NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

Moderator: NADEO

iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

https://dl.dropboxusercontent.com/u/579 ... ockRef.FBX StormWallBlockRef
https://dl.dropboxusercontent.com/u/579 ... ockRef.FBX StadiumPlatformBlockRef
https://dl.dropboxusercontent.com/u/579 ... ockRef.FBX CanyonArenaBlockRef

This should do it. Materials are set to custom and wood. So no texture would show up if you import this.
User avatar
clem_the_geek
Posts: 52
Joined: 26 Dec 2012, 12:21
Location: France

Re: Custom Objects Specifications

Post by clem_the_geek »

Sorry but I can't import FBX files in GSU or Blender, can you send me the Canyon block as .3DS file please ?

P.S. I settled Blender in metric units, but it doesn't change anything
User avatar
HawkGer
Translator
Translator
Posts: 226
Joined: 16 Jun 2010, 01:11

Re: Custom Objects Specifications

Post by HawkGer »

While working on the RPG title pack I noticed that one can create only 3 subfolders in Workblocks\Stadium for example.
This is not bad if you have a small Title pack...but we already reached 460 objects after 6 weeks....and it's getting hard to organize with only 3 subfolders available. Could this limitation please be lifted?
User avatar
BLiNNeMaNS
Posts: 422
Joined: 04 Jul 2011, 22:24
Contact:

Re: Custom Objects Specifications

Post by BLiNNeMaNS »

How about naming by type using 1st letter caps like all other blocks/code? Although filenames can get rather long that way..
StadiumRoadBorderLeft
StadiumRoadBorderRight
StadiumWallConcreteHawkger
StadiumWallConcreteOtherbuilder etc

(or like your nickname :lol: )
User avatar
steeffeen
Translator
Translator
Posts: 2463
Joined: 14 Oct 2012, 16:22
Location: Germany

Re: Custom Objects Specifications

Post by steeffeen »

the naming isn't really the problem
it's about the accessibility of the blocks within the editor as you have to use several pages for the blocks if you can't use more tiers
i also reached the limit and worry about it since then :|
    Game Mode and Title Pack Creator, Developer, ShootMania-Player & more

    ManiaControl, FancyManiaLinks
    User avatar
    clem_the_geek
    Posts: 52
    Joined: 26 Dec 2012, 12:21
    Location: France

    Re: Custom Objects Specifications

    Post by clem_the_geek »

    I think doing too many "floors" of subfolders would completly hide the 3D viewer and the editor would be unusable...
    And with only 2 subfolders each path, you can get for example 10x10x10 objects, so you still have some free spaces
    (you surely know that you can have 15 elements in a folder before having it broken into two parts)
    User avatar
    meuh21
    Posts: 1266
    Joined: 15 Jun 2010, 17:00
    Location: Dans mon champ...
    Contact:

    Re: Custom Objects Specifications

    Post by meuh21 »

    Is someone found how to make water in Canyon ? (with physicalID "Water" it's like non collidable and "WaterGround" material is like Dirt...)
    User avatar
    BLiNNeMaNS
    Posts: 422
    Joined: 04 Jul 2011, 22:24
    Contact:

    Re: Custom Objects Specifications

    Post by BLiNNeMaNS »

    steeffeen wrote:the naming isn't really the problem
    it's about the accessibility of the blocks within the editor as you have to use several pages for the blocks if you can't use more tiers
    i also reached the limit and worry about it since then :|
    so... why don't you build your own tree-like vertical custom block select menu then? (manialib gui)
    iyumichan
    Posts: 74
    Joined: 12 Jul 2012, 19:18

    Re: Custom Objects Specifications

    Post by iyumichan »

    https://dl.dropboxusercontent.com/u/579 ... ockRef.FBX StormWallBlockRef
    https://dl.dropboxusercontent.com/u/579 ... ockRef.FBX StadiumPlatformBlockRef
    https://dl.dropboxusercontent.com/u/579 ... ockRef.FBX CanyonArenaBlockRef
    https://dl.dropboxusercontent.com/u/579 ... ockRef.max StormWallBlockRef
    https://dl.dropboxusercontent.com/u/579 ... ockRef.max StadiumPlatformBlockRef
    https://dl.dropboxusercontent.com/u/579 ... ockRef.max CanyonArenaBlockRef
    https://dl.dropboxusercontent.com/u/579 ... ockRef.3ds StormWallBlockRef
    https://dl.dropboxusercontent.com/u/579 ... ockRef.3ds StadiumPlatformBlockRef
    https://dl.dropboxusercontent.com/u/579 ... ockRef.3ds CanyonArenaBlockRef

    @meuh
    meuh21 wrote:Is someone found how to make water in Canyon ? (with physicalID "Water" it's like non collidable and "WaterGround" material is like Dirt...)
    Water (the activation of the water gameplay is linked to a waterheight stored in the environment parameters, so colliding a water surface at another height and in a block not flaged as "has water" will probably don't give the results you may expect (I think it's already the case with blockmixing when you place water blocks at another height)
    User avatar
    HawkGer
    Translator
    Translator
    Posts: 226
    Joined: 16 Jun 2010, 01:11

    Re: Custom Objects Specifications

    Post by HawkGer »

    so... why don't you build your own tree-like vertical custom block select menu then? (manialib gui)
    I think there are not many people around who would even know where to start with this project.
    Though, if there is anyone here that knows how to do that please contact me :-)
    Would be much easier for everyone however for Nadeo to just lift this limitation.
    And just to give an example of why a 3rd sublevel is useful: I have 14 objects in the folder Stadium\Roads\CoastalRoad for example that are all road blocks. Now for this coastal road I need 3 pillar objects - one for the middle, ground and top. Where to put this these objects? In the CoastalRoad folder it creates a second page and also confuses builders because pillars and roads are mixed. If I create a second folder in \Roads I waste a lot of space and also the connection to the CoastalRoad folder is lost. People won't know where these pillars belong to.

    I have two more feature suggestions btw:
    - Possibility to link folders to other folders. For example I have a folder at page 3 that I want to link to Stadium\Roads\CoastalRoad. The folder would then be available at those two locations. This feature would basically solve the problem of not being able to rename folders and thus having a fixed structure.
    - Lock objects in space so they can't be deleted (I guess this is hard to implement and also not too important)
    Post Reply

    Return to “Title Pack & Custom Data Creation”

    Who is online

    Users browsing this forum: No registered users and 1 guest