NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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schl3ck
Posts: 13
Joined: 08 Jul 2012, 14:38

Re: Custom Objects Specifications

Post by schl3ck »

schl3ck wrote:Hi,

when I try to import an object with canyon-materials the NadeoImporter says to me: "Mesh : not enough UvLayers for material (0 < 1)"
I'm using Blender as a noob :?
I've created a Material with the name "ArenaFloor" (from Canyon) and in that 2 textures (Material, mapped as UV; and Lightmap the same as Material)

I hope someone is able to help me :)
I forgot to create the UVMaps in the ObjectData-Tab. Therefor I don't need the textures :oops:
iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

pastis..51 wrote:Hello

Can you tell me where I'm wrong please? :roflol:

I use Blender.
I take the material ArenaFloor and ArenaConcretePxz
I have the following three problems.

-Fail-shadow on top of the block.
-Fail-shadow on the sides of the block.
-Fail-like sawtooth.

I enclose files , .Blend and ObjectInfo.gbx (bloc simple exampl )
http://lft.stunters.org/divers/Simplebloc.blend
http://lft.stunters.org/divers/Simplebl ... ctInfo.gbx
Help me please.

Image

Image

Image
THX :oops:

Let me enlighten you.
That is probably because your lightmap aint that well done. Probably parts bleeding into each other.
Check out the lightmap tutorial that was linked somewhen earlier in this thread ;)
Oh and it might help if you set the shadow settings to high.

BTW I already reproduced the default arenablock without any bugs.
damien
Nadeo
Nadeo
Posts: 146
Joined: 14 Jun 2010, 17:36

Re: Custom Objects Specifications

Post by damien »

I think the problem is that your vertex normals are wrong.
You have to split them per face.
When you create smooth shapes, its good that the normals are "per vertex".
But when you need sharp edges, you have to split the normals "per vertex per face".

found that tuto on google :
http://andy.xd-artist.de/2012/03/06/exp ... -unity-3d/
SiH13
Posts: 1072
Joined: 15 Jun 2010, 11:54

Re: Custom Objects Specifications

Post by SiH13 »

Teardrop wrote:
SiH13 wrote:I give up, I will never understand how to even import the blocks that others have made..
You just have to copy the directory containing your object in "My Documents/ManiaPlanet/Blocks/Common/"

Image

Then you'll find them in the map editor (F4 to open the Object Mode)
Downloaded the test objects from dolmen and forge, nothing shows up in the editor(s)
Image
schl3ck
Posts: 13
Joined: 08 Jul 2012, 14:38

Re: Custom Objects Specifications

Post by schl3ck »

SiH13 wrote:
Teardrop wrote:
SiH13 wrote:I give up, I will never understand how to even import the blocks that others have made..
You just have to copy the directory containing your object in "My Documents/ManiaPlanet/Blocks/Common/"

Image

Then you'll find them in the map editor (F4 to open the Object Mode)
Downloaded the test objects from dolmen and forge, nothing shows up in the editor(s)
I had the same problem but if you copy them into the folder Blocks/Canyon or Blocks/Storm you should be able to get them in the editor. The Common folder seems to not work at the moment (at least for me).
iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

schl3ck wrote: I had the same problem but if you copy them into the folder Blocks/Canyon or Blocks/Storm you should be able to get them in the editor. The Common folder seems to not work at the moment (at least for me).
You guys have to run the importer on the example files to make them show up.
Alternatively you can get the results and some other username ones at maniapark.
Trackmania² Objects: http://www.maniapark.com/liste_object.php?game=1
Shootmania Objects: http://www.maniapark.com/liste_object.php?game=2

Enjoy!
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meuh21
Posts: 1266
Joined: 15 Jun 2010, 17:00
Location: Dans mon champ...
Contact:

Re: Custom Objects Specifications

Post by meuh21 »

I'm noob with Blender. After hours of work i have imported a pipe in TM. But i have a problem with the light. My object is very shiny :? I can't find any solution... If a blender user can help me ? (but don't forgot i'm a begginer ;) ). Thanks for your help :thx:
Texture is ArenaConcretePxz.
Image
Image
justspeeding
Posts: 42
Joined: 30 Aug 2011, 20:05

Re: Custom Objects Specifications

Post by justspeeding »

hi all,

I made a 15min tutorial how to use the nadeo importer with bach files.
like this way it is verry simple to test or convert your 3d models or skins to the correct files.
example files + info you can DL here:http://www.fileden.com/files/2008/8/23/ ... 0files.zip

and here you can see the video:http://www.tm-tube.com/video/27674/tuto ... eoimporter

hope it help you to use the importer on a faster way
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spaii
Posts: 1075
Joined: 19 Jun 2010, 00:04
Location: Rémy - France
Contact:

Re: Custom Objects Specifications

Post by spaii »

meuh21 wrote:I'm noob with Blender. After hours of work i have imported a pipe in TM. But i have a problem with the light. My object is very shiny :? I can't find any solution... If a blender user can help me ? (but don't forgot i'm a begginer ;) ). Thanks for your help :thx:
Texture is ArenaConcretePxz.
Salut Meuh,

En haut à droite, dans material, où tu as mis "ArenaConcretePxz", tu as une icone à gauche de la boule. C'est un triangle avec 3 points en surbrillance (Object Data), tu cliques dessus.

Ensuite, dans la partie UV Maps, tu dois avoir les 2 UV Maps : Material et Lightmap.

Si tu as déjà Material, il te suffit de cliquer le bouton + (cela fait une copie de ton UV Material), et renommer la copie de l'UV Map par Lightmap

J'espère que cela t'aidera, sinon, n'hésite pas ;)
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meuh21
Posts: 1266
Joined: 15 Jun 2010, 17:00
Location: Dans mon champ...
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Re: Custom Objects Specifications

Post by meuh21 »

Cete étape là m'a donné du fil à retordre mais j'avais réussi ;) (sinon NadeoImporter bloque). Par contre, j'ai l'impresion que c'est au niveau de la Lightmap que se situe le problème car c'est surtout après le calcul des ombres que l'objet devient très clair... Mais je ne vois pas comment agir sur Lightmap et de toute façon je ne sais pas ce qu'il faut faire :? A moins que le souci se situe au niveau de l'application des textures ? Merci pour ton aide.

Pas facile Blender et l'import d'objet quand on part de zéro, mais les possibilités sont immenses. Le seul bémol, à part mon souci de Lightmap, c'est le positionnement des objets qui est très contraignant.
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