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#1 |
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Join Date: Mar 2004
Posts: 4
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Not sure if this beliongs here or another forum... but.
I want to just create a walkthrough world. No particular need to interract with anything in it (though if it were an option I wouldn't complain), just the ability to control a fly-through/walkthrough. What I'm picturing would be along the lines of using a game engine (q3, etc) but without the programming. OR, hell, I'd even be happy to know that there would be an easy way to create my world using lightwave to easily just place objects in some (oc) engine that I could then walkthrough. am I making sense? ![]() thanks, Chris |
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#2 |
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Join Date: Mar 2004
Location: Dudley, UK
Posts: 185
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i read that you can build a world up in lightwave, then export it to the unreal game engine (free to use non commercialy) with some plugins (also free) to export it..
..not tried, but i wanna try it if anyone has a little more info on it, i got the unreal engine already.
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#3 |
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Join Date: Mar 2004
Posts: 4
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THAT would be PERFECT.
I hope someone here has that info.. but now that I have that lead, I'll take a look and report back if I find anything. |
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#4 |
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Join Date: Mar 2004
Location: Dudley, UK
Posts: 185
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cool, since posting here i had a look at the unreal sites detailing information on lightwave, it is supposed to support lightwave object files but not the download version, file types we are looking at are....
.ase (is this realy a file format or "all Supported Extentions"?) .3dt (seems to be a little more than models) flay had some plugins but none seem successfull. ------------------------------------ No Label OS: Windows 2000 5.0 (Build: 2195) CPU: AuthenticAMD PentiumPro-class processor @ 2170 MHz with 1535MB RAM Video: NVIDIA GeForce FX 5600 (5216) Assertion failed: InPos<=Size [File:..\..\Core\Inc\FFileManagerWindows.h] [Line: 60] History: FArchiveFileReader::Seek <- ULinkerLoad::Seek <- FUnrealfileSummary<< <- LoadSummary <- ULinkerLoad::ULinkerLoad <- UObject::GetPackageLinker <- UObject::LoadPackage <- UEditorEngine::SafeExec <- (LOAD FILE="D:\My Documents\LW\LW Buildings\Three (WaterTower)\Copy of WaterTower_Textured.lwo") <- UEditorEngine::SafeExec <- (OBJ LOAD FILE="D:\My Documents\LW\LW Buildings\Three (WaterTower)\Copy of WaterTower_Textured.lwo") <- UEditorEngine::Exec <- (OBJ LOAD FILE="D:\My Documents\LW\LW Buildings\Three (WaterTower)\Copy of Wate).. <- UUnrealEdEngine::Exec <- WBrowserPrefab::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- WBrowserMaster::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop ------------------------------------- dang!
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#5 |
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Join Date: Mar 2004
Posts: 4
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Unfortunately... I don't actually own unreal (well, I have a version 1 CD somewhere... who knows where. I can't fine unrealed.
So, I can't play around with it... ![]() still on the prowl though. <blasphemy>if blender wasn't such a steep learning curve, I'd use it since it has the game engine in it</blasphemy> but I have Lightwave... I've used it for year and have at least some clue with it ![]() heh. |
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#6 |
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Join Date: Mar 2004
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hehe... huh.
thinkiing about it. I don't need a FPS experience, just per se... so I'm going to see if seige editor for Dungeon Siege will suffice. I see a 3dsmax conversion set for it, so exporting from LW to 3ds and then to siege.. hmmm... all this for something no more than some fun... I must be sick. hm. |
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#7 |
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Join Date: Mar 2004
Location: Dudley, UK
Posts: 185
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