Convert Assistant

Discuss everything related to custom data creation.

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

Re: Convert Assistant

Post by danodude »

Ok, this gives me a new question as well as a problem :oops:

Do I need to UV map the object in Blender, or do I just put the textures in the Texture folder and they'll automatically be wrapped around the object?

I get that error when I try to convert the fbx... but I have both the BaseMaterial & Lightmap in Blender, as shown on this pic:

Image

Is this the wrong area to do that in? I'm so new at Blender I'm not sure if I have the right spot ;)

Thanks for your time m8 :thumbsup:
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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Convert Assistant

Post by maxi031 »

That looks ok.
What material you are using?
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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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Convert Assistant

Post by maxi031 »

danodude wrote:Ok, this gives me a new question as well as a problem :oops:

Do I need to UV map the object in Blender, or do I just put the textures in the Texture folder and they'll automatically be wrapped around the object?
If Material requires BaseMaterial map, that means you need to make your own map, else if there is no BaseMaterial(Grass, Dirt, Water...) required then game uses projection to apply texture on your mesh.
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 »

I'm using Asphalt for the material.
If Material requires BaseMaterial map, that means you need to make your own map, else if there is no BaseMaterial(Grass, Dirt, Water...) required then game uses projection to apply texture on your mesh.
So I have to export the UV map as an image, paint over it in a photo editing program, then use that as the image that TM will project onto the mesh? Sorry if I misunderstood you :?
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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Convert Assistant

Post by maxi031 »

danodude wrote:I'm using Asphalt for the material.
Asphalt is not material its part of material name(Physical Id) that tells game how car should sound and act on your mesh.
danodude wrote:So I have to export the UV map as an image, paint over it in a photo editing program, then use that as the image that TM will project onto the mesh? Sorry if I misunderstood you
If you are using some of the custom materials(TDSN for example), that is one way to do it - yes.
If its TDSN material you will need 3 Textures, Diffuse, Specular and Normal.
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 »

Ok, I'm getting a little confused now. I know its a big ask, but do you think you could make an example cube for me? Nothing big, just something I could actually look at to see how its done (with the .Blend file so I can see what you've done in blender). If you can't that's fine I'll keep hammering away at it until I get it :)

Edit:

Just made another cube from scratch and it worked this time when converting. I must have done something wrong somewhere :P

Now that its converted, where do I find the gbx file? The video I'm watching says it should be under ManiaPlanet\Blocks\Common\ but I don't have it there. What do you think I've goofed up this time? :mrgreen:
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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Convert Assistant

Post by maxi031 »

It is in ManiaPlantDocumentsRootFolder/Items :thumbsup: .
That cube of yours must be best cube in the world since it took you so much time to make it :clap: .
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
User avatar
danodude
Posts: 176
Joined: 01 Dec 2011, 12:25
Location: Western Australia

Re: Convert Assistant

Post by danodude »

Yep, this cube is next-gen 3D graphics technology :thumbsup:

:roflol:

The cube showed in Item, not Items. Is there a difference? And will it show in my game now? (don't have time to test right now).
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rycardoo
Translator
Translator
Posts: 144
Joined: 05 Apr 2011, 20:37
Location: Portugal - Faro
Contact:

Re: Convert Assistant

Post by rycardoo »

Wanted to know what the correct sequence to transform their blocks
Could put some prints to see how to get your location. :?
Before it was WorkBlocks \ Stadium \ Myblock
Now this always the error. :?
Appreciate the cooperation :thumbsup:
ImageImage
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: Convert Assistant

Post by xrayjay »

correct folder is:
[UserData]\Work\Items\Stadium(or Common, Canyon etc.)\YourObjectNameFolder

YourObjectNameFolder must be this way:

YourObjectNameFolder\
YourObjectNameFolder\Icon
YourObjectNameFolder\Meshes
YourObjectNameFolder\Meshes\Texture

so we got 4 folders in total for one object inside the work folder, it looks like this now:
Image
I used here as example the Common folder collection but this can also be Stadium, Valley etc.

Toplevel YourObjectName folder contains the YourObjectName.Item.xml file
Folder Icon contains your icon (24bit tga file)
Meshes folder contains your YourObjectName.fbx
Texture folder contains your object textures (f.e. YourObjectName_D.tga, YourObjectName_N.tga, YourObjectName_S.tga)
all tga files have to be 24bit tga (these ones with alpha channel have to be 32bit tga), the nadeo importer convert these tga files to the right dds format (but you can also add only dds files in the texture folder but these have to be the right dds format)

make sure you set the right environment inside the convert assistant which matches to your folder structure and all works

this works 100% ;)

All objects will be imported into the "newly" folder structure:

[UserData]\Items\Stadium(or Common, Canyon etc.)\YourObjectNameFolder

[UserData] is the folder you set on the install as your personal data folder, can be found by clicking in the start launcher on help (and there you can move your personal data to a different location on your hdd)
Last edited by xrayjay on 03 Apr 2014, 13:15, edited 1 time in total.
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