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Tape_Worm

Loading those g*ddamn LWO files.

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Hi, anyone have any code to load LWO files they''d like to share? I''m entirely too lazy to write it myself Seriously, the LWO format does not contain texture mapping information in it and I''d like something that would encompasses how lightwave handles its texture coordinate generation. So, if anyone can help, by all means do ---- Windows and Unix suck, I''m going back to CP/M. Tape_Worm

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I suggest you either get some plugin for LightWave that generates UV coords for you, or get the latest version of LW which has this built in.

Or you write your own projection routines which calculates the coords. Isn''t too hard (although I went with my second advice myself and got LW 6


/ LC

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Well, thats kind of useless to me, correct me if I''m wrong, but the file format for lightwave 6.0 would be different just because of the UV mapping? I''m pretty sure it would be.. and following that lead I went to newtek''s site to search for information about v6.0''s file format, which, oddly enough, there isn''t any... just stuff from 96. Thanks for responding though.

----
Windows and Unix suck, I''m going back to CP/M.

Tape_Worm

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Well, yes, the fileformat has changed. But large parts of it is the same, and since it's a IFF format and is built of chunks it isn't too hard to figure it out and write a parser. At least I managed to do it

Drop me a line at webmaster@chaossoft.com if you have any specific questions about the fileformat.

Edited by - Lord Chaos on 4/24/00 11:57:24 PM

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I was in the middle of writing an .lwo but dumped it because of the lack of UV coords. I wasn''t paying for a plugin or upgrading to a later version - I can''t afford it!

Like the other poster said, because the file is IFF you can easily skip over the chunk containing UV coords if you wish.

Have a look at:

http://home.clara.net/paulyg/uv.htm

For a description.



Paul Groves.
http://home.clara.net/paulyg/ogl.htm
OpenGL for Beginners

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