Duke Nukem Forever 2011 – LWO Format

Duke Forever 2011 uses an LWO pipeline for static mesh. I already have imported many many lwo models even full level ports. However, getting it to import with multiple textures has been rough. I assign different polys to different materials but it doesn’t import that way into the game. DNF11 labels different textures as “sections” on a singular model.

I’ve assigned different polys to different materials and visually it shows that it has different textures in model softwares lwo and blender. But it doesn’t import that way into the game. I’ve tried vertice grouping and poly grouping. I have tried various things. I have got it to work at least 2 times. But for whatever reason I follow the same steps where it worked, and then it doesn’t. When it worked in Blender with LWO export plug in, I used “mark edge as sharp” and then used the modifier “edge split” in blender. This disconnects the vertices of these polys. I tried that again and no go…. Got confused there for sure.

It imports with only 1 “section” on DNF which means one texture (skin) is flagged on the mesh. If the section info on the DNF model viewer say’s sections: 2-xxxx, than it works. If it say’s sections: 1 it means you only have one material texture skin. (See images below).

I’m wondering if anyone has some insight here. Below you can see my tree model says :Sections: 2: And in game the lower trunk is not using the same texture, it’s a 2nd texture which I can apply as “Skin 2”. But I can’t pin down what it defines as skin2 yet. Most of my imports test’s are saying “Sections: 1” (meaning one texture skin). Any guidance? Lightwave is newer to me aside from some Doom 3 work and now this with DNF 11.



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