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 »

@string
I used _TDSN_dirt_dirt
and _TDSN_snow_grass
both in stadium and canyon objects,
and it works fine,
since i see "dirt tracks" behind my car...
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dreadofmondays
Posts: 77
Joined: 12 Jul 2012, 17:21
Location: Australia

Re: Custom Objects Specifications

Post by dreadofmondays »

darmaya wrote:@dreadofmonday
curious about the brain behind your citation:

Let me guess:
1. you are brainless and you don't know because of it, instead you suppose to be funny.
2. you like to appear more brainleess of what you are, but the effort is too much for you, 'cause no brain.
3. you are just idiot and want to upgrade to brainless, 'cause you envy alter-fox.
4. you and alter-fox are feathers of a wind, brainless both
5. everything is fine and dandy, and you are a column of our community.

Need translation?
Huh? ?_?

The quote's not part of the post. That's just in a signature 'cos I thought it was funny. I'll remove it if it bothers you, you don't have to go out and insult me. Or Alter-fox, for that matter.
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string
Posts: 44
Joined: 10 Mar 2011, 10:48
Location: Norway

Re: Custom Objects Specifications

Post by string »

There, there...I've read the same signature, and I guarantee as an objective bystander that the signature in question was not in any way meant as an insult. It's just a misunderstanding, so better just bury the hatchet right now. I've seen quotes used as signatures all over the place without anyone reacting.
darmaya wrote: I used _TDSN_dirt_dirt
and _TDSN_snow_grass
both in stadium and canyon objects,
and it works fine,
since i see "dirt tracks" behind my car...
Yeah, when I tried your objects (they did help me understand pivots, thanks) it kinda felt like that kind of dirt to drive on, even though I can't tell for sure without flat & curvy bits for testing driving lines. They worked great as jumps, but not so great as landing ramps as they bugged a lot for some reason (slowed down on landing). This could either indicate that the dirt is in fact another kind of dirt than stadium, or that there's something about your slope construction which promotes bugs somehow...or both. Which is probably also a good reason to get an original Nadeo dirt bit as template just to see how the guys at Nadeo made the polys there.

PS: interesting how u came up with using grass physics for snow track. Only ever seen snow in the TMUF env but didn't much care for the handling, and would be so cool to have snow or something that feels like snow as custom physID :D

Of course in the meantime I've come up with yet another obstacle to custom dirt road, lol.
You know how dirt road curves down into the ground into the block underneath? Well, how it works at this point in time is that when u place a custom piece of dirt road, it doesn replace the ground it was placed on, but instead adds to it. Leaving the ground sticking out in the middle of the road. Only thing u can do at the present, is to put the pivot further down to push the dirt road up off the ground, but then it would no longer fit seamlessly with the original dirt.

Just had this brilliant idea. What if you add a menu option: show default scenery on/off (meaning geometry, not just visibility). Then everything, including ground, surroundings, horizon, sky...everything could be custom made as objects. Only thing required would be the 2 big Maniaplanet signs (or more if Nadeo so desires). Would be cool to have titles where every map could have a totally different feel to it, without the need for hacks. Yeah I know, perhaps a bit much, but well... everyone can dream, right? :D :D
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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

@dreadofmonday
so, n.5, cool.

But EVER EVER,
if you you are rude with Nadeo,
expect someone will be rude with you. :roflol:

Anyway,
could you accept my excuses in the sacred name of TRACKMANIA?
I sincerely apologize...

Maybe the Alter-fox boutade was just this,
a boutade.
--------------------------------------------
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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

Hi string,
i was completely amazed when for the firts time i race a large ondulated surface set to _TDSN_snow_grass,
with the meuh's mod Glacier Canyon: :thumbsup:
THE ICE SCREECHED under my wheels!
this is just a nuance, but gave me a strong sensation of realism,
that add a lot to the maps.
the same trick is used in the newly released Icefield mod, by Mr.dvd: try it, is beautiful.

Back to your interesting observations,
i should note that Nadeo have a very particular look and feel,
that make him very recognizable at firts sight.
The Stadium first, then the Bay, the desert, etc, are smarts pieces of art
that, for being raced zillions of times,
are well impressed in our "visual" imaginery.
I suppose that they tend to maintain this "visual originality",
and with good reasons,
but i feel too that they must be very curious about "how" builders tweak their vision.

In effect, the first object i built was a HUGE MOUNTAIN,
to completely hide the Canyon mountains.
So an object became "Environment"
instead of prop.
(see my last test in video of a complete immersive environments: http://www.youtube.com/watch?v=G1y77SNMwVw)

All objecteurs tend to build "compatibles objects" to the block's garage,
but i feel that MY skills are too primitives to match the quality and craftmanship of the Nadeo Pieces,
so i started experimenting with this approach (FFD (FreeFormDeformer, as Fix pointed)
and this is way i named my prodline Heretica.

Unfortunately,
i didn't find a way to improuve the visual aspects, but i stick on my strong points:
1) big environment objs
2) mossy terrain
3) variated surfaces
------------------------------------------------
Yes, my ramps (published NOW, free)
are quite rudimental, but is a try,
without SOURCES blocks will be impossible to build matching objs,
at least for me.

Ty for your interesting observations.
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string
Posts: 44
Joined: 10 Mar 2011, 10:48
Location: Norway

Re: Custom Objects Specifications

Post by string »

I've watched a little of that huge block stuff on YT, and by all means keep it up. That stuff looks just awesome. Totally unique feel to it :) :thumbsup:
justspeeding
Posts: 42
Joined: 30 Aug 2011, 20:05

Re: Custom Objects Specifications

Post by justspeeding »

I did a first test ingame and i can't fix this bug .

no overlapping uvw in diffuse or lightmap tryed some diffrensd textures and nothing is working only the left door and the right outside on the back ?
Image

any help is welcome
User avatar
dePaljas
Posts: 60
Joined: 05 Aug 2011, 17:41

Re: Custom Objects Specifications

Post by dePaljas »

Can someone please give me a hint what I'm doing wrong? It feels like a smoothing group issue:

http://i48.tinypic.com/34htlc6.jpg

I model using 3dsmax, convert to editable mesh, assign smoothing groups (faces in main body are all same group), do the 2 channel unwraps, export to FBX including smoothing groups.
[Mobo: FOXCONN A7DA-S/A7DA] [CPU: AMD Phenom II X4 940 BE] [Memory: 4GB] [Video: MSI 660 Ti]
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TMarc
Posts: 15255
Joined: 05 Apr 2011, 19:10
Location: Europe
Contact:

Re: Custom Objects Specifications

Post by TMarc »

justspeeding wrote:I did a first test ingame and i can't fix this bug .

no overlapping uvw in diffuse or lightmap tryed some diffrensd textures and nothing is working only the left door and the right outside on the back ?
Image

any help is welcome
Looks like the normal map for the right door and its border are not proper.
As you can see, the left door shows some highlighting and some darker zones at the expected places,
which the right door doesn't show.
Please check not only the textures and the UV coordinates, but also the normal maps!
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TMarc
Posts: 15255
Joined: 05 Apr 2011, 19:10
Location: Europe
Contact:

Re: Custom Objects Specifications

Post by TMarc »

dePaljas wrote:Can someone please give me a hint what I'm doing wrong? It feels like a smoothing group issue:

http://i48.tinypic.com/34htlc6.jpg

I model using 3dsmax, convert to editable mesh, assign smoothing groups (faces in main body are all same group), do the 2 channel unwraps, export to FBX including smoothing groups.
The OpenGL Teapot :lol:
Looks like the UV coordinates are not set properly, if you're talking of a mismatch at the vertical cut.
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