NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

@ schlk. if this is true, can we add huge objects, as a whole new Mountain Panorama?
Image
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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

Image
this is the result of my first day on 3ds.
I want to thank anyone that posted his contribute here, anything was useful.

My humbles observations:
1) I used a "simple" approach versus the "complete" approach: in the simple way, i just use square dds texture, while in the "complete" approach i must use the textures generated by 3dsmax and then "compressionated" one by one, a very tedious task.
2) In this test i just wanted to build very simple objects as a complement to the basic "arena" style.blocks
3) In the process, the worst problem i had was that i did'nt find any way to adequately tile the textures, i did'nt find the right parameter in 3dsmax :( Maybe it's impossible in the "simple" approach...
4) the pivotal point is quite difficult to choose, because it is the green dot that drive the "adding" of the block over other blocks. I hope will be some improuvement in the object "snapping" and orienting. Maybe in the Pivot.xml there is something..
5) the whole process was painful to "discover", and without a more advanced friend, (thanks Yagami:)), i would not be able to achieve. Once understated, you just scrap the surface of a huge field of work: texturing, lighting, sciripting, there are tons of skills to develop... Great Nadeo Team, great work.
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pastis..51
Posts: 24
Joined: 21 Jul 2011, 12:24
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Re: Custom Objects Specifications

Post by pastis..51 »

darmaya great object, I
hope to test the stunt mod :thumbsup:
justspeeding
Posts: 42
Joined: 30 Aug 2011, 20:05

Re: Custom Objects Specifications

Post by justspeeding »

I did a test to make A object to render a white screen from a skin .

This is the first test.

it is not perfect atm but it need some fixes but the first test looks allready nice.


This screen is made in tm whitout editing
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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 »

not perfect? pure understatement... :clap:
justspeeding
Posts: 42
Joined: 30 Aug 2011, 20:05

Re: Custom Objects Specifications

Post by justspeeding »

Image
here is my new Block to make a white screen like the mainscreen

There are 3 blocks; studioA a plane with a high wall
studioB a plane without a wall
studioC a plane with a low wall

all 3 blocks have more of one pivot (to use it use the tab key to switch)

here is the link to DL the block
Link: http://www.maniapark.com/ressource.php?id=1173
Timmeh7
Posts: 242
Joined: 09 Oct 2010, 23:56

Re: Custom Objects Specifications

Post by Timmeh7 »

Hey guys,
I recently started building objects (without any experience in 3d modelling^^)
My first block was a simple straight road that I could achieve without many problems:
Image
Next thing to build would be a curve, but I can't really figure out how to do that. The modelling is not the problem, but how to get a proper uv-map. I would really like to continue the texture from the straight road in the curve. But the thing is that I don't know how the uv-map should look like... Here is my model:
Image
Now, in the uv layout the parts are round, just like the model is, but I can't really texture those round parts properly... What can you do in that situation?
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TMarc
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Joined: 05 Apr 2011, 19:10
Location: Europe
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Re: Custom Objects Specifications

Post by TMarc »

nice :thumbsup:

Either you create yourself a new (square) texture that fits your block,
or you divide your UV map into small parts, e.g. the road into smaller rectangles or cake parts,
where parts of a texture would fit again.
Do you get the idea?
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Custom Objects Specifications

Post by Fix »

Welcome in the world of making roads =)
Aaah memories, this is one of the first challenge I met when I started working on trackmania. I remember it again. It was for the earliest version of the Rally DirtRoad (almost 10 years ago, oh my god! :o )
I didn't find the answer very fast to be honest.
Your corner must be a bended "finished straight", don't make UVs after bending but before.
There are different tricks, the first one is to mirror your UVs at the middle of your corner (you avoid seams with the following block), then deform it to have smaller UV inside the corner and bigger UVs outside. This may looks odd sometimes, but you will avoid texture stretching and UV seams.
Rectangular UVs on trapezoïd shapes is most of the time not very nice looking.

At the end, the UVs of your corner should look more like a triangle or a boat sail than a rectangle.

The most advanced need special materials such as the ones used on the GP roads (RoadRace and RoadRaceTrace), but you will often nned that mirror/triangular scale trick to avoid stretch & seams.

Also as suggested TMarc You can do a specific texture dedicated to your corner...However, this cost memory, is not easy to do and takes time; and what will you do when you'll have to do bigger curves, TShaped or Cross sections, or diagonals?
I think the dedicated road shapes textures have to be used wisely. (unless you have unlimited GPU memory :)

Hope this may help.

Fix
Timmeh7
Posts: 242
Joined: 09 Oct 2010, 23:56

Re: Custom Objects Specifications

Post by Timmeh7 »

Thanks you guys!! :) Definitely gonna try what you both suggested, I really want to try using every feature of Maniaplanet and driving on own blocks would just be so great! :thumbsup:
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