[DOWNLOAD] LightWave 4.0

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Shadow
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[DOWNLOAD] LightWave 4.0

Post by Shadow » November 5th, 2012, 5:28 pm

LightWave 4.0 (1995)
LightWave is used for modelling 3D objects, just as Sony developers would have done back in 1995.
It was also used in the creation of Net Yaroze games in 1997.
The plug-ins for it may be found under C:\psyq\3rdParty\Lightwav\

The installer will complain at 90% about a missing file if you install from the extracted files.
If you are running under Windows 95 or 98, you will need to burn it to a CD-ROM and install it from there.
Otherwise, under Windows XP and 7, you can mount the image under "DAEMON Tools Lite"
Now apply the patches. Patching via LWCRK.COM may take about 1 minute to execute.
The translated readme is below for the patching process.

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Code: Select all

======================== LIGHT WAVE 4.0 FINAL PRODUCT ===================== ====
======================== =========================
FIRST INSTALL THE PROGRAM DIRECTORY BY GIVING THE DEFAULT
LIGHT WAVE (C: \ NEWTEK).

WAVE LIGHT ONCE INSTALLED, AND COPY THE FILES LWCRK.COM MODCRK.COM
AL DIRECTORY OF PROGRAMS LIGHT_WAVE 4.0

THE ARCHIVES AND MODCRK.COM LWCRK.COM MUST BE ALONE WITHOUT ATTRIBUTES
READING (READ_ONLY). TAKE THEM TO BE THIS WAY ATTRIB

ATTRIB-H-R * COM (FOR THIS FILE SHOULD BE COPIED ON A HD)

C: \ NEWTEK \ PROGRAMS

THEN HAVE THE CRACK'S PROGRAMS DIRECTORY OF LIGHT WAVE run
THIS WAY:

1 - FIRST RUN MODCRK.COM
2 - RUN SECOND LWCRK.COM
3 - 2 ONCE IMPLEMENTED THE CRACK'S RUN WINDOWS AND THEN LIGHT WAVE.

NOTES REGARDING OPERATING SYSTEMS
=============================================
IF YOU USE WINDOWS AND HAVE INSTALLED 3.11 WINS32 LIKELY TO BE
CONFLICT WITH ANY DLL FILE, search for it in CD and copy LIGHT WAVE
THE ROOT DIRECTORY OF WINDOWS AND WINDOWS SYSTEM DIRECTORY.
SAME FOR WINDOWS 95 AND WINDOWS NT
=====================================

HARDWARE REQUIREMENTS WITH RESPECT TO
=======================================

LIGHT AS A WAVE IS FRIEND PROGRAM ORIGIN AND SILICON
LOGIC IS USING A PROCESSOR AS PEOPLE AND QUANTITY
NASA RESPECTED FOR THAT ... I MEAN WITH THIS?

Pentiun of 100 MHz (90 IS NOT THE BUGS AND HANGING THE PROGRAM)
WINDOWS NT OR WINDOWS 95 (ADVISE WINDOWS NT - IS MORE RELIABLE)
32 0 64 megs of RAM (SEE THIS WHEN THE RENDER's)
SCSI HDD (THIS HELPS THE OBJECT AND TEXTURES compocision)

NOTES
=====
IN SOME CASES IF YOU OPEN AN OBJECT WITH A NUMBER OF POLIGONOS
UP SUBSTANTIAL AND HAVE LIGHTS, TEXTURES AND OTHER THINGS YOU MAY
HANG THE PROGRAM AND SEND IT TO TWO PROMPT, THIS IF YOU
THIS LIGHT RUNNING ON WINDOWS WITH WAVE WINS32 AND FEW OF RAM AND A NASA
PROCESSOR 486 DX4 DX 0.


And gossip INFORMATION OBTAINED

GORDO'S 95, SOPT FREE 

DOWNLOAD: https://app.box.com/s/pobhws34cpjbwwwuddk9lgc8w1yfnp4a
MIRROR: https://docs.google.com/open?id=0B_GAaD ... TNPcENFaHc
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Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by LeonPSX » November 11th, 2012, 8:15 pm

does this liwghtwave runs on newer windows too, or only in windows 95/98?

Does this lightwave allows 3d rendering with shadows and lights , used for background creation for games like parasete eve, resident evil, dino crisis 2 etc.

