NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

I may aswell post my info and findings.

The base arena block of canyon is
x y z 64 64 16
default offset
h v 32 0

<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
</Pivots>
<GridSnap HStep="64" VStep="16" HOffset="32" VOffset="0"/>
</Object>

The base stadium platform block is
x y z 32 32 8
default offset
h v 16 0

<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
</Pivots>
<GridSnap HStep="32" VStep="8" HOffset="16" VOffset="0"/>
</Object>

The base Storm block is
x y z 4 4 2
default offset
h v 4 0

<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
</Pivots>
<GridSnap HStep="4" VStep="2" HOffset="2" VOffset="0"/>
</Object>

Transparency does not yet work.

Cube Snapping System seems to be working oddly.
Reproducing it via normal snapping is more effective.

The z value in pivots is non functional!
Meaning this does not work.
<Pivot Pos="0 0 0"/>
<Pivot Pos="0 16 0"/>
<Pivot Pos="0 32 0"/>
This basically is a try of adjusting block hight which also isn' supported yet.

Blocks ingame can be rotated in all directions.
plus key and minus key for x axis rotation
left arrow and right arrow for y axis rotation
down arrow and up arrow for z axis rotation
tabulator for changing the pivots.

If diffrent custom objects are stacked on each other the top object assumes the object under it has the same h and v steps as the top object effectively preventing proper placement or at least making it a lot harder to place.

Custom textures are possible with the limitation to "tdsn" and as a result lights, glass and water is not possible except if you make use of the default game textures and its physical ids.

Also note that in Shootmania you can only walljump on surfaces that are concrete, stone or metal etc. You can't walljump dirt and grass.

The bottom block of the stadium environment is larger in size then the others. I am talking about the platform block. If your object has the correct standart height your object will be "sized up" as well.

Shootmania blocks tend to be stuck in the floor ocassionally. This is due to the default platform/wall blocks doing that as well.

Spec, Normal and Diffuse Textures can cause weird shadow anomalies if they are done incorrectly.

List of Texture Property Types (PhysIDs)
Turbo (Canyon)
Ice (Storm)
PowerPath (Storm)
StaminaJump (Storm)
SlidingWood (Storm)
Glass (Stadium)
FreeWheeling (Stadium)
Snow
NotCollidable
Water
Concrete
Grass
Metal
Dirt
Rock
Stone
Wood

This is all for now. Enjoy.
Last edited by iyumichan on 30 Apr 2013, 15:54, edited 6 times in total.
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luftisbollentm2
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Re: Custom Objects Specifications

Post by luftisbollentm2 »

maxi031 wrote:Here are some impressions of Stadium Tunnel System :D
https://dl.dropboxusercontent.com/u/117 ... nelSys.jpg

It might be still too big, but if i scale it more it loose connections to other stadium blocks.
Stadium need some more lights.
spotlight walllight groundlight, etc.

anyone tryed to do a lamp block ?
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TitiShu
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Location: Belgique

Re: Custom Objects Specifications

Post by TitiShu »

Don't work for the moment... but it's on the list of Nadeo


No information about Sliding-Wood PhysID ??? Smae Phys than Glass on Stadium

(powerpath and staminajump too)

Edit : I FOUND IT....

THe slide texture is probably coming from Cryo

Slide Texture ID = ICE

Just Ice xD
Last edited by TitiShu on 24 Apr 2013, 14:27, edited 1 time in total.
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maxi031
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Re: Custom Objects Specifications

Post by maxi031 »

Few more phis ids: Snow, Water, FreeWheeling.
Nice find TitiShu.
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Fix
Nadeo
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Re: Custom Objects Specifications

Post by Fix »

Sliding wood is different than ice.
you could have sliding wood blocks in a snowwy environments, and a different gameplay on each.
ice collision comes from the snow TMO environment.

You can't add lights to the objects yet, but this is in the list :yes:
The light-ramps blocks of stadium will be always ON in the future.
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spaii
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Re: Custom Objects Specifications

Post by spaii »

Fix wrote:You can't add lights to the objects yet, but this is in the list
Yeah !! :yes:

Same for CP and FinishLine ?

And what about up and down objects with "PageUp' and "PageDown" like Nadeo Blocks ?
Fix
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Re: Custom Objects Specifications

Post by Fix »

Not in the list to my knowledge, but I don't know the "objects features list" exactly !
CP and finish lines are linked to more complex gameplay elements loacated in blocks, so I think the answer isn't simple.
Lights are just casting lights, it's only graphical information.

I imagine that with the "actions" you may be able to add pickable invisible items that will allow you to respawn where you picked them up (a kind of teleport item) ??
I don't know the power of the scripts and these action/items tools, so maybe I have too much imagination and this is not possible :?
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steeffeen
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Re: Custom Objects Specifications

Post by steeffeen »

Fix wrote:I imagine that with the "actions" you may be able to add pickable invisible items that will allow you to respawn where you picked them up (a kind of teleport item) ??
Image
:clap:

well the first step is opening up the limitation on the number of custom objects in title packs anyways :lol:
i don't even think that we need such port function BUT what i REALLY want to see is to being able to enable Anchors for custom blocks, maybe there could be a tag inside the block's xml like

Code: Select all

<Anchor DefaultTag="ArrowPlatform" DefaultOrder="0"/>
and with that the maptype and game mode scripts would be able to access the blocks like the current spawn/goal blocks :pop:
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    Nadeo
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    Re: Custom Objects Specifications

    Post by Fix »

    steeffeen wrote:
    Fix wrote:I imagine that with the "actions" you may be able to add pickable invisible items that will allow you to respawn where you picked them up (a kind of teleport item) ??
    Image
    :clap:
    Fix wrote:I don't know the power of the scripts and these action/items tools, so maybe I have too much imagination and this is not possible
    I think you know more than me what is possible with the scripts Steeffeen :mrgreen: .
    I repeat : didn't say it will be possible. I don't know how these things works.
    It's programmer stuff :?: :roll: :?:
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    steeffeen
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    Re: Custom Objects Specifications

    Post by steeffeen »

    Fix wrote:I repeat : didn't say it will be possible. I don't know how these things works.
    It's programmer stuff :?: :roll: :?:
    i know :D i just jumped onto your imagination train and threw in some candy
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