Convert Assistant

Discuss everything related to custom data creation.

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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Convert Assistant

Post by maxi031 » 19 May 2013, 09:54

Assistant updated-see first post :D
My specs:
MOBO: MB AM3+ 970 Gigabyte GA-970A-DS3P
CPU: AM3+ AMD FX-8320E
GPU: Nvidia GeForce GTX750-Ti ASUS 2GB DDR5
RAM: DDR3 8GB 1866MHz Kingston HyperX
SSD: SATA3 120gb SanDisk
OS: Ubuntu 19.04
TY MICMO

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Raffi_M
Posts: 2
Joined: 20 Mar 2013, 04:56
Location: Germany
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Re: Convert Assistant

Post by Raffi_M » 07 Jul 2013, 10:11

Well, I´m not able to import anything with this tool. I get everytime errors ... :?

Is it possible that somebody creates a tutorial where we see which files we already need and where to drop them for an import ?!

Please guys, otherwise I can´t continue with my big project ... :(

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CronusTitan
Posts: 4
Joined: 09 Jul 2013, 00:43

Re: Convert Assistant

Post by CronusTitan » 09 Jul 2013, 01:11

So, forgive me if this is actually a noob question, but I have not yet found much info on this subject. I have yet to thoroughly search there the original 60+ page NadeoImporter thread for the answer.

so the question I have for you is, does the Convert Assistant take into account an .xml file? or does it make it's own when you use it?
I was more then a bit lost learning how to use the NadeoImporter when I found this helpful little thing, sense I was never able to get it working in the command line without this assistant I can't compare, but I don't seem to be getting any different results no mater what I do in the .xml files I've been making and dragging in with the .fbx's.

This is the xml files code I've been trying to include, if it's wrong please let me know.

Code: Select all

<Object Type="StaticObject" Collection="Stadium">
	<phy>
		<MoveShape Type="mesh" File="Platform_Turn_sm.fbx"/>
	</phy>
	<vis>
		<Mesh File="Platform_Turn_sm.fbx"/>
	</vis>
	<Pivots>
		<Pivot Pos="0 0 0"/>
		<Pivot Pos="16 16 8"/>
	</Pivots>
	<GridSnap HStep="32" VStep="8" HOffset="16" VOffset="0" />
	<Options OneAxisRotation="true" NotOnItem="true" ManualPivotSwitch="true" />
</Object>
The type and collection works well enough so I can get my model into the in-game editor, but the pivot, gridsnaping, and other options are not working. (also, I think the physics and visual physics sections could probably be omitted, but I was being thorough when I first made the file just in case.)

but given that the assistant is asking some things over I've begun to suspect the file is being ignored completely. any help would be appreciated, even if it's just pointing me to go somewhere else.

EDIT
ok, so right after posting this question I decided to try and drag in the xml file separately and after the fbx file. now I'm getting an "error while reading" the xml file ": No VisModel !" unfortunately, I have no idea what it means by that.
EDIT 2
um, ignore the first edit, I think I understand that by dragging it separately it's just replacing the .fbx with the .xml, so of course there is no model as all that's there is the .xml file. if you could confirm that this the the behavior that would be lovely, but in the mean time I'm going to assume I got it roughly correct and that my original question stands.

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Elmigo
Posts: 185
Joined: 03 Apr 2012, 12:16
Location: Almere, Netherlands

Got a question!

Post by Elmigo » 26 Jul 2013, 03:19

Hello! Great tool! Unfortunately it doesn't seem to work for me. Maybe you know how to fix this?

I keep getting errors:

When importing as a Static Object
> image <


When importing as a Static Mesh
> image <
Kindest regards,

Elmigo.

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GO TO DOWNLOAD PAGE

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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: Convert Assistant

Post by TitiShu » 26 Jul 2013, 16:46

You are using the old folder structures

Now it's :

Work => Item => Common/SM/TM => YourItem/Block Folder => xxx.xml
------------------------------------------------------------------------=> Icon => xxx.tga
------------------------------------------------------------------------=> Meshes => xxx.fbx
-------------------------------------------------------------------------------------=> Texture => xxx_D.DDS
-------------------------------------------------------------------------------------------------- => xxx_S.DDS
-------------------------------------------------------------------------------------------------- => xxx_N.DDS
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Bonfi96
Posts: 48
Joined: 29 Jul 2013, 18:29

Re: Convert Assistant

Post by Bonfi96 » 31 Jul 2013, 11:35

I'm trying to convert a fbx placed in "Documents\ManiaPlanet\Work\Items\Storm\Ring\Meshes"
but I recieve this error
0-Ring.fbx : Conversion failed -
D:\Steam\steamapps\common\ManiaPlanet_SMStorm> NadeoImporter.exe StaticObject Items/Storm/Ring/Meshes/Ring.fbx
What's wrong?

