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View Full Version : Do you work in the Games industry and use LW?



rdrdrd23
05-16-2008, 11:22 AM
Just as a matter of interest really!
:lwicon:

Steamthrower
05-20-2008, 08:45 AM
Freelance modeling, for small game studios.

Frank_Geppert
06-17-2008, 07:09 AM
Lightwave is a great tool for game development. I use it to create many contents at http://www.dexsoft-games.com

There are exporter plugins for the Torque Game engine, Ogre and for 3D Gamestudio. Unity3d can read FBX and C4 can read Collada. Beyond Virtual / GameCore can read LWO / LWS directly. And there are exporters for .X. Besides that you can convert files with Milkshape3d to B3D or to other formats.

LW can bake lighting, create Normalmaps, make good animations with dynamic cloth, physics or whatever. It is a complete pack to create contents for our games.

dbolto
06-17-2008, 08:44 AM
In response to the last post. How do you bake the cloth animations so that you can use them in an engine like Unity that supports FBX from lightwave? Just curious...

Dbolto

turbo
07-05-2008, 04:01 PM
Yes, for everything. :thumbsup:

shadowlock
08-22-2008, 01:05 AM
Everyting from game content to a lot of concept and functionality design

ZWF_BES
08-22-2008, 05:43 AM
All modells and small animations we got in our game.

If anyone is interested screens of our project can be found here:

Storm over Europe (http://www.binary-evolution-studios.de/joomla/index.php?option=com_content&task=view&id=8&Itemid=36)

The page is currently german only - sorry for that.

We use the Ogre engine for 3d display and convert the models with ogre2lw plugin.

archijam
08-22-2008, 06:48 AM
Yes, for everything. :thumbsup:

Curious: Which gaming engine do you use LW in conjunction with?

OT: Krabbit looks like great, psychedelic, gothic romp! :thumbsup:

turbo
08-22-2008, 09:01 AM
Curious: Which gaming engine do you use LW in conjunction with?

OT: Krabbit looks like great, psychedelic, gothic romp! :thumbsup:

We're using our own proprietary engine developed in house but rather than re-inventing the wheel, we've pulled together some great technology (some open source, some licensed) to give us a solid base. It does take a skilled programmer to put all this together.

This info is available by link from our 'About' page on our KrabbitOnline.com (http://www.krabbitonline.com) web site with links to the resources. :)

Credits:

Game & Krabbit IP: KrabbitSoft Studios Inc.

Game Engine: KrabbitSoft Studios Inc.

Animation System: KrabbitSoft Studios Inc.

MMOP2P Networking: KrabbitSoft Studios Inc.

Database Engine: SQLite

3D Rendering & GUI: IRRLICHT

Octree Collision System: IRRLICHT

Game Editor: IRR EDIT

Exporter: Gnometech

Encryption: cryptlib

Sound Library: fmod

Web Site powered by: Drupal


Note: We are integrating Raknet networking into our own and will post credit when done. Also we'll be phasing out IRR EDIT and replacing it with our own game editor currently in development.

Thanks for the comment! "great, psychedelic, gothic romp!" lol, it's awesome! I'd like to use it in our web marketing, since it's exactly what we're going for. :D

shrox
08-23-2008, 02:32 PM
I missed this thread.

Yes, I use Lightwave for making game assets, in game videos and promotional materials for the game.

ZWF_BES
08-27-2008, 03:59 AM
Lightwave seems to be an underdog when it comes to games development. At least the interest shown in this forum for the topic is low.

Is there a "big" production using mainly/only LW ?

KiteGlider
08-27-2008, 10:07 AM
I use LW with BeyondVirtual (BV) , to create serious gaming for 3D visualization and training.

LWO and UV textures load directly into the BV engine and is a one step pipline.

To load an entire scene with animated objects for an ambient environment, the LWS has to be converted to FBX, then it works fine in BV.

I tried the LW95 FBX exporter, and the mesh export is correct, but the UV maps are goofed up, so unusable.

I use Polytrans LWS_FBX anyway and it works perfect, but I was hoping that LW95 would have worked. No big deal. Eventually when I figure out how to export FBX directly from LW, (or when it's fixed) LW game development will be that much easier.

Ratboy
08-27-2008, 10:23 PM
I used LW all through the Mechcommander series for various things (along with 3D Studio r4 for DOS and later 3DS Max), and I've been using it for freelance work since then.

jasonwestmas
08-28-2008, 09:08 PM
Lightwave was and probably still is used for making cars and car animations for a lot of popular racing games. Modeler was used quite a great deal for FPS game assets for ID software's games. Probably because of its cost effectiveness and there was less modeling competition than there is today.

axebeak
08-29-2008, 10:29 AM
Is there a "big" production using mainly/only LW ?

