NadeoImporter [update 2014/10/22]

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BigBang1112
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Re: NadeoImporter [update 2014/10/22]

Post by BigBang1112 » 15 Feb 2016, 18:52

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.
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xrayjay
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Re: NadeoImporter [update 2014/10/22]

Post by xrayjay » 15 Mar 2016, 19:18

Code: Select all

<GridSnap HStep="1" VStep="1" HOffset="0" VOffset="0"/>
as example, you need to set some values for horizontal and vertical and the offset if you want to.
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? :?

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Jennyfur886
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Re: NadeoImporter [update 2014/10/22]

Post by Jennyfur886 » 16 Mar 2016, 12:17

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
ImageImage

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xrayjay
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Re: NadeoImporter [update 2014/10/22]

Post by xrayjay » 16 Mar 2016, 14:50

Code: Select all

DMaterial(StadiumStartSignGlow)
		DSurfaceId	(NotCollidable)
		DTexture( StadiumStartSignGlow.dds)
Yes exactly, just the predefined material ain´t got an uv layer.

It´s just unmapable, every unwrap gets weird colors. The dynamic lights work but they look very ugly (not like the normal stock ones)

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Fix
Nadeo
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Re: NadeoImporter [update 2014/10/22]

Post by Fix » 17 Mar 2016, 09:41

Could you show me your UVs for StartSignGlow and the result ingame?

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xrayjay
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Re: NadeoImporter [update 2014/10/22]

Post by xrayjay » 17 Mar 2016, 15:18

Yep sure:
Image

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:
Image
Face direction is also right, so i don´t know how this distortion is made :X ^^

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Nadeo
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Re: NadeoImporter [update 2014/10/22]

Post by Fix » 17 Mar 2016, 15:33

Try simpler UVs like this.

Animation will scale and move them to obtain the right visual in game.
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xrayjay
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Re: NadeoImporter [update 2014/10/22]

Post by xrayjay » 17 Mar 2016, 15:48

hm, i tried now with quad plane with a similar result as i got before :?

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Jennyfur886
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Re: NadeoImporter [update 2014/10/22]

Post by Jennyfur886 » 17 Mar 2016, 17:47

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
ImageImage

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Fix
Nadeo
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Re: NadeoImporter [update 2014/10/22]

Post by Fix » 18 Mar 2016, 11:26

note :
Trackmania Turbo has 5 frames startsigns : nothing - 3 - 2 - 1 - Go).
Maniaplanet has 3 frames : 2 -1 - Go

This is how it works
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