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.
NadeoImporter [update 2019/10/09]
Moderator: NADEO
- clem_the_geek
- Posts: 52
- Joined: 26 Dec 2012, 12:21
- Location: France
Re: Custom Objects Specifications
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
P.S. I settled Blender in metric units, but it doesn't change anything
Re: Custom Objects Specifications
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?
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?
- BLiNNeMaNS
- Posts: 422
- Joined: 04 Jul 2011, 22:24
- Contact:
Re: Custom Objects Specifications
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
)
StadiumRoadBorderLeft
StadiumRoadBorderRight
StadiumWallConcreteHawkger
StadiumWallConcreteOtherbuilder etc
(or like your nickname

Re: Custom Objects Specifications
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
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

- clem_the_geek
- Posts: 52
- Joined: 26 Dec 2012, 12:21
- Location: France
Re: Custom Objects Specifications
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)
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)
- meuh21
- Posts: 1266
- Joined: 15 Jun 2010, 17:00
- Manialink: meuhbox
- Location: Dans mon champ...
- Contact:
Re: Custom Objects Specifications
Is someone found how to make water in Canyon ? (with physicalID "Water" it's like non collidable and "WaterGround" material is like Dirt...)
- BLiNNeMaNS
- Posts: 422
- Joined: 04 Jul 2011, 22:24
- Contact:
Re: Custom Objects Specifications
so... why don't you build your own tree-like vertical custom block select menu then? (manialib gui)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
Re: Custom Objects Specifications
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
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)
Re: Custom Objects Specifications
I think there are not many people around who would even know where to start with this project.so... why don't you build your own tree-like vertical custom block select menu then? (manialib gui)
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)
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