NadeoImporter [update 2014/10/22]

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xrayjay
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Joined: 29 Aug 2010, 14:19

Re: NadeoImporter [update 2014/10/22]

Post by xrayjay » 18 Mar 2016, 11:42

thx for your help and the explanation :thumbsup: :clap:

I´ve to test more around, first test with the same shape as on your pics ain´t work for me :? But i´ll keep testing to get it work :D :lol:

jui
Posts: 171
Joined: 16 May 2013, 15:58

Re: NadeoImporter [update 2014/10/22]

Post by jui » 22 Mar 2016, 17:04

Suggestion:
make rotation with <Pivots> possible. Something like that

Code: Select all

<Pivots>
  <Pivot Pos="0 0 0 Rot="0 0 0"/>
  <Pivot Pos="0 0 0" Rot="180 0 0"/>
</Pivots>

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

Post by MPotK » 09 May 2016, 18:51

Hello,

I started using Nadeo Importer a few days ago (I hope one day we will have an a easier software than this one, perhaps even integrated with the editor and some comprehensive documentation for noob like me - with perhaps a small tuto on blender please).

I have made an embedded metal cube the size I (nearly) wanted, good.

1) Now I want an embedded cube with the baseground texture but I can't find the link for this texture in the Lib file.

code of my meshparam file (??? is the link I want).

Code: Select all

<MeshParams MeshType="Static" Collection="Storm" Scale="0.01">
<Materials>
 <Material Name="_TDSNEM_BL2Test" Link="???"/>
</Materials>
</MeshParams>
2) Can I use any name for material name or do I need this kind of naming convention (_TDSN..._...)

Thanks in advance, LotK

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

Post by Electron » 10 May 2016, 21:34

Hello LotK
MPotK wrote:1) Now I want an embedded cube with the baseground texture but I can't find the link for this texture in the Lib file.
I've created no embedded objects so far and therefore no experience with links to library materials. I can't help here.
MPotK wrote:2) Can I use any name for material name or do I need this kind of naming convention (_TDSN..._...)
You can use any name. The shading model is defined by the new Model attribute and the physical type of the material by the PhysicsId attribute:

Code: Select all

<Material Name="CarBody" Model="TDSN" BaseTexture="Texture\CarBody" PhysicsId="Metal"/>
But you can name the material "_<Model>_<Name>_<PhysicsId>" to be backward compatible with older versions of the NadeoImporter:

Code: Select all

<Material Name="_TDSN_CarBody_Metal" Model="TDSN" BaseTexture="Texture\CarBody" PhysicsId="Metal"/>
In case of library materials all attributes are defined in-game. But it looks like you can at least change the PhysicsId (see the advanced options of the Convert Assistant tool).
Image
TM²: TrackMania Telemetry Monitor version 1.1.1

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

Post by MPotK » 19 May 2016, 22:51

Thanks for the answer Electron and for the link to the assistant tool, I'll check it later.

As I had understand, embedded items need to use games textures, that's why you need to use the link param. Hope someone can help me here.

Both Baseground and TechGround doesn't work :

Code: Select all

NadeoImporter 2014-10-22_12_37
Material link not found in lib : BaseGround
or

Code: Select all

NadeoImporter 2014-10-22_12_37
Material link not found in lib : TechGround
and Tech create the gbx mesh but create the item with the Tech Safe texture (If I am correct).

File for the Mesh in that case (CubeTest2.meshparams.xml) :

Code: Select all

<MeshParams MeshType="Static" Collection="Storm" Scale="0.01">
<Materials>
 <Material Name="_TDSNEM_BL2Test" Link="Tech"/>
</Materials>
</MeshParams>
and File for the item (CubeTest2.item.xml) :

Code: Select all

<Item Type="StaticObject" Collection="Storm" AuthorName="LotK">
<Phy>
 <MoveShape Type="mesh" File="Meshes/CubeTest2.Shape.gbx" PhysicsId="Metal"/>
</Phy>
<Vis>
 <Mesh File="Meshes/CubeTest2.Mesh.gbx"/>
</Vis>
</Item>
Textures of are in Work/Item/Texture/Storm (textures were before just in Work\Texture but it doesn't seem to cause any problem to have them in a sub-folder).

I want this specific texture (Baseground) because I want to do a simple arrow panel to put on walls and the texture of this arrow must be team coloured and react like a team coloured block, meaning became blue when connected to the blue team pole(s)/spawn(s)/block(s) and red when connected to the red team pole(s)/spawn(s)/block(s).

