lw_qdata01.zip------------version 01--------------1/9/98----------------Ken D. Turner

Anxious to get started with Quake2 models, I hacked up the QDATA utility provided by
id software to handle my favorite model format, LightWave3D .lwo's. This is a quick
hack, but seems to work quite well. You will need to use it exactly as you use the
original QDATA, with these changes:

1) Added the -lwo switch. Running "qdata -lwo script" (with a valid script.qdt file) will
build your models from .lwo format instead of .tri's.

2) Added the -nolbm switch. This has nothing to do with LightWave, but instead allows you
to use the $skin command to compile the proper skin-path into your model without
failing because it didn't find your .lbm files. It is up to you to make sure you have
your .pcx files in the right place and with the right names. Don't forget the
$skinsize command in your QDATA scripts to set your skin size to something other
than the default.

Some notes: The .lwo files are imported in the way I prefer them: The (-z) axis in 
LightWave is rotated to face the (+x) axis in Quake2. This means that you should
create your models facing the camera in LightWave. Also, the base frame should
also be built to face the (-z) axis. The forward-facing polys will be on the left
side of the skin. You can use "Quake2 Modeller 0.8" and above to load your .md2 and
generate your wireframe-template for painting.

Again, this is all set up for the way I prefer to work. If you don't like it, well,
that's tough. Okay, actually it's not tough, since I included the source code. Knock
yourselves out. Quake2 model editing program authors are encouraged to add LightWave
support to their products! :)

Legal Notices: Use at your own risk. I'm not responsible for anything. Period. The QDATA
code is copyright id software. I am quite insane.
-----------------------------

Ken Turner
ken@oznet.com
http://www.info-video.com/bsp/q2stuff
