NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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spaii
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Location: Rémy - France
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Re: Custom Objects Specifications

Post by spaii »

I make some tests : Really Excellent !!!

Object i made in WorkBlocks/Canyon : They appears in the title pack editor but they are not included in title pack, i think it's not a good thing, because other players who have not these blocks could not play on the map

Only blocks include in the title pack should appear for the player in editor, not those from Blocks dir ;)
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shenef
Posts: 9
Joined: 30 Aug 2011, 12:36

Re: Custom Objects Specifications

Post by shenef »

maybe we can figure out whats (or will be) possible with the new block import
some things we need to know and maybe add some of them to this specifications
- a list of the materials
- why is there a "common" folder if you can use only one game in one title?
- where are the limits for the complexity of the meshes (example 100k verts _Lod0, 10k verts _Lod1)
- is it possible to make a "enginekiller" or a booster-block? (it is possible with _arc´s mpbc / unlimiter because those materials are already implemented)
- is it possible to modify the landscape or make underground and water "blocks"? (first symbol in the editor)
- not collidable things like grass or leafs?
- differences of the materials for the trackmania driving physics? (difference concrete to stone?)
YouTube Channel | TM Tracks | SM Maps | Maniaplanet Login: shenef
damien
Nadeo
Nadeo
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Joined: 14 Jun 2010, 17:36

Re: Custom Objects Specifications

Post by damien »

Okay, some fast answers :

- the "link" between the fbx and the texture is only done through the material name.
(ex: with a material _TDSN_Marble_Stone, the importer (and the game) will look for textures Texture/Marble_D.dds, Texture/Marble_S.dds, and Texture/Marble_N.dds).
so you can use tga or jpg or whatever format to preview your object in your DCC (like blender or max), you just have to put the correctly named .dds textures in the Texture/ subfolder, and it will work.

- the name of the texture folder is "Texture", not "Textures"

- snapping, positionning and edition in general will improve in the future

- we do not plan to add more than 2 Lods (our lod packing system is rather complex, it supports only 2 lods, and it wont change in a near future)

- objects availability :
* in map editor, you have access to all objects in the current title, plus all objects on your Blocks folder (Common + current collection)
* in all other contexts, you have only access to objects that are part of the current title.
for multiplayer, it's the choice we made so that everyboy can play the maps (as they own the title, they have access to all objects).
for replay, it is an issue that will be fixed.
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jojoba007
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Location: Nehterlands

Re: Custom Objects Specifications

Post by jojoba007 »

damien wrote:
- the name of the texture folder is "Texture", not "Textures"
STUPID ME !!!!!!! :roflol:
Trying the whole night figuring out what I did wrong. The problem was the naming: Texture not Textures!! :clap:

I almost died in my chair, trying all kinds of FBX versions, all kinds of different Lightmap tutorials etc.etc.

Now my simple test model works!!! Ok, Now I can unleash my creative mind!! :thumbsup:

http://www.robwillemse.net/test2.jpg

One more question, I couldn't delete my own object when I placed it in the editor in the map.While I could delete the official objects.
damien
Nadeo
Nadeo
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Joined: 14 Jun 2010, 17:36

Re: Custom Objects Specifications

Post by damien »

héhé, :roflol:

nice work ! :thumbsup:

for object deletion, mhh this is strange.
can you send me a little zip with your object & textures so that I can check ?

seee ya ! :pil
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faserg1
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Re: Custom Objects Specifications

Post by faserg1 »

jojoba007, can I buy this object? :thumbsup:
Есть вопросы? Только скайп - faserg1.
Image
Жизнь - это динамика ритма. Life is dynamic of rhythm.
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jojoba007
Posts: 68
Joined: 03 May 2012, 15:34
Location: Nehterlands

Re: Custom Objects Specifications

Post by jojoba007 »

damien wrote:héhé, :roflol:

nice work ! :thumbsup:

for object deletion, mhh this is strange.
can you send me a little zip with your object & textures so that I can check ?

seee ya ! :pil
Here is the zip. http://www.robwillemse.net/simplejump.zip
I must say I converted the file directly from max to an FBX with FBX version 2011, could that be the problem?

faserg1 wrote:jojoba007, can I buy this object? :thumbsup:
Yes, send me some coppers ;)
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faserg1
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Re: Custom Objects Specifications

Post by faserg1 »

Heh, I don't know your login)
Good object, very good! Soon I place my object) I downloading 2012 3ds max, 2008 have problems with UVW channles.

Now, the Common is for any games, but not work in Canyon, why?
Есть вопросы? Только скайп - faserg1.
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Жизнь - это динамика ритма. Life is dynamic of rhythm.
damien
Nadeo
Nadeo
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Re: Custom Objects Specifications

Post by damien »

It is an issue we have to fix.
Use Canyon folder for now.
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faserg1
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Re: Custom Objects Specifications

Post by faserg1 »

Already use) Copy all from Common to Canyon. Can you before publish beta, test it? More bugs you can fix)
Есть вопросы? Только скайп - faserg1.
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Жизнь - это динамика ритма. Life is dynamic of rhythm.
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