NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Custom Objects Specifications

Post by maxi031 »

Thanks for explanation Fix.
I dont see any diagonal lines on lightmap uws.
Here it is model and uw pic:
https://dl.dropboxusercontent.com/u/117 ... ens/Sc.jpg

Can i somehow change in game lightmap size on very fast shader? that should fix this pixel effect if i understood you correctly.
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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TMarc
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Re: Custom Objects Specifications

Post by TMarc »

if you look closely at the corner with the bad lighting, you can see that texture is stretched, so something is wrong anyway (unless you did not finish it completely yet there :oops: ):
Image
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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Custom Objects Specifications

Post by maxi031 »

Yes that part of texture is stretched(i just duplicated picture few times, did not yet finish it), but those uws are for diffuse, lightmap is computed from different uws.
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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TMarc
Posts: 15255
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Location: Europe
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Re: Custom Objects Specifications

Post by TMarc »

ok.

Another observation: on the UVmap display, the border between the tunnel wall and the gangway is not 100% vertical in both views there.
It is also not vertical in the Model view (I presume it is because of the round tunnel wall).

Image

Try to avoid any gap here.

But could you remove that completely? Merge the tunnel wall with the gangway? (only at the pink line)
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maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: Custom Objects Specifications

Post by maxi031 »

No Seams there, i think that line doesn't have any impact on lightmap projection.
Anyway ill try to see does it change something. :thumbsup:
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
ScavangeR
Posts: 69
Joined: 09 Nov 2010, 03:29

Re: Custom Objects Specifications

Post by ScavangeR »

Hi guys,

I would like to know if there is any documentation about how to make "strechable" blocks.

By stretchable I mean 2 things:

First: The kind of unique block that you can extand into a kind of platform, like water in terraforming.
Second: The kind of block like Archs in Storm that you can extand from ground to sky, creating "automatics" blocs in lower level.

I didnt find anything about it on forum, but maybe i missed something.
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steeffeen
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Location: Germany

Re: Custom Objects Specifications

Post by steeffeen »

that's not possible, the custom blocks aren't actually blocks but OBJECTS, they don't have the properties like the default blocks (like automatic filling of the wall underneath it)
objects can only be placed somewhere ^^
    Game Mode and Title Pack Creator, Developer, ShootMania-Player & more

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    TMarc
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    Re: Custom Objects Specifications

    Post by TMarc »

    Exact :thumbsup:

    In fact there is no stretchable block, it is only a seemless repeatition of the same block.
    You have to take care that the textures match (are tileable), so you can do this basically with any block.

    But if you want to affect the games terraforming, this is different, because there is no possibilty to do anything customized there yet.

    And about the arch kind of blocks, there is also no information about how to create block with such possibilites.

    At the moment, only static objects can be created.

    Hylis has announced at the GA2013 that they will add soon a grid positioning system for custom objects, so they can be used as blocks.
    But we have to wait for it, as always ;)
    ScavangeR
    Posts: 69
    Joined: 09 Nov 2010, 03:29

    Re: Custom Objects Specifications

    Post by ScavangeR »

    TMarc wrote:
    But if you want to affect the games terraforming, this is different, because there is no possibilty to do anything customized there yet.
    That was not my intention but still good to know there is chances to see it in futur 8-)

    So, if i'm right, i have to make my objects in diferent size if i want them in a panel of different high. As i actually did for my gate set.

    Btw, I just though about another question.
    As I said earlier, i learnt to import object by this tuto: http://forum.maniaplanet.com/viewtopic. ... 54&t=15088

    Also, in this one, the author is using a custom texture. I'm using the exact same procedure but with default Storm textures (with default names).
    So I would like to know if I use a graphic mod on my map (Let say some "Snow" for instance), will this mod be applied to my custom object too using defaut texture ?

    I'm wondering cause the original texture are also in my "Docs/Maniaplanet/Block/Common/Objectfolder" folder.

    If not, is there a way to do so ? As i'm writing i feel dumber and dumber, maybe using the exact material name should do the trick... Any Confirmation ?
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    TMarc
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    Re: Custom Objects Specifications

    Post by TMarc »

    you're optimist, this is good :thumbsup:

    About the modding, I don't know honestly, but I think it should work.
    Do you have mods installed? Then try it: load the mod, and then add your object.
    But if you provide a texture with your object, possibly this might overload the mod as well...
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