Lightwave converter restrictions


Modeling

Only 3-point polygons are allowed; that is what is supported by the Unreal engine.  You'll want to double-check that in Lightwave modeler before attempting any conversions.  (in LW Modeler, switch to polygon mode and hit "W" for polygon statistics, select any polygons with more than three sides and hit "Shift-T" to convert them to 3-point, and delete any 1-point or 2-point polys)

Only one layer is allowed per .LWO file.  Also, layer names are not allowed, which shouldn't be a problem when you only have one.

Only color maps are applicable.  The other types, such as diffuse, luminosity, specularity, and bump maps are not supported by the version of the Unreal engine that Deus Ex uses.

The only mapping type that is supported is UV.  Keep in mind that Lightwave does let you generate your initial UV maps in Lightwave based on planar, cylindrical, spherical, or "atlas" types, so that shouldn't be too limiting.

Only image maps will show up in the game.  Procedural textures cannot be supported.  Note that the base color will not show up at all - only the image map.  So if you need a solid colored surface, you'll have to provide a solid-colored texture.

Only a single UV map per surface is allowed.  Again, that's simply how the Unreal engine works.  You can have up to 8 surfaces though.

Only one weapon triangle per model should be set up.

Animated textures are supported.  You'd just have to set the textures up correctly when importing them.

 

Animation

The X, Y, and Z coordinates used in Lightwave Layout are ignored.  The initial position of your converted model in a Deus Ex map is set in UnrealEd, and of course some Actor classes are set up to move around in the map during gameplay.  You can still animate a model so that it moves relative to its center position using bones or morphing (like when animating the recoil of a weapon perhaps).

An animated mesh must originate from a single Lightwave model.  That means that you will not be able to "parent" one object to another.  It's not so bad though, since you can still use any of the following to animate your model:

Bones (including Skelegons, use of weight maps, IK, etc)
Morphing
MorphMixer (both straight morphing and MorphMixer support unlimited morph maps)
SockMonkey
Displacement maps (static or animated)
Any option in the Deformations tab of an object, including all displacement plug-ins
(this includes the deformation plug-ins like bend, pole, shear, taper, twist, vortex)
Motion Designer (needs to be tested, but should work!)

In order to generate a set of .LWO files from Lightwave Layout in the format that the converter needs, you'll have to use the MorphSaver plug-in.  Don't worry, it comes with Lightwave.  (you'll likely need to add the SaveMorf.p plug-in to Layout - it's in the \Plugins\Animate folder)  It's a little confusing, since the plug-in is named SaveMorf, but the dialog boxes refer to it as MorphSaver.  Once installed, "SaveMorf" will show up as a Displacement plug-in when accessing a model's object properties.  (displacement plug-ins are set up from the Deformations tab in the Object Properties window)

 


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