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Post by Shadow » November 11th, 2012, 8:35 pm

Yes, it runs perfectly under Windows 7.
Yes, it does. It allows shadows and lighting :)
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by LeonPSX » November 11th, 2012, 9:07 pm

it fails on win 7 as it was predictable. but:

in my virtual win98 second edition (psx dev machine)where i have sucesffully run Studio Max 5 and all other tools

this lightwave fails with this:

Image
BWG6A.png
can't retry, and if cancel, installation exists. dunno what could be wrong.
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Post by Shadow » November 11th, 2012, 9:54 pm

It may do that as mentioned above. Don't worry. The program works and runs fine. You can try to copy that file manually afterwards. Just click 'Cancel', exit the setup and apply the patches.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by sofzilog » May 12th, 2013, 6:21 am

Hi, I have Lightwave3D 9.6 and I want to do some 3D objects for the psx but the the "o" files that I make is not recognized by the MIPSGCC compiler of the Blade's IDE.
Is there somebody who know how to fix it?
Is the "o" files from L.W.9.6 are compatible with the MIPSGCC compiler or not at all?

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Post by Shadow » May 12th, 2013, 12:19 pm

You need to export the file as a DXF and using Sony's tools into a TMD file.

If you used Psy-Q, there are many Sony examples included that show how to use 3D.
Also, read some Psy-Q DOCS. Even take a look and read of the Yaroze DOCS and examples.

I like using 3DS MAX 7 for my content. It's also possible to use a modeller as low as MAX R3/R4.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by inc^lightforce » May 13th, 2013, 12:17 am

have you ever tried this nice progamm?
http://rapidshare.com/files/3123130502/E3D_WIN.rar

SCREENSHOT:
Image

i used it for this demo:
https://www.youtube.com/watch?v=Xy824Tru-TI

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Post by sofzilog » May 13th, 2013, 1:30 am

Thanks for E3D Win, it's a nice tool but Blade's compiler don't accept 3DO files either.
I guess you'r right, t0rxe, when you say that something wrong with the Blade Library.
I go back to PSY-Q even if i find the process of making psexe with cmd long and laborious
I have tried to make a batch file for speed it up a bit but it work only when I type the command manualy.
This is my batch file:

CD C:\PSYQ
PSPATHS.BAT
CD projects\hiworld\source
PSYMAKE
CPE2X MAIN.CPE

Someone know whats is missing ?

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Post by inc^lightforce » May 13th, 2013, 1:40 am

this is my batch. works perfect.

Code: Select all

Mode con cols=150 lines=50
set PATH=C:\Psyq\bin;
set PSX_PATH=C:\Psyq\bin
set LIBRARY_PATH=C:\Psyq\lib
set C_PLUS_INCLUDE_PATH=C:\Psyq\include
set C_INCLUDE_PATH=C:\Psyq\include
set PSYQ_PATH=C:\Psyq\bin
set COMPILER_PATH=C:\Psyq\bin
set GO32=DPMISTACK 1000000 
set G032TMP=C:\WINDOWS\TEMP
set TMPDIR=C:\WINDOWS\TEMP
ccpsx -O3 -Xo$80100000 main.c font.o star.o logo.o sound.o hitmod.obj -omain.cpe
cpe2x main.cpe
del main.cpe
ren main.exe intro.exe

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Post by Shadow » May 13th, 2013, 1:45 am

Stop calling PSPATHS.bat every time you compile. It isn't good. It works, I know, but it isn't a good method.
Just setup the environment variables and you can compile from any directory.

If you can't get it to work Inc, tell me what the problem is because you're probably entering them incorrectly or into the wrong variables list.

http://www.psxdev.net/forum/viewtopic.php?f=49&t=206
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by inc^lightforce » May 13th, 2013, 1:54 am

yes i know and yes, maybe it is not the best way to call my paths. it works.
i tried your tutorial but i never was able to get it up and running. so i turned to set the path in my Batch and all was fine.

i'll check it again.

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Post by Shadow » May 13th, 2013, 2:13 am

I just re-worded the guide a little bit, so refresh it and give it a re-read.
If it does not work still, let me know and I'll help, because it works on Windows XP just fine, as well as Windows 7.

Just trying to make your life a little easier :lol:
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by inc^lightforce » May 13th, 2013, 2:23 am

Thanks i'll see if it's works

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