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CronusTitan
Posts: 4
Joined: 09 Jul 2013, 00:43

Re: Convert Assistant

Post by CronusTitan » 14 Nov 2013, 23:49

ok, so I don't know how hard this would be to do, but is it possible to make this assistant create the xml files itself with a simple series of fill in the blank options? This would greatly help people new to importing, as that was the part that gave me the most trouble, and still does as there is a lot of missing/hard to find information on that. but I think it would be helpful to everyone as it could automate the annoying process of making an xml for each and every object.
Just a thought for discussion. if it's impractical or ridiculous let me know. :teub:
~CT

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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Convert Assistant

Post by maxi031 » 15 Nov 2013, 06:42

Long story short, i lost some data few mounts ago and with it source of this program too, thats why there has been no development here.
But i did code it again since we needed it for our project, it is made just for custom objects and it does have something close to what you want.

Right now you can make series of xml templates, then when converting you can pick one for current conversion.
Whole conversion process is automated, you just drag fbx/folder on it, pick desired xml template and press convert.

I have planed to make visual xml editor for easy template edit, but its yet far from finished, so far it has button to open template in default xml editor :).
Will try to finish, clean it up and probably update it along side MP3 update, but no promises.
:pil
My specs:
MOBO: MB AM3+ 970 Gigabyte GA-970A-DS3P
CPU: AM3+ AMD FX-8320E
GPU: Nvidia GeForce GTX750-Ti ASUS 2GB DDR5
RAM: DDR3 8GB 1866MHz Kingston HyperX
SSD: SATA3 120gb SanDisk
OS: Ubuntu 19.04
TY MICMO

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danodude
Posts: 176
Joined: 01 Dec 2011, 12:25
Location: Western Australia

Re: Convert Assistant

Post by danodude » 25 Nov 2013, 05:09

Thanks for this :thumbsup: I've only *just* started trying to import 3d objects now (starting with a cube, lol), but I've got this error. I tried what TitiShu said but I keep getting the same error, maybe you could give me a hand here?

I put my folder structure as TitiShu said:

D:\ManiaPlanet\Work\Item\TM\Cube --->Icon ---> (no icon)
------------------------------------------------>Meshes --->Cube.fbx
------------------------------------------------>Texture ---> TheCoolTexture_D/N/S
------------------------------------------------>Cube.xml


And I get this error:

Edit:

Hehehehehe :oops: Was missing that file :P

Code: Select all

   0-Cube.fbx : Conversion failed - 
C:\Program Files (x86)\ManiaPlanet> NadeoImporter.exe MeshStatic Item/TM/Cube/Meshes/Cube.fbx
NadeoImporter 2013-08-21_16_12
File not found : C:\Program Files (x86)\ManiaPlanet\NadeoImporterMaterialLib.txt
Now I get this:

Code: Select all

Mandatory uv layer not found : BaseMaterial
As I said, I'm new to all this so what exactly am I missing?

Thanks :)

User avatar
maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Convert Assistant

Post by maxi031 » 25 Nov 2013, 07:51

You need to name your UVW maps.
There are 2 types of materials that exist in game: some require both BaseMaterial and Lightmap, and some just Lightmap.

IF you open that file NadeoImporterMaterilLib.txt you can see what material need what map, for example:

DMaterial(StadiumGrass)
DSurfaceId (Grass)
DUvLayer (Lightmap, 0)
DTexture( StadiumGrass_D.dds)
DTexture( StadiumGrass_S.dds)
DTexture( StadiumGrass_N.dds)
DTexture( StadiumGrass_X2.dds)


This line "DUvLayer(Lightmap, 0)" says this material needs just Lightmap that needs to be made on First UVW map Channel.

DMaterial(StadiumPlatformAuventAlpha)
DSurfaceId (Metal)
DUvLayer (BaseMaterial , 0)
DUvLayer (Lightmap , 1)
DTexture( StadiumWarpAuventAlphaD.dds)
DTexture( StadiumWarpAuventAlphaS.dds)
DTexture( StadiumWarpAuventAlphaN.dds)
DTexture( StadiumRoadO2.dds)
DTexture( StadiumRoadL2.dds)


For this material you need 2 maps first is BaseMaterial on first channel and secound Lightmap on secound.

You need to find name of uvw map channel and rename it to BaseMaterial.
And if material need Lightmap, rename secound channel too.

In 3dsmax its under ChannelInfo which is located here: Tools(drop down manu) -> Channel Info
In Blender, its in front your eyes :).
My specs:
MOBO: MB AM3+ 970 Gigabyte GA-970A-DS3P
CPU: AM3+ AMD FX-8320E
GPU: Nvidia GeForce GTX750-Ti ASUS 2GB DDR5
RAM: DDR3 8GB 1866MHz Kingston HyperX
SSD: SATA3 120gb SanDisk
OS: Ubuntu 19.04
TY MICMO

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