The team that made ICO and Shadow Of The Colossus (Sony Computer Entertainment Japan) use LW only.
Here is SotC interview in Japanese:
http://www.watch.impress.co.jp/game/docs/20051207/3dwa.htm
(to find translations just google for The Making Of "Shadow Of The Colossus")

Several years ago they made a very interesting presentation at GDC, including some info on how ICO prototype was completely created in LW by a single person etc. Unfortunately I can't find those slides online anymore.

I guess whatever PS3 project they're currently working on, they still use LW as their main/only tool.

Cageman
08-29-2008, 11:20 AM
Mostly animation... vehicles and other technical/hard body stuff and clothfx etc. Motionbuilder is used to handle mocap wich is then sent to LW.

DigiLusionist
09-01-2008, 01:23 AM
Game dev: modeling, UV mapping, surfacing and texturing, animating, and level design.

Import all into Unity 3D.

ZWF_BES
09-01-2008, 03:09 AM
The team that made ICO and Shadow Of The Colossus (Sony Computer Entertainment Japan) use LW only.


Interesting to hear. The game was quite impressive - was there any feature by Newtek about it ? Is there any collection of these information, to show the public how LW can be and is used in games ?


Game dev: modeling, UV mapping, surfacing and texturing, animating, and level design.

Import all into Unity 3D.
Just out of curiosity :
Did you face any difficulties importing the stuff ? How is it done - via plug-in ?

DigiLusionist
09-01-2008, 03:14 AM
No real problems encountered by me so far. I export files to FBX to bring into Unity. Or, I convert to .obj and then import into Maya. Maya files load natively into the game engine. I wish Lightwave files did.

ZWF_BES
09-01-2008, 03:25 AM
No real problems encountered by me so far. I export files to FBX to bring into Unity. Or, I convert to .obj and then import into Maya. Maya files load natively into the game engine. I wish Lightwave files did.

What about the uv-maps - when i use .obj only the mesh works right, uv are messed up. So we use an export plug-in for Ogre3d.
Did you face these issues, too ?
Never worked with FBX though. Does LW 8.5 support it already or do you need anything else ? Did not find it in my export options.

axebeak
09-01-2008, 09:00 AM
Is there any collection of these information, to show the public how LW can be and is used in games ?

There was a link on newtek.com to one of the translations of the SotC interview mentioned above.
Don't think that ICO was ever mentioned in LW context.


Is there any collection of these information, to show the public how LW can be and is used in games ?

Just bits of info here and there. And most of the info is not LW-specific anyway.

ZWF_BES
09-16-2008, 08:39 AM
Just bits of info here and there. And most of the info is not LW-specific anyway.

You are right when it comes to modelling etc.

But i thought of the part with exporting stuff or using LWs features to have things as near as possible to the in-game look and the like.

It would be useful to have e.g. a list of engines that LW can be used with and which tools you need.

Lamont
09-24-2008, 06:24 PM
I haven't use LW at work in a couple of years. Even with the few hiccups I get in Maya I don't miss it much. And from Maya it's straight into UnrealED.

At home I try to use LW, but it's only for still image rendering and doing a few models, since it's still fast in that regard. But the more I use Maya at work and at home, the less I notice LW. But I still do the occasional prop/prefab in LW at home and import into Maya to export into UnrealED.

ChrisBasken
10-04-2008, 06:27 PM
Any recommendations for tools (3rd party, I'd imagine) for getting one's LW geometry and animations into a format useable by OpenGL?

jasonwestmas
10-04-2008, 08:39 PM
Find something that uses Collada.

Lamont
10-04-2008, 09:29 PM
Any recommendations for tools (3rd party, I'd imagine) for getting one's LW geometry and animations into a format useable by OpenGL?OpenGL is an API. I think you mean just engine.

I'd say stick with UnrealED. It uses Collada native.

Ferox
10-05-2008, 08:49 AM
Lightwave was and probably still is used for making cars and car animations for a lot of popular racing games. Modeler was used quite a great deal for FPS game assets for ID software's games. Probably because of its cost effectiveness and there was less modeling competition than there is today.

I heard they've used it to model the enemies in Doom 3, which for the time were quite impressive.

jasonwestmas
10-05-2008, 12:29 PM
I heard they've used it to model the enemies in Doom 3, which for the time were quite impressive.

That's correct, I was at the siggraph where they made that fact known. This was back 4 years ago when Zbrush 1.5 was being used with lightwave and some 3rdparty Normal mapping generators, probably something like Nvidia's N-mapping tools. Eventually the guys working on Doom3 started using Zbrush 2.

Emmanuel
10-14-2008, 11:42 PM
Hi,

so what is the latest about LightWave supporting the Torque and the C4 engine ? Does collada work now from LW ?

jasonwestmas
10-15-2008, 02:06 PM
Collada won't work for you in all cases. Join the Open beta to see what is being worked on.

StereoMike
11-02-2008, 06:24 AM
I use dxstudio. When you export .x with animation (from LW) it loads fine in dxs.

mike

wacom
11-02-2008, 07:30 AM
I said NO, but for none of the reasons listed.

You should simplify your poll and let us, the users, fill in the blanks...