightwave and in to UnrealEd? (Maybe point me to a tutorial somewhere? My search has come up null so far.)

    I believe Hide uses Lightwave, I’m wondering if perhaps he wouldn’t mind gracing me with some advice? Love the Marygold model Hide, btw.
     
  2. CheapAlert

    CheapAlert ONSLOTFEST '94 FOREVER

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    *in before the suckup

    forget about it. With a model that high poly it's a waste of effort getting into ut2k4 anyway with all that slowdown
     
  3. Hide

    Hide or Dr.Jekill

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    For regrettable, LightWave can not export "psk" file and "psa" file.
    So, I am using "MilkShape" to make "psk" file and "psa" file from "lwo" file.

    I explain the method very roughly.

    1. Adjust the position of joints to fit the skeleton you want to use.
    (I attach a configuration file of "HumanFemaleSkeleton" for LightWave.)

    2. Open the model of skeleton you want to use in MilkShape.
    (Skeleton models for ut2k4(ut2k3) are included in MilkShape.)

    3. Import your "lwo" file.

    4. Consolidate the materials to 2 of the parts of the body skin and the face skin.
    (There are 3 in screenshot, though.)
     

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  4. Hide

    Hide or Dr.Jekill

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    5. Assign vertexs to the bone.

    6. Export the model as "psk" file.

    7. Open the "ukx" file which has the animations you want to use, in UnrealEd.
    And, copy(Ctrl+c) the package name of animation.
    And, select "Copy mesh properties" in menu.

    8. Import your "psk" file with your new package name and mesh name.

    9. Paste(Ctrl+v) the package name of animation and press "Enter".
    Select "Linkup animation and mesh" in menu.
    Select "Paste mesh properties" in menu.
    Then, assign your skins.
    Save it as "ukx" file.
    Done.

    BTW, your model looks high-poly.
    Player model for ut2k4 should be within 2000-4000 polygons.
    However, in fact, even in about 10000 polygons, ut2k4 can handle it easy.
     

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  5. SaD

    SaD Skincollecting Fanatic

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    Welcome CharleyFox :) .
     
  6. CharleyFox

    CharleyFox New Member

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    Thanks all for the advice. Especially Hide, that's great info, exactly what I was looking for. Thanks for taking the time to prepare it.

    Agreed, the model pictured above has too many polys. Here's a reduced poly count version (about 3.5K polys), which I think should do fine, once the UVs are applied.

    [​IMG]
     
    Last edited: Jan 9, 2006
  7. Random Elite

    Random Elite Put your feet up and frag.

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    *Revival*


    Looks good so far, even if low poly. Keep it up.
     
  8. Mr. UglyPants

    Mr. UglyPants 2007 never existed, it was all a dream.

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    I like the high poly better, you should use the high poly one when UT2k7 comes out!
     
  9. Random Elite

    Random Elite Put your feet up and frag.

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    Amen to that.
     
  10. Vailias

    Vailias New Member

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    .. ut2k7 will still use low to midpoly models man. the detail is all in the shader tech.
    Also there is a lightwave psa/psk export plugin out there, but its horridly quirky, and not 100% functional. :shrug:
     
  11. Mr. UglyPants

    Mr. UglyPants 2007 never existed, it was all a dream.

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    Really wow!

    Still say that the first model looks sexy!
     
  12. Random Elite

    Random Elite Put your feet up and frag.

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    :con: <--Death Dream's response to UglyPants I'll bet. ;)


    I'm sorta with UglyPants, I mean, she's got boobs, its worth a look.
    This is probably the only Nintendo character that actually has any appeal, without someone making hentai out of it.

    Any updates CharleyFox?
     
    Last edited: Jan 22, 2006
  13. Kantham

    Kantham Fool.

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    Nice work!

    Hope to see more from you.
     
  14. CharleyFox

    CharleyFox New Member

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    Thanks. Currently working on the UV maps, which is pretty time consuming. A lot of detail that's poly based in the original is going to be mapped for the low poly version, so I can't recycle the existing UVs.

    I have brought it in to Unreal Ed once already, and while the animations assigned properly, the mesh ended up all mangled. Looked like a transporter accident. Heh, gotta try harder.

    - CharleyFox
     
  15. CharleyFox

    CharleyFox New Member

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    Maps complete.

    I've pretty much completed the UV maps for the UT version of Krystal. (Needs more shadowing added though.)

    [​IMG]

    I ended up adding some geometry back to the model and blew my poly budget by about 800 (up to 4.8 K now). Hopefully it'll be ok. (Well, I have dual PCIe 6800 GTs, so I know it's gonna be ok on my system at least. ;-)

    Working on importing it to UT again now.

    (Ooops, I just noticed I forgot to draw the straps for the bracers on the arms.)

    -CharleyFox
     
    Last edited: Feb 4, 2006
  16. daloonie

    daloonie sex boobs nude

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    Looks pretty neat there ;)

    Will you make custom animations with that tail attached or?
     
  17. Random Elite

    Random Elite Put your feet up and frag.

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    W00t, looking forward to this.
     
  18. CharleyFox

    CharleyFox New Member

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    Krystal WIP Status

    It's been quite a struggle, but I've finally gotten the model into Unreal.

    [​IMG]

    There's still a lot of work to be done before I can release; the LoinCloth doesn't animate well, I figured that was going to be problematic. :rolleyes:

    I need to fix some joint problems too in the original model. Maybe try to do something with the tail, as The_rex suggested.

    Textures are too bright, and need more detail.

    - CharleyFox
     
  19. Turret 49

    Turret 49 Doomer at heart

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    Nice to see you're still working on it, at least. :)
     
  20. Maxx

    Maxx Bite Me

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    wth? I missed this thread so far? Shame on me :(

    This model looks really nice, good work so far :tup:

    and for Hide, this could be a good tutorial, maybe you can post it into our tutorial section? :)
     

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