NadeoImporter [update 2019/10/09]

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

Post by xrayjay »

jui wrote:My lights working fine http://i.imgur.com/6OwrFLG.jpg but the green light points up in blender and the red one points down in blender so its upside down ingame, thats what i mean.

Also the light settings in blender do not have an effect for me (besides position ofc) only the settings in xml count, but thats fine. Tho i have not tested it in detail. In blender i only add the light and set the position anything else i do in the xml.
I´ve experienced the same issue, first thought was i made something wrong :lol: So if you got the same issue may we´ve both made the same mistake or the importer/game got an bug.

I used the ConvertAssistant for importing.

But if nadeo decides to solve this, will our already made models got the correct lights than??
jui
Posts: 171
Joined: 16 May 2013, 15:58

Re: NadeoImporter [update 2014/10/22]

Post by jui »

With the current version of maniaplanet if you import an item with icon, the icon is always 17 kb in the .Item.Gbx even tho the .tga is only like 5 kb.
When i made other items a while ago only the real size of the icon got added to the .Item.Gbx.
I tried older versions of the importer but its the same :? . I do not think i am doing something different. But if anybody has a hint tell me :)

This is really important for embedded items, it would be very nice if the old behavior would be back pls :thx:
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Electron
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Re: NadeoImporter [update 2014/10/22]

Post by Electron »

The Ingame Item editor doesn't embedd a icon. Only a link to the icon image is stored in the file body.
The NadeoImporter embedd the icon in the file header as uncompressed 32 bit RGBA bitmap. There was no change since first release.
Therefore a typical 64x64 pixel icon will have 64 * 64 * 32 / 8 = 16 KB.
You can only reduce the size by lowering the dimension of the image. E.g., a 32 x 32 icon needs only 4 KB.
You can use my tool GbxDump to view the icon and read out the image resolution and size.
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jui
Posts: 171
Joined: 16 May 2013, 15:58

Re: NadeoImporter [update 2014/10/22]

Post by jui »

Thx Electron you are right there was no change. I underestimated the effect of packing the items in a .Pack.Gbx.
4 Items without icons needs 57 Kb in a Pack.Gbx.
4 Items with icons needs 71 Kb in a Pack.Gbx.
So in a Pack.Gbx the 4 icons only need 14 Kb instead of 64 kb.
Would be interesting how much the icons add to the embedded size in a map.
Somehow i was sure it was diffrent :roflol:

PS: im already user of GbxDump very useful program :)
justspeeding
Posts: 42
Joined: 30 Aug 2011, 20:05

Re: NadeoImporter [update 2014/10/22]

Post by justspeeding »

xrayjay wrote:
jui wrote:My lights working fine http://i.imgur.com/6OwrFLG.jpg but the green light points up in blender and the red one points down in blender so its upside down ingame, thats what i mean.

Also the light settings in blender do not have an effect for me (besides position ofc) only the settings in xml count, but thats fine. Tho i have not tested it in detail. In blender i only add the light and set the position anything else i do in the xml.
I´ve experienced the same issue, first thought was i made something wrong :lol: So if you got the same issue may we´ve both made the same mistake or the importer/game got an bug.

I used the ConvertAssistant for importing.

But if nadeo decides to solve this, will our already made models got the correct lights than??
If you change it to this setting when you export then your light wil be exported in the good direction.
Image.
Tipiizor
Posts: 560
Joined: 17 Aug 2011, 01:19

Re: NadeoImporter [update 2014/09/10]

Post by Tipiizor »

darkpuddle1 wrote:Hi I have this bug where .dds with transparency go invisible close up, it's very weird.
Here is what I mean:

I've tried various .fbx formats and other things, or is this a mp bug?

This happens in every environment.

http://youtu.be/meiNJtYjxCo
Do you have Radeon graphic card ?
I just switched from ATI to Nvidia, and this issue is now gone...
OS: Windows 7 Ultimate x64
CPU: QuadCore Intel Core i5-2500K@3.4GHz
RAM: 2x G Skill F3-12800CL9-4GBXL
GPU: Geforce GTX 970 EXOC
Motherboard: Asus P8P67-M
HDD(s): Sandisk ultra Pro II (240 Go) / WDC WD10EACS-14ZJB0 (931 Go)
Sound: Realtek ALC887
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Nerpson
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Re: NadeoImporter [update 2014/10/22]

Post by Nerpson »

My first succeed import!

I created and generated a terrain with the software World Machine, imported it into Blender in order to readjust the UV map and export a working fbx file. Then, I used the Convert Assistant to make it easy.

Result :
http://puu.sh/dKi4c/153346f1ba.png

To do: Increase the mesh scale and also the texture's size.

I've to thanks this awesome guy who created two small and useful tutorials on Youtube. Without him, I would not here to talk with you on this topic. :thx:
https://www.youtube.com/watch?v=8GCf8X9RyZE
https://www.youtube.com/watch?v=gQJzFz-AXuc



I also don't know why there is a brighter part...
http://puu.sh/dKjtX/30cdb9a09b.png
If someone know, please tell me how to fix it. :)
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TMarc
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Re: NadeoImporter [update 2014/10/22]

Post by TMarc »

That's great, Nerpson :thumbsup:
But how big is your mountain really? Missing the StormMan for comparison ;)
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Nerpson
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Re: NadeoImporter [update 2014/10/22]

Post by Nerpson »

http://puu.sh/dKxe4/ab727a7d5f.png

I've a little problem with shadows. I don't know why they're so contrasted.
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TMarc
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Re: NadeoImporter [update 2014/10/22]

Post by TMarc »

looks fine to me :thumbsup:
perhaps rotate the mountain by 90°?
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