NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Custom Objects Specifications

Post by Fix »

what was the problem ?
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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 »

and please post a new screenshot from ingame :thumbsup:
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dreadofmondays
Posts: 77
Joined: 12 Jul 2012, 17:21
Location: Australia

Re: Custom Objects Specifications

Post by dreadofmondays »

The problem was exactly as TMarc said.
And I will post screenshots once I finish building a complete set of these ;)
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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

Successfully loaded custom object in Stadium: TSUNAMI -STADIUM!
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IT'S A WONDERFUL DAY!
Hurrah for Nadeo!
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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Custom Objects Specifications

Post by maxi031 »

Custom object first attempt:
Image
This new future is lovely :clap: .

Still have to figure out how to connect 2 objects in editor so they dont overlap.
My specs:
MOBO: MB AM3+ 970 Gigabyte GA-970A-DS3P
CPU: AM3+ AMD FX-8320E
GPU: Nvidia GeForce GTX750-Ti ASUS 2GB DDR5
RAM: DDR3 8GB 1866MHz Kingston HyperX
SSD: SATA3 120gb SanDisk
OS: Ubuntu 19.04
TY MICMO
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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

http://youtu.be/aq5AzcVsLq0?t=2m2s
That was 2 halfes, i put the pivot on the lowest-external bottom point, then hit tab 2 times without moving the cursor...
But the result is... uncertain... :)
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dreadofmondays
Posts: 77
Joined: 12 Jul 2012, 17:21
Location: Australia

Re: Custom Objects Specifications

Post by dreadofmondays »

Nadeo is there a way to store lightmaps for both Lod0 and Lod1? I have a function that will generate a lightmap UV easily, but because of the differences in lod0 and lod1 they won't match up and I have to do lightmaps totally by hand. :( It takes roughly 1/3rd longer to build the block as a result. Multiply that by the number of blocks in a set, and that is a lot of tedious work :x

Edit: I've just discovered that I get a lighting bug when mapping by hand that is fixed if I use my 3D program's generator. So there's that, as well.
Last edited by dreadofmondays on 03 Mar 2013, 10:33, edited 1 time in total.
schl3ck
Posts: 13
Joined: 08 Jul 2012, 14:38

Re: Custom Objects Specifications

Post by schl3ck »

maxi031 wrote:[...]Still have to figure out how to connect 2 objects in editor so they dont overlap.
Look at the start post at "6. Xml information" and then "grid snapping" ;)
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HawkGer
Translator
Translator
Posts: 226
Joined: 16 Jun 2010, 01:11

Re: Custom Objects Specifications

Post by HawkGer »

2 questions:
- is it possible to create blocks which give off light themselves, i.e. act as a light source?
It would be great to have the Circuit block give off a bit light so that closed rooms are not as dark. Of course it shoudln't give off as much light as the billboards for example...just a tiny bit.

- damien wrote in September: "We'll add support for binary alpha (ie only white or black pixels in alpha channel)
There won't traslucent alpha, since it's only partially supported, and generates artifacts."

Is binary alpha supported now or still on the to-do-list?
Image
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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

I got this while importing for Stadium:
some file was converted, some not.
"collection Stadium not found"
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