- Introduction to lua
- Basic Setup
- Estrela for Luxinia
- Scenegraphs
- Scene Setup
- Models/Meshes
- Input handling
- Basic physics
- Physics surface properties
- Vehicle physics
- Using models
- Picking
- A Simple UDP Server
- GUI for the UDP Server
- Tetris attack clone prototype
- Stencil Shadows
- Sprite animation with matobject
- Project archives
- Estrela for Cg
- Specular mapping shader
- Material and Matobject
Using models
The box and sphere primitives are easy to use, however, in most cases, we'd like to use other models for the visualization.
Luxinia is using its own 3D format for displaying objects. You can either use one of the exporter plugins for 3DS Max or Cinema 4D to export a model, or you can use the convertool that we provide to convert a model from a different format.
Step 1: Converting
The hardway: Using the Console
(for the simple way, see here)
The plugins for the 3D editors are fairly easy to use, so I will describe here how to use the converter. First, you will need to download the luxinia tools from the download section and extract it to a path on your HD, i.e. c:luxtools. As an example model, I will use here a spaceship model. I've exported it to the 3DS format, as it is very likely that any other modeller supports this format.
You can convert the 3DS file by opening cmd.exe (Start→Execute) and change to the directory where the model file is located.
I assume that the target file is located in c:luxtoolsluxf3dt33.3ds
- Change to the directory where the model file is located by typing
cd luxtoolsluxf3dt33.3ds - convert the file by typing
luxf3d t33.3ds t33.f3d
t33.f3d is created.
The output will look like this:
Luxinia F3D Tool 2.2
====================
by Christoph 'CrazyButcher' Kubisch
Arguments:
t33.f3d
MODEL: t33.3ds
Loading .3ds ...
Loading and internal conversion finished
MODEL: t33.f3d
Writing .f3d ...
Writing Meshes
mesh: 1 instance: 0,0,0 helpers: 0
MESH:1,W_rfel
Parent: 0,MESH
material: 2
vertices: 299,indices: 1056,groups: 1
Writing Materials
materials: 2
MATERIAL:1,W_rfel
shadername: (null)
MATERIAL:2,ships/t33.jpg
shadername: t33small.tga
Writing Skins
skins: 0
MODEL: DONE
Create a directory named modelds in your project directory (where main.lua is located) and copy the file t33.f3d and the texture named t33small.tga into that directory.
Step 2: Displaying the model
This is quite easy. First we need to load the model, then we'll link it with our actor, just like with the primitives we used earlier.
view = UtilFunctions.simplerenderqueue()
view.rClear:colorvalue(0.0,0.0,0.0,0)
actor = actornode.new("t33",0,10,0)
actor:rotdeg(40,-20,40)
t33 = model.load "t33.f3d"
actor.l3d = l3dmodel.new("t33",t33)
actor.l3d:linkinterface(actor)
The result will look like this:


