unfortuntely you'll face a horrible problem: uv mapping
light wave objects or .lwos have to be UV-MAPPED to make textures fit to parts of the tank
this was the most annoying shit i have EVER had to deal with, its what delayed my completion of soo many mods
i do not know of a free program that can uv-map textures into .bmp files for the tanks
lithium unwrapper can't do that,
it can only make a .luv file to be used with a (texture) CAN NOT BE CREATED FROM A UV-MAP WITH ASSIGNED TEXTURES ON TANK WITH THE PROGRAM
its a dumbass error by many developers and if you or anyone can find a solution to (this) i will become mad with guilt for i can't pay you enough for your help.
I don't know what you mean, but there is a big piece you are missing.
Lightwave (the source of lwo files) is a very old 3d animation/modelling application which did not use UV texture mapping until well after Treadmarks was released. In effect, UV coordinates simply do not exist in the old format lwo files, nor can the version of lightwave that creates that older file version create UV texture coords.
Later versions of lightwave (as well as other newer programs) handle UV texture mapping directly in the modeller, some even using 'airbrush' style techniques to paint directly on the 3d object. Of course, you have to pay money for these type of features. luv and Version 1 lwo files are considered ancient history, so finding proper conversion applications that run under the current Windows is next to nil.
So, to start from scratch,I created the objects in lightwave's modeller, then using lithunwrap to flatten the wire frame and save the luv and template image file. Then load the template image file into a paint program. That's what my workflow was like and it worked very well.
Happy 4th of July! Do I hear..... Cannons? ;D
i know all about the uv-mapping process
you can make uv-maps .luv etc, the issue is creating a texture for these .luvs
contrary to lightwave object files being obsolete,
i have made successful conversions from sketchup .skps and 3d studio files
the only issue is generating a valid (texture file)
i can and have generated textures, but plain colored textures
however making fully textured graphics is a pain
but after more research, photoshop seems to be a solid solution, but no good freebees unfortuntely
when i actually get time, or interest i will post my modern process of texturing meshes that worked.
my preference is to stay ahead of the game, make new ideas, nothing is impossible
making these from scratch the old way for me is crap
especially when i can make a 100 mb HD tank meshs that work with TM
thanks for the reply, KiLIEr and happy late 4th of july for all...