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Part Modeling in LightWave?


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Hey, everyone --

I discovered KSP last week and, needless to say, I'm hooked. Since I'm also a 3D Modeler and Animator, I decided I just had to make some new assets for the hangar.

Unfortunately, I've run into a snag. I work primarily with LightWave 9.6 and 10.0, with Blender 2.5 being used to generate my UV islands. Having read the wiki, I've created my objects as folows:

1. Generated base part mesh.

2. Generated collision object.

3. Named part 'collider_node' in LightWave.

4. Assigned new surfaces to both the base mesh, and the collider node.

5. Set collider node surface (aka 'material') to 50% transparancy.

6. Ensure both meshes exist in the same layer in LightWave modeler.

7. Export the object either as an .obj or as a .dae file.

8. Created new folder for the new object, with 'mesh' and 'textures' sub-directories.

9. Placed the .dar or .obj file into the folder (not in the 'mesh' sub-directory).

10. Modified an existing part.cfg file, ensuring to update all appropriate information, and pointing to the new .obj or .dae file.

11. Moved the file into 'Parts' subdirectory.

12. Started KSP.

...and that's where I get stuck at the 'Loading...' screen.

My research indicates that usually means there is no material associated with the object. I've ensure that there is by loading the objects in Blender 2.5x. They import just fine.

I've attempted to use the 'PartLab' found in the KSP_SDK_v01, but I have yet to see any of my meshes load up there properly.

In short, folks, I'm stumped.

I'm attaching a quick SRB I knocked together in a couple of minutes in both .obj and .dae format. Maybe somebody with more experience with both Unity and KSP will have more luck finding the step I'm missing.

Thanks for your help!

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Lightwave may suffer the same flaws as Cinema4D does - duff export for OBJ and DAE. Export your object as .OBJ, import it into Blender, rename the collider to node_collider, even if it looks like it already is, and export it as a .dae. That .dae will work.

(I have to use Blender as a converter after modelling in C4D and doing the above)

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when i import your model it imports as a single mesh (no collision mesh). As well it looks like the collision mesh got merged with your 'normal' mesh. Check your export settings and make sure its not trying to group by material or the like and to keep obj as obj and not converge them. And if it does converge them tell it not to remove doubles. By not removing doubles it makes it easier to 'fix'.

Also i was told to make the collision mesh named node_collider...

I have 'fixed' or what i think is fixed with your files, did it in blender.

But to see if it truely works and what your trying to do, i would need the texture file (though i am using a uvtestgrid right now) and your part.cfg file

this is what it looks like in kpsviewer thingy....

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Hey, folks --

As it turned out, LightWave's .OBJ and .DAE exporter turned out to be a bit lousy. I've seen been following this process:

1. Model object in LW.

2. Model collision object in LW.

3. Export Model as .OBJ.

4. Export collision as .OBJ and different name.

5. Import OBJ into Blender 2.5x.

6. Press 'n' and rename item as needed.

7. Import .OBJ collision object file into Blender 2.5x.

8. Rotate object place (press 'n' and rotate numerically by 90 degrees in 'x')

9. With object still selected, rename object 'node_collider'.

10.Change surface material on node_collider to .5 Alpha under transparency.

11. Export .DAE file.

12. Open in PartLab.

That process has worked fine. In fact, since LightWave works with real-world units, modeling to scale is a simple matter. (Just don't try to create a UV in LW; it's not its strong suit.)

Thanks, everyone!

Tony Bruno

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