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nidpants
04-08-2005, 09:42
i've just recently gotten interested in the R:TW modding community (have been passively interested in M:TW modding for a while), and as a parallel, i do a lot of 3D modelling work as a hobby and academically. unfortunately, my outil d'art happens to be Lightwave (by Newtek), and i've had absolutely no exposure to 3D Studio Max, and would find it difficult to come by a copy (even by para- or illegal means). is it possible to adapt all the skeletons and such for NewTek's Lightwave? otherwise i'm just left out in the cold as a unidimensional skinner...

Myrddraal
04-08-2005, 12:41
I suppose what you will have to do is ask someone you know who has 3ds max to export your models as .CAS files. Unfortunately, the CAS exporter only exists for 3ds max.

And welcome to the forum :smile:

nidpants
04-08-2005, 16:07
ah, i have the .CAS converter downloaded but it's being fickle, as are the .DDS converter, Caligula, Hadrian, and pretty much everything else. what file types does the converter accept? i'm just looking for a common ground file type, or does the .CAS converter actually grab the models from INSIDE 3dSM? if it just converts a .MOD (i believe to which one can export a lightwave "scene" with skeletons) to .CAS, then this just might be viable...

Simetrical
04-10-2005, 06:58
I believe the CAS converter is a plug-in for 3DS Max. I don't think it works with other modeling programs.

-Simetrical

Bwian
04-12-2005, 11:11
The CAS file import / export thing is a Max-script which is able to read the format in. It only works with Max.

Presumably, though, if you are able to write scripts for LW, it might be possible to create a converter. You would really need to talk to Vercingetorix ( the scripts creator ) for more detailed info.

Suffice to say, I model in Lightwave, and have had to convert all my meshes over to Max to create workable models. Trouble is, though, there is still a lot of work to do once you get the mesh into Max. You then have to attach it a skeleton taken from a stock model, and then do all the vertex assignments etc. You can't transfer over an animated LWS scene to create a ready-built file to export. If only it were that easy :dizzy2:

To use the converter, you need the right version for the version of Max you have, then run the Max Script. This opens up a new option in the Toolbox to import/export CAS files.

dark_shadow89
04-12-2005, 14:02
The .CAS plugin allows 3DS Max to import/export the .cas files, which are the models used in RTW. Never heard of the .CAS converter...

Myrddraal
04-12-2005, 16:23
nidpants, these tools are plugins, not standalone tools.

The CAS Import/Export is a script which is run by 3ds max.
The nvida plugin for Photoshop (which also works for Paint Shop Pro) is a plugin which should be installed to that program. It then allows Photoshop of PSP to open .DDS files.

Hope this helps

nidpants
04-12-2005, 16:54
gotcha...thanks a load for your help, guys. i guess i will be taking that summer job after all *sigh*. there's always scripting for me, of course :)

of course i couldn't get the .CAS thingy working, i thought it was a standalone converter, i didn't know it was a plugin.

Bwian
04-12-2005, 21:09
I could use a good skinner if you are interested in working on a bit of a Mod project :D