Hey, how do I make my object snap to the grid?
<GridSnap> doesn't seem to work for me.
Is something wrong that I have 2013 version of nadeoimporter?
Thanks for answer.
NadeoImporter [update 2019/10/09]
Moderator: NADEO
- BigBang1112
- Posts: 389
- Joined: 20 Jul 2015, 12:44
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- Location: Czech Republic
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Re: NadeoImporter [update 2014/10/22]
Creator and competent racer. YouTube Discord
- ENVIMIX (out in open-source)
- Challenge (OUT NOW)
- Leaderboards (OUT NOW)
- Compute Shadows
- ENVIMIX (out in open-source)
- Challenge (OUT NOW)
- Leaderboards (OUT NOW)
- Compute Shadows
Re: NadeoImporter [update 2014/10/22]
Code: Select all
<GridSnap HStep="1" VStep="1" HOffset="0" VOffset="0"/>
see here > http://doc.maniaplanet.com/creation/imp ... snap--cube
and ya, may you should use the newest version of the importer > http://doc.maniaplanet.com/creation/imp ... nt-Release
I got also a question^^
How to map the StartSignGlow material in stadium? I tried several things as directly map the colors onto an object, map as a whole without watching how the colors are set, always the ingame view will give me weird color mix
How to map this StartSignGlow.dds ? Anyone knows?
All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
- Jennyfur886
- Posts: 52
- Joined: 12 Jul 2013, 16:12
Re: NadeoImporter [update 2014/10/22]
is it not just a front facing surface/plane; placed just in front of the stadiumstartsign its self
like the stadiumwarpspotsglow ?
DMaterial(StadiumStartSignGlow)
DSurfaceId (NotCollidable)
DTexture( StadiumStartSignGlow.dds)
J
like the stadiumwarpspotsglow ?
DMaterial(StadiumStartSignGlow)
DSurfaceId (NotCollidable)
DTexture( StadiumStartSignGlow.dds)
J
Re: NadeoImporter [update 2014/10/22]
Code: Select all
DMaterial(StadiumStartSignGlow)
DSurfaceId (NotCollidable)
DTexture( StadiumStartSignGlow.dds)
It´s just unmapable, every unwrap gets weird colors. The dynamic lights work but they look very ugly (not like the normal stock ones)
All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
Re: NadeoImporter [update 2014/10/22]
Could you show me your UVs for StartSignGlow and the result ingame?
Re: NadeoImporter [update 2014/10/22]
Yep sure:
Red and yellow are in the same way distorted. I also tried to unwrap each color as a plane circle to each color with the same result. And these unwraps are also included inside the Lightmap. No overlapping in Lightmap also.
If they are unwrapped as circles to each color the uv mesh don´t go outside the texture border like here on this screen, the unwrap is a little bit outside the border (if this could be the reason), so it´s not the border i guess.
The Glow material is a bit in front of the StartSign material (so that they don´t overlap) as you can see here:
Face direction is also right, so i don´t know how this distortion is made :X ^^
Red and yellow are in the same way distorted. I also tried to unwrap each color as a plane circle to each color with the same result. And these unwraps are also included inside the Lightmap. No overlapping in Lightmap also.
If they are unwrapped as circles to each color the uv mesh don´t go outside the texture border like here on this screen, the unwrap is a little bit outside the border (if this could be the reason), so it´s not the border i guess.
The Glow material is a bit in front of the StartSign material (so that they don´t overlap) as you can see here:
Face direction is also right, so i don´t know how this distortion is made :X ^^
All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
Re: NadeoImporter [update 2014/10/22]
Try simpler UVs like this.
Animation will scale and move them to obtain the right visual in game.
Animation will scale and move them to obtain the right visual in game.
- Attachments
-
- StartsignGlowUV.jpg (89.61 KiB) Viewed 2807 times
Re: NadeoImporter [update 2014/10/22]
hm, i tried now with quad plane with a similar result as i got before
All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
- Jennyfur886
- Posts: 52
- Joined: 12 Jul 2013, 16:12
Re: NadeoImporter [update 2014/10/22]
i didn't think we could get an 'animated' block imported and then see the animation in a 'Stadium' map.
ie the animated block imports and shows animated while being positioned and placed in a map ;
but when map played/authored - the animation stops.
the .dds is animated ? like a gif ? huh
ie the animated block imports and shows animated while being positioned and placed in a map ;
but when map played/authored - the animation stops.
the .dds is animated ? like a gif ? huh
Re: NadeoImporter [update 2014/10/22]
note :
Trackmania Turbo has 5 frames startsigns : nothing - 3 - 2 - 1 - Go).
Maniaplanet has 3 frames : 2 -1 - Go
This is how it works
Trackmania Turbo has 5 frames startsigns : nothing - 3 - 2 - 1 - Go).
Maniaplanet has 3 frames : 2 -1 - Go
This is how it works
- Attachments
-
- StartsignGlowUV03.jpg (93.83 KiB) Viewed 2765 times
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