I have read a lots of this topic(65 pages so far) and docs in doc.maniaplanet.com and I haven't noticed anything about this kind of texture. I am not good in 3D (I haven't time to learn more that I know) and I just want this special kind of item.

Questions : Is it possible at least to do a team coloured custom item ? If it is, how ? I fear I can't do it and only team coloured skins are possible.

@Nadeo : If not, do you plane to add this possibility later ?

EDIT : I have manage to have the material BaseGround on my cube by adding the following in NadeImporterMaterialLib :

Code: Select all

Material(BaseGround)
		DSurfaceId	(TechGround)
		DUvLayer	(BaseMaterial	, 0)
		DUvLayer	(Lightmap		, 1)
		DTexture( BaseGround_D.dds)
		DTexture( BaseGround_S.dds)
		DTexture( BaseGround_N.dds)
		DTexture( BaseGround_Mask.dds)
The texture mapping was not good (flat projection on top side instead of cube UV) but I suppose it's because of the texture was not meant for other thing that floor mapping.

The item is still a static mesh (I'll try a dynamic one later). The major flaw is that the cube doesn't take the teams colours (i.e stay grey) and I have tried adding N, S and M texture. It looks like embedded (in local game at least).

Thanks in advance,
LotK

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

Post by Miss » 05 Jun 2016, 21:50

I've just started out with trying to learn Blender and trying to see if I can make custom items, and I ended up with a cube that looks okay on the top, but clamped on the sides, like in this picture. (UV map on the left)

If I make the block a little bit sideways, the result is like this:
Image

Looks like it's projected from above, or something? Not entirely sure what's going on. Any ideas?

Meshparams:

Code: Select all

<MeshParams MeshType="Static" Collection="Canyon">
	<Materials>
		<Material Name="A" Link="ArenaFloor" />
	</Materials>
</MeshParams>
Edit: Ah, I just noticed an older post in this thread from 2013, which explains that ArenaFloor is only for horizontal planes. I'm guessing linking materials means it will use its linked UV map? But then why does the importer mention that it requires at least 1 UV layer? :?
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maxi031
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Re: NadeoImporter [update 2014/10/22]

Post by maxi031 » 06 Jun 2016, 00:04

Yep it is projection from above.
You can not use that material for side, use it only for horizontal faces.
Lightmap uv layer you mention is used for shadow calculations.
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Miss
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Re: NadeoImporter [update 2014/10/22]

Post by Miss » 06 Jun 2016, 01:38

maxi031 wrote:Yep it is projection from above.
You can not use that material for side, use it only for horizontal faces.
Lightmap uv layer you mention is used for shadow calculations.
Could you point me to some documentation that mentions the UV layer thing?
Forum moderator, opinions are my own. :thx:
Check out Image openplanet, the alternative Maniaplanet scripting platform! (Openplanet subforum)
I also stream on Twitch and tweet on Twitter.

jui
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Joined: 16 May 2013, 15:58

Re: NadeoImporter [update 2014/10/22]

Post by jui » 06 Jun 2016, 16:41

Miss wrote:
maxi031 wrote:Yep it is projection from above.
You can not use that material for side, use it only for horizontal faces.
Lightmap uv layer you mention is used for shadow calculations.
Could you point me to some documentation that mentions the UV layer thing?
http://doc.maniaplanet.com/creation/imp ... _mesh.html (Section 1.1)

As mentioned typically you have two (independend) UV layers.
1. a layer named "BaseMaterial" : base layer of the material, typically mapping your Diffuse texture

Here you map the visible textures to faces; every face can have a different texture or part of a texture.
To use more than 1 texture you also have to create more Materials in Blender and assign them to the faces.

2. a layer named "Lightmap" : Mandatory, needed for lightmap calculus in editor.

ManiaPlanet creates this lightmap texture when you calculate shadows in the editor. But it still needs the UV coordinates.
Here a screenshot.
http://i.imgur.com/vaCZMJe.jpg

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stuntcarracer79
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Re: NadeoImporter [update 2014/10/22]

Post by stuntcarracer79 » 18 Jul 2016, 15:35

Hallo,

I have problems using stadiumwarpspotsglow :?

Image

Image

as u see, it looks distorted ingame

didn't find any hints on how to make the right uv map.

maybe i am missing something or have to make some special settings in the 3d prog for the import?

i use latest importer with convert assistent. uv channel is 0 and has no name(also tried BaseMaterial)

thx in advance

stunt

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