NadeoImporter [update 2014/10/22]

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

Post by bern » 02 Apr 2017, 17:09

I have a question
Texture StadiumWarpScreenMask.dds
Is used so that from the game editor you can insert an image
But how do you paste this function to a block created and exported? :roll:
I leave you a picture

Image

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

Post by xrayjay » 02 Apr 2017, 18:36

it´s not possible

JR1988
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Re: NadeoImporter [update 2014/10/22]

Post by JR1988 » 10 Jun 2017, 15:07

Is there a way to have blocks with clips? I am only using the ingame mesh editor and would like to create blocks that clip to the high dirt road (white clips). Is that possible?


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DeadLink404
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Re: NadeoImporter [update 2014/10/22]

Post by DeadLink404 » 24 Jun 2017, 11:12

The importer just gives me a "Material not found in library : TDOS"
when trying to import a character skin.

Model.MeshParams.xml:

Code: Select all

<MeshParams MeshType="Dyna">
<Materials>
	<Material Name="_TDSNEM_Link-wild" Model="TDSNEM" BaseTexture="texture/Link-wild"/>
	<Material Name="_TDOS_Link-eyelashes" Model="TDOS" BaseTexture="texture/Link-eyelashes"/>
</Materials>
</MeshParams>

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

Post by Florenzius » 24 Jun 2017, 11:36

You use the latest importer version?
Image

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DeadLink404
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Re: NadeoImporter [update 2014/10/22]

Post by DeadLink404 » 25 Jun 2017, 15:25

ManiaDesign wrote:
24 Jun 2017, 11:36
You use the latest importer version?
unless NadeoImporter 2017-05-18_12_54 isn't the newest one.

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DeadLink404
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Joined: 18 Apr 2017, 22:26

Re: NadeoImporter [update 2014/10/22]

Post by DeadLink404 » 02 Jul 2017, 20:25

Okay so I got the Importer to run now and it gave me this promising output.
The dds look ok (though the specular maps where yellow for some reason)
Output (with logMeshStats):

Code: Select all

NadeoImporter 2017-05-18_12_54
Lod  0 : cPrim =  2, cVert=12276, cTri=16471, size = (2.06 2.01 0.55)
Compressing BC3_DXT5  128x  64 Link-eyelashes_D.tga
Created :temp:\MemoryTemp\Link-wild.zip\Link-eyelashes_D.dds
Compressing BC3_DXT5   16x   8 Link-eyelashes_S.tga
Created :temp:\MemoryTemp\Link-wild.zip\Link-eyelashes_S.dds
Compressing BC1_DXT1 2048x1024 Link-wild_D.tga
Created :temp:\MemoryTemp\Link-wild.zip\Link-wild_D.dds
Compressing BC3_DXT5 2048x1024 Link-wild_S.tga
Created :temp:\MemoryTemp\Link-wild.zip\Link-wild_S.dds
Compressing BC5yx 2048x1024 Link-wild_N.tga
Created :temp:\MemoryTemp\Link-wild.zip\Link-wild_N.dds
Compressing BC4 2048x1024 Link-wild_E.tga
Created :temp:\MemoryTemp\Link-wild.zip\Link-wild_E.dds
Compressing BC1_DXT1 2048x1024 Link-wild_M.tga
Created :temp:\MemoryTemp\Link-wild.zip\Link-wild_M.dds
No Dummy Root node for anim stack"TurnR_90"
No Dummy Root node for anim stack"TurnL_90"
Created :user:\Skins\Models\ArenaPlayer\Link-wild.zip
However In the model selection the model shows up as the default storman.

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

Post by mcrobert » 10 Aug 2017, 09:57

xrayjay wrote:
17 Mar 2016, 15:48
hm, i tried now with quad plane with a similar result as i got before :?
I tried it too, I confirm, it does not work :?
Image

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Skyslide
Posts: 179
Joined: 14 Dec 2014, 17:20

Re: NadeoImporter [update 2014/10/22]

Post by Skyslide » 25 Sep 2017, 13:26

icons which are 32*32px dont work
fileformat *.tga
when i use 32*32 icons, ingame the block gets random icon from any random block, my block got once even NADEO block icons, what the hell xdd
i changed my icon to 64*64 and works fine, its definitly the nadeoimporter, please fix it we can not use 32*32 icons :/

why 32*32? cause i want to embed 100 blocks and 65 or 17kb makes a difference (will be compressed anyway but still bigger)
Image

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