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How do I properly import an lwo model with skeleton and textures into darkradiant, so that it is the same as the existing AI?


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Posted

How do I properly import an lwo model with skeleton and textures into darkradiant, so that it is the same as the existing AI?

What I mean is, I want the head and body separated, and the model I made to use the existing animations etc.

I've looked all over the wiki, and the darkradiatn and qeradiant user guides to see if I could find anything, but found nothing exactly as I needed.

When I try to just import the model (without bones), he's laying flat, face up, and the textures are all screwed up.

Here's an example of my model in lightwave:

 

WOAKpKv.png

  • Like 2
Posted

Darkmod uses Doom 3's md5 format for skeletal animation. If you want to import a custom character you need to assign it to the existing skeleton and export as MD5mesh. If you want to use a custom skeleton then that will be a lot more work and you won't be able to use existing animations. What software are you using?

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It's only a model...

Posted
9 hours ago, Arcturus said:

Darkmod uses Doom 3's md5 format for skeletal animation. If you want to import a custom character you need to assign it to the existing skeleton and export as MD5.mesh. If you want to use a custom skeleton then that will be a lot more work and you won't be able to use existing animations. What software are you using?

I'm using lightwave.  I used to model extensively in lightwave about 20 years ago, and decided to get back into it, because the darkradiant user's guide said I should use ASE or LWO for model imports.

From Darkradiant user's guide:

Model (func_static)

Model entities represent geometry that is not compiled as part of the map itself. The model geometry can either be derived from brushes and patches created inside DarkRadiant, or from an external model file in ASE or LWO format. Model files are the primary mechanism for including fine detail in a map which would be cumbersome to create with brushes and patches.

 

Posted

 

Arcturus, I knew that handle was familiar!  Read a lot about darkradiant and its development. 

Man you guys really killed it with all the updating since back in the day!  SO MUCH EFFORT!!

Appreciate the quick response man!

Can you give me your workflow/pipeline for modelling/animation?  I'll probably just go with that.

I guess I'm seeing now that it does specifically talk about just models in my previous quote. 

That's too bad.  I didn't catch that the first time I saw it.

Though I can't even get model imports to work right, nevermind skeletons. 

I remember there being some id specific things I need to keep in mind when importing, but it was so long ago, I can't remember any of it.

I just got excited about being able to use lightwave again. 😊

I see there is an lwo to md5 converter plugin.  Maybe I'll give that a go.

I'm also guessing that I should probably just switch to blender or something. 

Looks like blender has a workflow designed for darkradiant. 

Shouldn't be too too hard to switch gears.

Any pointers?

 

 

 

Posted

Yes, LWO and ASE are used for static models. For skeletal animation you need MD5mesh / MD5anim. There are some old plugins for Lightwave from what I see: https://www.clintons3d.com/lightwave/lwplug.html

I made this rig for Blender:

If you're going to learn Blender don't expect it to work the same way as Lightwave. Learning new software is always pain.

It's only a model...

Posted
Quote

If you're going to learn Blender don't expect it to work the same way as Lightwave. Learning new software is always pain.

I have a ton of experience in modelling with blender.

Just tested importing my LWO into blender.  Works like a charm.

I'm not that strong on animation though.

Are there any animation references you can recommend, like really good, and relevant youtube videos, or some guy that does stuff specific to darkradiant doing tutorials for animation?

I've looked pretty hard, and I cant seem to find anything that isn't either broken links, super old infor, or not super helpful.

 

 

Posted (edited)
22 hours ago, SystemFailure said:

I'm using lightwave.  I used to model extensively in lightwave about 20 years ago, and decided to get back into it

Welcome, we can never have enough 3D modellers.

Edited by Bikerdude

bhm_banner.jpg

Posted (edited)
1 minute ago, SystemFailure said:

I have a ton of experience in modelling with blender.

There are a number of add-ons for importing and exporting .lwo and .ase in to the different versions of blender.

Edited by Bikerdude

bhm_banner.jpg

Posted

@SystemFailure If you just want to get your character into the game, quickest way is to use automatic weights. First select the mesh, then the Darkmod skeleton in t-pose and ctrl+p > Armature Deform With Automatic Weights.

I made some changes to the Blender rig that I haven't published yet. I was thinking about making a tutorial on how to animate with it.

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It's only a model...

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