NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

Moderator: NADEO

platernitycs
Posts: 39
Joined: 10 Feb 2013, 18:56

Re: Custom Objects Specifications

Post by platernitycs »

Thats bad, elite with custom models would have been awesome !
ScavangeR
Posts: 69
Joined: 09 Nov 2010, 03:29

Re: Custom Objects Specifications

Post by ScavangeR »

Hi everyone,

I'm acually doing some attempts in block importation, but i'm stuck @ the cmd line step.

I keep getting the "Syntax : NadeoImporter CarSkin <SourceFolderName> <CarSkinName>" message.

First i though it was something wrong with my model (a simple "starting" cube in Blender).
I searched over the web for some onformation, and found some tutorials, specially this one http://forum.maniaplanet.com/viewtopic. ... 54&t=15088 , wich i translated and followed step by step from start.

After a few unsuccessfull attempts, i decided to try to import the Nadeo's Dolmens, which are know as working. But still i get this message.

I tried to change the collection name from Storm to Canyon, Stadium and Common. Double checked all caps/minus letters, executed my cmd as an admin ect ect ... But i'm still here pulling my hair.

Can someone help me please ?

Here is a quick screen http://imageup.fr/uploads/1366147771.jpeg
(The top window path is "C:\Users\ScavangeR\Documents\ManiaPlanet\WorkBlocks\Common\Forge")
User avatar
string
Posts: 44
Joined: 10 Mar 2011, 10:48
Location: Norway

Re: Custom Objects Specifications

Post by string »

@ScavangeR

I already assume u got nadeoimporter.exe in the maniaplanet install dir along with the game exe.
make sure u got the environment folder made under "Blocks". In this case "Common".
Then the cmd line is (if you use common): NadeoImporter object Common/YourObjectCollection/*.FBX for all fbx files in that folder.

Do what justspeeding showed in his tut: make a textfile in the same dir as the importer that says:

Code: Select all

NadeoImporter object Common/YourObjectCollection/*.FBX
@echo.
...and name it a whatever.bat (batch) file, and then make a shortcut for it on the desktop. Then u just double click it for easy conversion. And u can right click the shortcut on the desktop and edit the content as u desire.
Also u can make another bat file on the desktop which goes:

Code: Select all

@echo off
cmd /k cd "C:\Program Files\ManiaPlanet"
end
Which pops up a cmdline window sending u straight into the importer folder (in case you need to see an error message or something like that).

Oh, and the syntax you're using is for vehicle model conversion.

====================================================================

@Darmaya:
Yea I nested the turbo surface inside my own thingy. Giving the turbo object the material "RoadTurbo" and the rest of it the _TDSN we all know so well :P
And then of course laid out the UV for the RoadTurbo according to a template I had first gotten by using only a big square surface with a RoadTurbo material , with the UV covering the whole UV area in 3dsmax. This way u can get a rough template of the texture of the different materials. This is the result of the turbo (a few crazy textures ago ;) ):
Image
using this extracted texture:
Image
I'm not sure if that's how the other dude did it, but since he didnt' leave an explanation I had to try to figure something out on my own. Now the ObjectImportMaterialList.txt lists the textures used for each material, but they're all packed so there's no way to get hold of the actual texture files. And if there is, please enlighten me.
What we need of course is a common turbo physID so we can make our own textures.
Last edited by string on 16 Apr 2013, 23:43, edited 1 time in total.
ScavangeR
Posts: 69
Joined: 09 Nov 2010, 03:29

Re: Custom Objects Specifications

Post by ScavangeR »

As i said, i followed the steps 1 by one, and as you can see on my screen, i did the .bat (Nammed it "Importer") and put the NadeoImporter.exe in Maniaplanet's folder.

The only different thing from your explanation is my sources folder, which one was "WorkBlocks" as in the Harrison's tut'.

I just gave a try by changing my sources from "WorkBlocks/Common/Forge" to "Blocks/Common/Forge" but still the same error. :cry:

Thx for the consideration anyway :thx:
User avatar
string
Posts: 44
Joined: 10 Mar 2011, 10:48
Location: Norway

Re: Custom Objects Specifications

Post by string »

ScavangeR wrote:As i said, i followed the steps 1 by one, and as you can see on my screen, i did the .bat (Nammed it "Importer") and put the NadeoImporter.exe in Maniaplanet's folder.

The only different thing from your explanation is my sources folder, which one was "WorkBlocks" as in the Harrison's tut'.

