View Full Version : smd exporter author needs help

08-20-2005, 08:07 PM
This guy is creating a .smd exporter for .lwo files. He needs help with creating an animation exporter for .smd from the lw community.


email: tunah -at- coding.web.surftown.se


08-20-2005, 11:17 PM
Just gave him a ring...

08-21-2005, 07:45 AM
I'm pleased to read this =)
but what is need to help develppement of smd animation exporter ?

08-21-2005, 07:48 AM
I need some help with the animation support. If anyone can send me simple objects along with scene files, it would help me a lot. As an example, I need to know if there is a way to specify a name for a range of keyframes, in order to keep all animations in a single .lws file.

oups sorry :!

08-21-2005, 10:01 AM
It's nice to see that people still spread the word about LW2SMD, so my conscience kicked in and I have released a new version :)
The new version now supports bumpmapped models in a more convenient way, you need to set both Color and Bump images in a surface and then you'll have a VMT-file generated while converting. Hope you like it, it could use some beta-testing.


I have also received mails from people offering help with animations, thanks to this thread. I will try to make progress towards animation support as soon as possible.

08-21-2005, 08:35 PM
Hey thanks everyone! Really appreciate the interest in tunah's work:D

I sucessfully exported some models into the HL2 model viewer with tunah's converters but the texture won't go with it. Instead I get the HL2 purple and black checker texture. I'm not really sure what is going on with the vmt file I guess.

Adrian Lopez
08-22-2005, 02:44 AM
Minor quibble: I can barely read the text on the page because the blue background obscures the black text.

08-23-2005, 06:52 AM
One thing to take note of is that apart from the degrees to radians translation of rotations (lightwave to smd), lightwave euler rotations need to be translated to quaternions, and this is where the other exporter unfortunately falls short. It would be awesome if you could pull off the quaternion translation :)

08-25-2005, 02:29 PM
This is what I've done to get LW2SMD to work. For some reason I can't get the vmt material file to work. Any ideas what I'm doing wrong?

Here's a list of steps that I did:

1) In steam Click on Source SDK.

2) Under Utilities, Click Create Mod.

3) In the next window click "create mod from scratch".

4) In the next window browse to the directory C:\program
files\valve\Steam\SteamApps\sourceSDK\ (This is the source code directory)

5) In the second line enter your mod name (This is the content directory that
will appear under C:\program files\valve\Steam\SteamApps\sourceSDK\yourmod)

6)Click next and your mod files will be created and activated.

7) In lightwave change your content directory to
C:\program files\valve\Steam\SteamApps\SourceSDK\materialsrc

8) Ensure that your object's color chanel texture is connected to your texture
file in the materialsrc directory. Save your object under the same
SourceSDK>modelsrc directory.

9) drag and drop your object file onto the lw2smd application icon.

10) Two batchfiles will be created (Note: the .qc .smd and phys.smd files should
have also appeared in the model srcfolder). One batchfile is for creation of the
vmt file and the other for compiling the files. Activate both batchfiles by
double clicking on one and then the other.

11) Click back to the Source SDK folder and double click on the HLMV batch file.
Within HLMV file>open your mdl object that you have just compiled. The texture
should be applied and visible in the HLMV.

Edit: Fixed Step 7

08-25-2005, 07:35 PM
7) In lightwave change your content directory to
C:\program files\valve\Steam\SteamApps\sourceSDK\yourmod\mate rialsrc

You left off "sourceSDK\yourmod" from the above path, unless it was just a typo.

08-25-2005, 10:35 PM
Tunah, I fixed step 7 as I set things up but in step 5 steam asks to enter your mod name. After you enter the name for yourmod that folder is created in in the SourceSDK folder. modelsrc and materialsrc are not created inside of yourmod it is created where you set your sourcecode to be. I put the sourcecode in the SourceSDK folder as well. Is this a bad thing to do because you have your example set up like materialsrc and modelsrc are inside of the yourmod folder. materialsrc and modelsrc are setup inside any folder but there is no option inside the "create mod from scratch" to put the source inside the "yourmod" folder. Little confused about that.


08-29-2005, 06:10 PM
Ok HL2 mod fans here's the correct list of steps needed to get Tunah's exporter to work. I must say it works beautifully! It's really exciting to be able to view my tangent nmaps in the HLMV.

Many thanks Tunah. Any chance we can help you with a LW animation exporter? :thumbsup:

>Open "Play Games"
>Open "Source SDK"
>Click "Create a Mod"
> Choose *Modify Half-Life 2 Single Player
>Click Next.
> First Box: c:\SourceCodeLocation (Doesn't matter if you're creating
> Second Box: NameOfYourMod (All artwork and content will be stored and
>loaded from here)
>Click Next.
>"Copying files. Please wait..."
>Click next, click finish.
>Under Steam\SteamApps\SourceMods\NameOfYourMod\ , create 2 directories named
>"materialsrc" and "modelsrc"
>Copy pall4.lwo into the modelsrc directory, and the 2 textures into the
>materialsrc directory.
>Open up Lightwave.
>Goto options->general options.
>Set the contentdirectory to:
>Steam\SteamApps\SourceMods\NameOfYourMod\materials rc\
>Load pall4.lwo, it should show up as textured with a transparent box around
>If Lightwave says it can't find the textures, you have forgotten to either
>copy the 2 texturefiles into the materialsrc
>or set the contentdirectory to the wrong location.
>Quit Lightwave.
>Open up the modelsrc directory, drag and drop the pall4.lwo onto the lw2smd
>A bunch of new files will be created in the modelsrc directory, run both of
>the batchfiles by clicking on them to convert
>textures and object.
>Start up the Model Viewer from the Source SDK window.
>Load the pall4 object.

10-02-2005, 12:50 PM
Here are some screen shots of how well the exporter works. This is a Thief game character I made with 4,900 triangles, two color maps and two Nmaps. Not bad for no Transparency, gloss or specular:D There isn't any animation exporting yet but at least I get to see how the model looks in the HLMV. As you can see, The hair UV's are getting scrambled. Tunah and I are working out that little bug.

10-22-2005, 06:42 PM
Woooah.. what a fantastic tool!!!!, thanks for creating it.. works like a dream........

Thankyou again!!

10-23-2005, 03:59 AM
it's possible to show the character setup on the screen ?
and if you're ok,you can share your lightwave's scene too=)

11-20-2005, 02:43 PM
there are no news about SMD exporter ?

11-20-2005, 09:29 PM
Nope, not since August. I'm hoping Tunah will pick up his work again soon and help us get some animation converted to .smd. :thumbsup: