NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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tnc1976
Posts: 147
Joined: 06 Aug 2011, 16:52
Location: Germany

Re: Custom Objects Specifications

Post by tnc1976 »

SadHik wrote:if you didn't packed the objects in a title, i think that's what happen (and that maybe shouldn't happen, the map shouldn't load at all if used objects are not in a title)
Edited my last Post...

My Server was not Up to Date :oops:

Greets
SadHik
Posts: 482
Joined: 15 Jun 2010, 11:17
Location: FR - Grenoble
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Re: Custom Objects Specifications

Post by SadHik »

3D objects upload is now operational on maniapark :yes:

waiting for your blocks as i don't have time to test it right now by myself :(
Image
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jojoba007
Posts: 68
Joined: 03 May 2012, 15:34
Location: Nehterlands

Re: Custom Objects Specifications

Post by jojoba007 »

Ok, I'm almost there on getting it to work.

There are a few problems left, and then my creative mind can be unleashed :3

When I use my converted testmodel in the editor my textures are not showing properly.
http://www.robwillemse.net/InEditor.jpg

This is how the 3d model looks like in max. Is this right? I got an High-ress model and Low-ress model, both
with the exact same uvw unwrap modifiers. Is the setup and naming correct?
http://www.robwillemse.net/InMax.jpg

Anyone a suggestion on what wnet wrong?
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Jojo_44
Posts: 485
Joined: 12 Jul 2010, 15:58
Location: Germany->Bavaria
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Re: Custom Objects Specifications

Post by Jojo_44 »

Try "BaseMaterial" instead of "Material" for the first layer.

best regards, Jojo
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my english sounds very unfriendly but it isn´t ;)
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jojoba007
Posts: 68
Joined: 03 May 2012, 15:34
Location: Nehterlands

Re: Custom Objects Specifications

Post by jojoba007 »

Jojo_44 wrote:Try "BaseMaterial" instead of "Material" for the first layer.

best regards, Jojo

Nope, still same problem. Hmm...
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TMarc
Posts: 15255
Joined: 05 Apr 2011, 19:10
Location: Europe
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Re: Custom Objects Specifications

Post by TMarc »

Check for the most recent ManiaPlanetLog files, if you can find errors related to your object.
Which format did you save your textures with?
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jojoba007
Posts: 68
Joined: 03 May 2012, 15:34
Location: Nehterlands

Re: Custom Objects Specifications

Post by jojoba007 »

TMarc wrote:Check for the most recent ManiaPlanetLog files, if you can find errors related to your object.
Which format did you save your textures with?
The texture inside max is a .jpg.

But the ones inside the setup folder are as followed:
http://www.robwillemse.net/textures.jpg


I used ati compressonator to make the following textures:

simplejump_D.DDS (is with the Dxt1)
simplejump_S.DDS (just copied from the first one and changed the letter "D" to "s")
simplejump_N.DDS (is with the Bc5 index)
tOMME_
Posts: 4
Joined: 19 Sep 2012, 22:41

Re: Custom Objects Specifications

Post by tOMME_ »

This is an interesting concept. Too bad I can't even compile the *.fbx files. Not even the sample pack for storm and forge.
I did this so far:
Custom install of maniaplanet here:
..\ManiaPlanet\

Which contains NadeoImporter.exe, ManiaPlanet.exe and common and personal data folders, and also WorkBlocks
..\ManiaPlanet\Common\
..\ManiaPlanet\Personal\
..\ManiaPlanet\WorksBlocks\
..\ManiaPlanet\NadeoImporter.exe\
..\ManiaPlanet\ManiaPlanet.exe\

this works fine:
CMD>..\ManiaPlanet\NadeoImporter.exe object /materialsist

this does not work at all:
CMD>..\ManiaPlanet\NadeoImporter.exe object /WorkBlocks/Common/Forge/*.fbx (or any specific name)
CMD>..\ManiaPlanet\NadeoImporter.exe object /WorkBlocks/Storm/Dolmen/*.fbx (or any specific name)

so I moved the folders to any area I could think of like
CMD>..\ManiaPlanet\NadeoImporter.exe object /Common/Forge/*.fbx (or any specific name)
CMD>..\ManiaPlanet\NadeoImporter.exe object /Storm/Dolmen/*.fbx (or any specific name)
or
CMD>..\ManiaPlanet\NadeoImporter.exe object /personal/Common/Forge/*.fbx (or any specific name)
CMD>..\ManiaPlanet\NadeoImporter.exe object /personal/Storm/Dolmen/*.fbx (or any specific name)
or
CMD>..\ManiaPlanet\NadeoImporter.exe object /common/Common/Forge/*.fbx (or any specific name)
CMD>..\ManiaPlanet\NadeoImporter.exe object /common/Storm/Dolmen/*.fbx (or any specific name)
etc etc etc..

any idea what I'm doing wrong? As I got it, the folder structure I made at first should be ok..

I also tried importing/exporting the sample pack in 3dsmax/blender, make new models etc. Nothing seems to work so far. I also read the instructions quite a few times.
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spaii
Posts: 1075
Joined: 19 Jun 2010, 00:04
Location: Rémy - France
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Re: Custom Objects Specifications

Post by spaii »

tOMME_ :
Open cmd line prompt
go to your ManiaPlanet.exe dir (for me it's c:\Program Files (X86)\ManiaPlanet)
Then type NadeoImporter.exe Object Storm/Forge/*.FBX (it's work)
NadeoImporter go to the wright dir itself

NOT NadeoImporter.exe Object c:\DirOfManiaPlanetUserDirWorkBlocks\Storm\Forge\*.FBX (not working)

Edited : NadeoImporter.exe Object Storm/Forge/*.FBX working
NadeoImporter.exe Object /Storm/Forge/*.FBX NOT working
Last edited by spaii on 20 Sep 2012, 22:37, edited 2 times in total.
tOMME_
Posts: 4
Joined: 19 Sep 2012, 22:41

Re: Custom Objects Specifications

Post by tOMME_ »

spaii wrote:tOMME_ :
Open cmd line prompt
go to your ManiaPlanet.exe dir (for me it's c:\Program Files (X86)\ManiaPlanet)
Then type NadeoImporter.exe Object /Storm/Forge/*.FBX (it's work)
NadeoImporter go to the wright dir itself

NOT NadeoImporter.exe Object c:\DirOfManiaPlanetUserDirWorkBlocks\Storm\Forge\*.FBX (not working)
Thanks alot :thumbsup: Now I just realized WorkBlocks should not be a part of the path, since It's already included in NadeoImporter.exe. Silly me :roll: But still a little weird. Now, I'll be back for some more action, tomorrow :)
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