NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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ScavangeR
Posts: 69
Joined: 09 Nov 2010, 03:29

Re: Custom Objects Specifications

Post by ScavangeR »

Ho yay, After some mistake driving me to green/purple/stretched texture and so on...

Here my first result ... Pretty proud of me even if it's quite simple and w/o xml file (so it do not match with perfection ^^) but hey... Still a start :P

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Anyway, I still have this little bug with light after shadow calculation, any idea ?
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string
Posts: 44
Joined: 10 Mar 2011, 10:48
Location: Norway

Re: Custom Objects Specifications

Post by string »

That's a really sweet model. Glad that u got it working :)
Don't know why it got shadow probs though. Any overlapping polys? Triangles from non-planar quads? Strangely placed smoothing groups?
Damien wrote:- 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)
No idea, just troubleshooting.

@darmaya: I just used the material "RoadTurbo" without any _TSDN, just that name. It's strange though, cuz I also tried the PhysID "Turbo" (_TDSN_whatever_Turbo)and for me it didn't work at all. Maybe it was added in the latest update, along with the common env functionality. If this is true, then that's just awesome! Just wish they were better at adding/updating these Custom Objects Specs. Yea it's still beta, but that's the only way we'll know about new additions. I'll give it a try :)
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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

@scavenger
wow! :thumbsup:

@string
I just used the material "RoadTurbo" without any _TSDN, just that name
this is weird!
Oh, well, that simply means that the Common's textures DOESN'T NEED the second parameter because is embedded with the name?
:shock: :shock: :shock:
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string
Posts: 44
Joined: 10 Mar 2011, 10:48
Location: Norway

Re: Custom Objects Specifications

Post by string »

Yep exactly :)

And another thing, I just tested both "_TDSN_mytexture_Turbo" and "_TDSN_mytexture_Turbo2" and guess what...they both work !!! :D In this pic, the left was fast, and the right was twice as fast (custom texture) :)
Image

Thanks for the tip, mate. I wouldn't have known if u hadn't said it, and to Nadeo for adding it. :clap: :thumbsup:

But...makes me wonder what other PhysIDs exist that they haven't told us about.
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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

@steeffeen
:thumbsup: :thumbsup: :thumbsup:
:clap: :clap: :clap:
:yes: :yes: :yes:
But...makes me wonder what other PhysIDs exist that they haven't told us about.
Yessss!
Exactly that was that make me jump up, you discovered A HIDDEN SECRET (well, i call a secret something that was not previously disclosed, not necessarily by malice)
We already know that there are more like this, but this corner of the Mplanet is desert, arid and not patrulled since many months, except for Fix...( :thx: ).

The NEXT BIG BEST HIDDEN SECRET to debunk are CPs....
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Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Custom Objects Specifications

Post by Fix »

darmaya wrote: Oh, well, that simply means that the Common's textures DOESN'T NEED the second parameter because is embedded with the name?
:shock: :shock: :shock:
The "Common textures" are in fact, original materials.
So you specify the name of the original game's material here (wich most of the time matches the name of the texture, but not always. this material has it's own full set of properties already specified : textures, shaders AND collisions)
And if you want to create a custom material, you need to specify all these elements.
RoadTurbo and RoadTurbo2 would be defined as _TDSN_RoadTurbo_Turbo if they were custom.

Sorry if you don't have all informations and features yet.
ScavangeR wrote:Ho yay, After some mistake driving me to green/purple/stretched texture and so on...

Here my first result ... Pretty proud of me even if it's quite simple and w/o xml file (so it do not match with perfection ^^) but hey... Still a start :P

Image
FullSize

Anyway, I still have this little bug with light after shadow calculation, any idea ?
(this smells de_dust !) check your UV2, the triangulation of that part, if nothing here check the smoothing groups, but it looks like a lightmap problem for me.
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darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: Custom Objects Specifications

Post by darmaya »

@Fix
no problem,
obscurity enlight friendship.... :D
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ScavangeR
Posts: 69
Joined: 09 Nov 2010, 03:29

Re: Custom Objects Specifications

Post by ScavangeR »

Got it working.

You Was right Fix, I forgot to unwrap my Lightmap layer resulting in some overlaping faces.
Her some more results:
Image
FullSized

Will now try some advanced blocks, with clips, transparences and so on...

Anyway i wonder, are we forced to load another Station to reload our collection ? There is no possibilites for scripter to prog something reloading the collections from editor ?
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Custom Objects Specifications

Post by Fix »

iyumichan wrote:I am currently making some objects and i noticed that they group the same way the foldersystem is.
However I feel like this lacks a certain feature.
The icon of the first object in the folder is also the folders icon.

I however really want to assign them a diffrent icon. For example showing wood on the folder of my wood related objects.

So I did it like this in the folder "wood"
wood/icon/wood.tga
Which I expected to work. However it doesn't show wood.tga

Is it possible to add this to the todolist of custom object features?
This would really come in handy.
As it's not possible yet, maybe you can try this : put a "_icon" fake object that would appear first because of the "_" and would have its icon look like what you want ?
To avoid future problems with tons of _icon objects files, I suggest names such as _IconNameOftheFolder
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steeffeen
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Posts: 2463
Joined: 14 Oct 2012, 16:22
Location: Germany

Re: Custom Objects Specifications

Post by steeffeen »

Fix wrote:As it's not possible yet, maybe you can try this : put a "_icon" fake object that would appear first because of the "_" and would have its icon look like what you want ?
To avoid future problems with tons of _icon objects files, I suggest names such as _IconNameOftheFolder
but there are no limitations on the naming, right? you COULD have several objects that have the same names?
furthermore are there any limitations of the amount of custom blocks in a title pack? i'm having troubles :(
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