View Full Version : PLG Plug In

09-11-2010, 01:00 PM

I downloaded the PLG UV Mapping (Unfolding, Unwrapping) Plugin from
http://homepage2.nifty.com/nif-hp/index2_english.htm, however, after choosing Win64 version, it came out plg_make_uv.p , shouldn't it be .ls ?
Do I need to rename this? Should I add it inot plugins folder?

Thank you.

09-11-2010, 01:11 PM
.ls is lscript. .lsc is compiled lscript. .p is compiled Lightwave plugin. The former two uses Lightwaves own scripting language, the latter uses c/c++ and Lightwaves sdk.

PLG are all plugins to my knowledge.

In any case... the extension doesn't matter. You can rename it to whatever you want. LW will still be able to identify it as it will read the file header which reveals what kind of file it is (supposed to) be.

You can also store the file where ever you want. You will need to use the Add Plugins function either way. Most people I know separate native plugins and 3rd party plugins by placing the latter in a different folder hierarchy. This way your LW installation is always intact and untampered with and you can use the same 3rd party plugin folder for all LW installations.

09-11-2010, 06:35 PM
dont rename! they're OK, just copy them to the plugins folder, be sure to load them in modeler using the AddPlugins tool and youre good to go

09-12-2010, 03:05 AM
Thank you guys. I just couldn't see the .p file being loaded. Didn't know that it was through AddPlugins. Thank you guys.

09-12-2010, 07:54 AM
some info on PLG UV,

09-12-2010, 08:06 PM
some info on PLG UV,

Hey erikals,

This certainly will come in handy. Thanks for the videos m8 :thumbsup:

09-13-2010, 05:41 AM
You can also try the UV unwrapper in zbrush. It's totally cool.