NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

Moderator: NADEO

User avatar
phil13hebert
Posts: 564
Joined: 29 Oct 2011, 14:11
Location: Québec

Re: Custom Objects Specifications

Post by phil13hebert »

My problem is solved ! :D

My block was on the wrong side and I know why. I was using fbx plugin 2010 something. Now I changed for fbx 2012.2 and it works like a charm ! :pil


Edit : Could you add a feature that would make us able to choose if we want the object to be in a tile
Here's an example because it's hard for me to explain in english : I'm talking of the green box
Image


Because when we have 2 blocks that we want to put side-by-side, it's hard to put them exactly so that they work together.
OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
Radixan
Posts: 9
Joined: 05 Jul 2012, 11:25

Re: Custom Objects Specifications

Post by Radixan »

phil13hebert wrote:Are you naming your object with the _Lod0 or _Lod1 ? If yes , I'm not sure but I think that you need one object with _Lod0 and the other with _Lod1. But if you only want to create one object without 2 levels of details, try to name it without the _Lod things.

P.S. Sorry if you can't understand me.
Ok, I've tried this that you said, but it does not work.
I named it as Lod0 from before, I've tried to delete it, but the Importer gives me this:

Code: Select all

C:\Program Files\ManiaPlanet>NadeoImporter.exe Object Canyon/buildingtrial/build
ingtrial.fbx
Canyon\buildingtrial\buildingtrial.FBX : Failed to export file "Canyon\buildingt
rial\buildingtrial.FBX":
Mesh : not enough UvLayers for material (1 < 2)
I've noticed that in Jojoba's tutorial, in channel info appears 2:map, that he named as Lightmap.
On my model doesn't exist that 2:map.

How I can obtain this channel?

Thanks.
Atomic.Boi
Posts: 7
Joined: 02 Jun 2012, 16:54
Location: Moscow, Russia
Contact:

Re: Custom Objects Specifications

Post by Atomic.Boi »

Hey, I've made everything right like I need, importer generating a Gbx file, no problems with materials and both UV are present, thanks! :yes:

Image

But, I cant see my block ingame. Am I need to create a title pack? Or am I need to ZIP the generated gbx and dds?


I've got also a question, can we make something bigger then 645x64x16? Or tricks with maxbox here arent working?
Atomic.Boi
Posts: 7
Joined: 02 Jun 2012, 16:54
Location: Moscow, Russia
Contact:

Re: Custom Objects Specifications

Post by Atomic.Boi »

Radixan wrote:How I can obtain this channel?
Easy. Just click the link for the tutorial.

http://www.3dmotive.com/training/free/c ... uv-channel

Hope this'll help :3
User avatar
meuh21
Posts: 1266
Joined: 15 Jun 2010, 17:00
Location: Dans mon champ...
Contact:

Re: Custom Objects Specifications

Post by meuh21 »

Atomic.Boi wrote: But, I cant see my block ingame. Am I need to create a title pack? Or am I need to ZIP the generated gbx and dds ?
Move .gbx and the folder with .dds in the folder Blocks/Canyon (or Storm or Common). You don't need a title with the editor ;)
Yagami93
Posts: 6
Joined: 29 Sep 2012, 11:32

Re: Custom Objects Specifications

Post by Yagami93 »

Hi all, i'm getting this error from the Importer:

LightMap OutOfRangeV OutOfRangeV

What am i doing wrong?
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Custom Objects Specifications

Post by Hylis »

UV of lightmaps have to been within 0-1, 0-1 coordinates I think
Yagami93
Posts: 6
Joined: 29 Sep 2012, 11:32

Re: Custom Objects Specifications

Post by Yagami93 »

Hylis wrote:UV of lightmaps have to been within 0-1, 0-1 coordinates I think
What do you mean? When i edit the UV Map on 3DSMax i have to place all the chuncks in a square.. but i dont see coordinates there, where can i check them?
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Custom Objects Specifications

Post by Hylis »

Maybe I am misleading you on this one then, you will have to wait for more experts to help :? or find it by yourselves :mrgreen: Maybe redo a basic unwrap and test export again just to test. I really don't know.
User avatar
phil13hebert
Posts: 564
Joined: 29 Oct 2011, 14:11
Location: Québec

Re: Custom Objects Specifications

Post by phil13hebert »

Atomic.Boi wrote:Hey, I've made everything right like I need, importer generating a Gbx file, no problems with materials and both UV are present, thanks! :yes:

Image

But, I cant see my block ingame. Am I need to create a title pack? Or am I need to ZIP the generated gbx and dds?


I've got also a question, can we make something bigger then 645x64x16? Or tricks with maxbox here arent working?
Try to change the folder "Common/" to "Canyon/" or "Storm/" and you'll see it in the editor of the one that you chose.

"Common/" is supposed to work but I didn't try it yet.

Radixan wrote:
phil13hebert wrote:Are you naming your object with the _Lod0 or _Lod1 ? If yes , I'm not sure but I think that you need one object with _Lod0 and the other with _Lod1. But if you only want to create one object without 2 levels of details, try to name it without the _Lod things.

P.S. Sorry if you can't understand me.
Ok, I've tried this that you said, but it does not work.
I named it as Lod0 from before, I've tried to delete it, but the Importer gives me this:

Code: Select all

C:\Program Files\ManiaPlanet>NadeoImporter.exe Object Canyon/buildingtrial/build
ingtrial.fbx
Canyon\buildingtrial\buildingtrial.FBX : Failed to export file "Canyon\buildingt
rial\buildingtrial.FBX":
Mesh : not enough UvLayers for material (1 < 2)
I've noticed that in Jojoba's tutorial, in channel info appears 2:map, that he named as Lightmap.
On my model doesn't exist that 2:map.

How I can obtain this channel?

Thanks.
Here's a link on how to do it that damien posted before : http://www.3dmotive.com/training/free/c ... v-channel/

And for the naming, here's how to do it :
damien wrote: 3. UV layers

the choosen material defines the UV layers requirements (and naming).
for most of the materials, you will need 2 UV layers.
- a layer named "Material" :base layer of the material, typically mapping your Diffuse texture)

- a layer named "Lightmap" :Mandatory, needed for lightmap calculus in editor.
WARNING 1: for this layer, the UV must not overlap, otherwise it will cause invalid lightmaps !
WARNING 2: if you have lods, the Lod0 and Lod1 for a mesh must "share" the same UVs in the lightmap (we store only lightmap for Lod0)

Note :
- in blender, it's easy to name your layers
- in 3dsMax (wich is classicaly index-based for layers), you can use the ChannelInfo utility to name your layers (comes with 3dsmax , available in panel Utility->More->Channel info)
Hylis wrote:UV of lightmaps have to been within 0-1, 0-1 coordinates I think
I think that your right. With mpbc from _arc, we needed to do it between 0-1, 0-1 if my memory is good :thumbsup:
OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
Post Reply

Return to “Title Pack & Custom Data Creation”

Who is online

Users browsing this forum: No registered users and 1 guest