A
Alhexx
Guest
Is anyone xpecting me to post a reply here, too ? 
- Alhexx
- Alhexx
I've been playing with Max, and one way or another i cant find any way to colour vertices. IMHO it is not possible in Max, so even plugin won't help. If you know how to make in Max a triangle with each corner of it coloured with different colour, send it to me.if not maybe a more advanced lwo 6.5 + importer plugin for Max?
I think that summons are in magic.lgp, and highwind should be in world.lgp. But summon models cannot be viewed completed, only by parts. They have different fileformat i think. Haven't checked on it yet.btw where r the summon models (i.e bahamut, ifrit, leviathan, Highwind) anyway? r they also stored in battle.lgp?
Thank you, i will post it in my gallery.Here's the only one I could find online. I'll see about making/posting more after I get tomorrow's S&D issue done.
I think that summons are in magic.lgp, and highwind should be in world.lgp. But summon models cannot be viewed completed, only by parts. They have different fileformat i think. Haven't checked on it yet.
-- edit --
Now i see that vertex colours can be done in MAX ... so i will work on it
A "Vertex Map" is what Lightwave calls the collection of point color information on a model. It's not really a map. It's applied to a model, not (too much) unlike a regular map, but you can't (TIKO*) be exported as an image map.
Now that I think about it now, taking it to LW6.5/7, then creating a UV Map for the model, and "baking" the model with it's vertex colors on it would be one way to export the vertex colors as an image map. You'd just need a way to export LW's UV map info and import it into Max. (Otherwise, you'd have to manuall rebuild the UV map in Max.)
The problem is that the colors would be resolution dependant, and might loose quaility as you get closer to the model.
And Sorry, I can't teach you. I'm rather busy with school, and my webcomic. (I'm swamped with homework, and it's only the first week!!)
well just found a way to convert the .lwo models created by biturn to 3ds max while maintaining the colours
its done using deep exploration.
u simply convert the lwo to vrml 2.0 and then import into 3ds max and you will have the full model with the proper vertex colours.
now i just have the problem of getting the proper bones in 3ds max its not as easy as lightwave where u just choose convert skelegon to bones.
Considering that's a $1500 piece of software, I don't think it would be quite legal to "give you a link." That's not an approriate thing to ask for here, if you are going to do that, do it privately.Can someone give me a link to Lightwave? I used to have it, but the system had a memory wipe, and I lost it.![]()