NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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clem_the_geek
Posts: 52
Joined: 26 Dec 2012, 12:21
Location: France

Re: Custom Objects Specifications

Post by clem_the_geek »

Thanks for all !
I finally sucessed in my importation ! :D
(mapping UVs in GSU is not so good when you have a Range to fit in, not good at all Btw)
iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

You dont have to fit a range. You are just not allowed going into the negative parts. You are allowed to expand the uv to the top right as much as you want.
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clem_the_geek
Posts: 52
Joined: 26 Dec 2012, 12:21
Location: France

Re: Custom Objects Specifications

Post by clem_the_geek »

Yes, but in GSU you can't see if you're in the neg or pos part...

Talking about SketchUp, I have a scale problem : my block is 8 meters long in GSU, but it is something like 26,5m in Blender and about 4,9 blocks long IG
(I tried to find a match with inches but didn't find nothing)

And two others questions :
What color replace alpha in .tga files ? (cause I've got a white icon and it's quite ugly)
How can I get the models of the original blocks ?
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string
Posts: 44
Joined: 10 Mar 2011, 10:48
Location: Norway

Re: Custom Objects Specifications

Post by string »

clem_the_geek wrote:What color replace alpha in .tga files ? (cause I've got a white icon and it's quite ugly)
In the icon alpha, white shows the image and black hides it. Good idea when u render an icon-image in 3dsmax if you save it as tga like i do, make sure u set it to output both the image and the alpha in 2 separate files. Drag both files into photoshop where they get a new layer each, image on top, alpha underneath, and scale them to fit while both layers are selected. Rasterize them, copy alpha, paste in alpha channel, flatten, save. Voila...no worries about icon alpha ever again. :)

U don't need the block template, cuz the size is already known (x y z). Canyon: 64x64x16, Stadium: 32x32x8, Storm: looks like it's 16x16x4. Units in max, meters in Lightwave, no idea what it is in blender. Try the standard unit. This is also the default gridsnap for each environment.

Thanks Fix, for all the PhysIDs. Any idea when we'll be given the secret to making custom checkpoints? I was wondering (snooping)...Is the trigger for the CP a surface with its own PhysID, which doesn't render and is non collidable? If this is so, and it exists, what's the name of that PhysID? Are there 2 of them for respawn and non-respawn? Or is it something completely different?

Those CPs, lightsource, Z-axis placing, cut/copy working 100%, maybe even custom start/finish, and we're seriously getting close to a really nice customization foundation. :)
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clem_the_geek
Posts: 52
Joined: 26 Dec 2012, 12:21
Location: France

Re: Custom Objects Specifications

Post by clem_the_geek »

string wrote:Units in max, meters in Lightwave, no idea what it is in blender.
The problem is that 3DS and LightWave are not free (and even "a bit" expensive)...
To have a 64m long block IG, I have to do it about 5,3 units long in Blender, and I still have a small offset of about 1cm IG (that's not a problem for collision, but it's not neat...)
So it would be kind if you could send me a simple model from 3DS to have the right length
iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

I can supply the correct sizes as 3dsmax file. Opening them with blender should give you the correct size.
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clem_the_geek
Posts: 52
Joined: 26 Dec 2012, 12:21
Location: France

Re: Custom Objects Specifications

Post by clem_the_geek »

Yes, that's what I was asking for :D
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Custom Objects Specifications

Post by Fix »

Cp have surfaces indeed, the collision is then used by the game, depending on the block properties. You can't make cp with objects. I don't know how it will be doable, nor when.
Blender must have an option to change the current system units. It looks like it is working with inches instead of meters or centimeters. Being able to stick to the block cell is a must have. It is impossible toi work correctly without that.
Search for blender units setups.
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BLiNNeMaNS
Posts: 422
Joined: 04 Jul 2011, 22:24
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Re: Custom Objects Specifications

Post by BLiNNeMaNS »

Fix wrote:Cp have surfaces indeed, the collision is then used by the game, depending on the block properties. You can't make cp with objects. I don't know how it will be doable, nor when.
little thinking outside the box here...
How about the recently added items? they are triggers.. Just have to figure out how to script the cp function :mrgreen:
Mariomarco
Posts: 52
Joined: 23 Jul 2012, 16:02

Re: Custom Objects Specifications

Post by Mariomarco »

Please add an spawn parameter in the config of the block, so you can create custom spawns (and pls add the screen material used in spawns)
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