http://www.love-from-russia.be/Homeworld.7z
I am sure I can figure out what the hell iwo format is .
Lightwave3D... it is the first 3D software that i have use, on a Commodore Amiga computer... it is a top end 3D software, was used for Babylon 5, Star Trek Deep Space 9/Voyager/enterprise, Galactica 2004, Avatar, Stargate SC-1, Dune, Iron man, V 2009, etc ...
I have the version 8 but actual version is 10.1 ( http://www.newtek.com/lightwave/ start the video and be amazed )... well, for actual version, you need 1500$ for the software... not really cheap... but for somebody who wish to work at a professional level, it is almost a must have...
As the .lwo in the archive, you can import them with wings3d and export them to .obj... problem is in the mtl, all map reference are lost...
If you cannot import them in XSI by example, PM me and when i will have time, i will use my old version of lightwave 8 for export them to .obj...
Model use transparency ( blue material in wings3d ), best to keep it like it is... once process by convertxsi, the poly with transparency are discarted and create a hole ( a good one )... model use a large amount of very small textures ( mothership have 42 .bmp texture, the biggest is 512x1024 and the smallest 32x64 )
As for the triangulate thing. I often do not use tools that automate because.... Thanks for that explanation Thoumsin. Can I post that info...
Well, i am a lazy guy... so, i triangulate only the non manifold / non planar surface... for the rest, auto tool make a good job...
You can post everything everywhere... i am a open source guy and i promote sharing of idea...
i am not sure that your link is the right place... you link if about XSI ( one software is not the other )...
Maybe use my picture who show what can happen with non-planar ( non-manifold ) poly when triangulate and add the following text from the XSI wiki :
Preferences that Affect Drawing Polygons
There are two preferences you can set to control how the Add/Edit Polygon tool works: Preserve Planarity While Creating Polygons and Action When Connecting CW vs CCW Polygons.
To access these options, choose File > Preferences from the main menu, then expand Tools and click Polygon.
Preserve Planarity While Creating Polygons
The Preserve Planarity While Creating Polygons preference automatically adjusts the position to preserve the planarity of the polygon when you click to add a new vertex using the Add/Edit Polygon tool. As a result, new vertices may not be added exactly where you click — even if snapping is on.
If this option is off, then it is possible to draw non-planar polygons, for example, by drawing three vertices in the Front view and then a fourth in the Side view.
You can temporarily change the current behavior by pressing Shift while adding points. Pressing Shift allows you to force planarity as you draw a specific polygon when the preference is off, or allow a non-planar polygon when the preference is on.
Action When Connecting CW vs CCW Polygons
When you draw polygons and connect them to others, the normals might be facing in opposite directions. This occurs if the vertices on two polygons are ordered differently, that is, clockwise versus counterclockwise. When two such polygons are about to be connected, the Action When Connecting CW vs CCW Polygons preference controls what happens:
• Prompt user before proceeding: You are prompted to invert polygons or not in each case.
• Invert conflicting polygon(s) (and all their adjacent ones): The other polygons are inverted to fit with the current polygon you are drawing. The inversion ripples through adjacent polygons (if appropriate).
• Accept CW-CCW connection (with double-edge side-effect): No changes are made to the normal directions. Adjacent polygons with opposite normals are connected by a double edge to preserve the integrity of the mesh structure.
Second setting is important too... flipped polygon lead to bad shading ingame ( bad normal invert the effect of the normal map for the flipped polygon, tangent calculated is wrong leading to bad lightning/shadow for the polygon ) ... so, second setting ( invert conflicting polygone ) along the shift key when adding vertex is the perfect way to resolve some potential problem ( non planar surface, flipped face, and some type of double edge ) when using XSI...
Funny, i am the guy who cannot use XSI and i post advice about how to use it...