I just gave a try by changing my sources from "WorkBlocks/Common/Forge" to "Blocks/Common/Forge" but still the same error. :cry:

Thx for the consideration anyway :thx:
Yea sourcefiles go inside Workblocks. Which the importer reads and puts converted files into the Blocks dir. I'm sorry if I gave u the impression that sourcefiles go inside Blocks. I checked the example "Forge" files from damien in 3dsmax, but they lack both materials and UVmaps, so they're no good until u set that up yourself and re-export as fbx. Probably easier to use that cube of yours. :)
User avatar
HawkGer
Translator
Translator
Posts: 226
Joined: 16 Jun 2010, 01:11

Re: Custom Objects Specifications

Post by HawkGer »

@string: if I understand you correctly you are just searching for the standard Canyon textures? Those can be found in "C:\ProgramData\ManiaPlanet\PacksCache"

@Scavanger: I think you downloaded the wrong NadeoImporter. There are different ones for CarSkins and Objects afaik. Maybe try downloading the latest importer from the first post.
Also all this CMD stuff is not necessary. Simply download the ConvertAssistent made by maxi031: https://dl.dropboxusercontent.com/u/117 ... sstent.zip

@Nadeo developers: I have one more feature suggestion ^^ It would be really useful if one could add text in the .xml file that is then displayed somewhere in the corner of the editor when having that object selected.
Some objects are simply so obscure in their usage that it's impossible to understand them without some documentation or help. For example I just made a transition block that can only be used for one other standard block.
In the .xml file I would like to write then:

Code: Select all

<Object>

   <Info>Transition for block 7-2-7</Info>

   <Pivots>
    <Pivot Pos="0 0 0"/>
    <Pivot Pos="0 0 -1.35"/>
    <Pivot Pos="0 0 1.35"/>
    </Pivots>

        <GridSnap>
   <GridSnap HStep="8" VStep="8" />
        <GridSnap HStep="4" VStep="4" />
        <GridSnap HStep="0" VStep="0" />
        </GridSnap>
</Object>
ScavangeR
Posts: 69
Joined: 09 Nov 2010, 03:29

Re: Custom Objects Specifications

Post by ScavangeR »

So if i'm right it might be a layer/UV probleme rather than an importer one ?

I'm taking the russian tut from start once again with a new cube. I'll see if i end up with a better result. Maybe i missed something ^^'

Btw, in order to be sure it's not how I try to import block in game that get me stuck, could you please upload a rly basic working .fbx (and texture). So i can try to study what i'm doing wrong ?

@HawkGer, i'm already tried that assistent, stil using it from try to try :P
Anyway I'll try to find that Other Importer, and give it a try. Hope this is it even if it's gonna make me look stupid :roflol:

Edit:
Ok guys. Call me MrStupid :D
Work WAY BETTER with this importer http://files.maniaplanet.com/tools/Obje ... _12_27.zip
Though it was the same tools, Sry for the bothering and thanks for your helps guys :D
User avatar
darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

@scavenger
I can suggest you to try a "custom", to create an object in Canyon and not in Common.
I prepared a simple object that worked fine for me,
with all of the components (Icon, Pivots, textures, object)
http://darmaya.net/tm2/Objects/Navi.zip

Instructions:
Unzip into WorkBlocks/Canyon/ you will have a new dir "Navi"
open cmd:

Code: Select all

cd\
cd program files
cd ManiaPlanet
nadeoimporter Object Canyon/Navi/*.fbx
Let we know...
EDIT: UPDATE
OK, just noted your success,
was the old version of Nadeoimporter..
:thumbsup:
Image
ScavangeR
Posts: 69
Joined: 09 Nov 2010, 03:29

Re: Custom Objects Specifications

Post by ScavangeR »

Just gave a try to confirm it's finally working. So yup, got dat Giant AVATAR on my road \o/

The error was stupid, tbh i dont even know how I did my job, cause when I re-dowloaded the now working version of NadeoImporter, my download manager asked me if I rly want to RE dowload it/replace it ...

Well, After all this time away from Nadeo community I now remember why i love it so much !! :yes:

Thx to all of you :thx:
User avatar
darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

@string
I still wonder of this "discovery":

First, do must i desume that the simple fact to name the internal Material as _TDSN_RoadTurbo is sufficient to have a turbo effect?
This means that if you run over YOUR red turbo or overYOUR yellow turbo YOU HAVE DIFFEERENT PUSHES?
And what happend to second parameter? can be dirt, grass,concrete, etc?

In making MY turbos, i used THIS material, instead...
_TDSN_ArenaTurbo_Turbo
The final Parameter TURBO was a guess on my part,
and i was happy to discover,
but now i am...
:? :? :?
Image
Post Reply

Return to “Title Pack & Custom Data Creation”

Who is online

Users browsing this forum: No registered users and 1 guest