NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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BLiNNeMaNS
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Re: Custom Objects Specifications

Post by BLiNNeMaNS »

string, you wrote something offtopic about dirt grip which doesn't have anything to do with objects.
(this used to be in quote block, removed to remove confusion)

style note to webmaster: a quote should be between quotes, not just start with one.
Last edited by BLiNNeMaNS on 06 May 2013, 21:09, edited 7 times in total.
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string
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Re: Custom Objects Specifications

Post by string »

And I say it's definitely on topic. This is something only Nadeo can decide, so we agree to disagree. Thanks for removing the bad post.
Last edited by string on 05 May 2013, 13:59, edited 1 time in total.
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BLiNNeMaNS
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Re: Custom Objects Specifications

Post by BLiNNeMaNS »

string wrote:Who the hell pissed in your coffee? I'm referring to the PhysID listed in the opening post of this thread. I've made several dirtroad parts, which got the PhysID "DirtRoad", but there's virtually no drift on it in the Stadium environment. I believe that's definitely ON topic! I've played Trackmania too long to get starstruck by Hylis making an appearance.
I think it's actually you who misunderstood my entire post.. Custom objects aren't meant as a replacement for build blocks, so the whole grip/no grip issue shouldn't be there in the 1st place..

It's not a false accusation at all.. You know that situation when you're playing chess, thinking ahead 8 moves and then doing the move you shouldn't just yet and look silly? It's exactly like that.

I opened the topic to make a reply about custom blocks (who don't exist yet) vs the custom objects (who you place on top of blocks and not use to replace blocks) and then i saw your post, which was exactly about driving on blocks and not about objects.

A garden gnome is an object, soil isn't.

I wasn't mad or anything at all, i'm a thinker, only trying to come up with solutions and was thinking along with those with the x amount of objects problem.

fun part: i used the quote block for something it wasn't meant for, you are trying to do the same with custom objects.
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BLiNNeMaNS
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Re: Custom Objects Specifications

Post by BLiNNeMaNS »

string wrote:Dude, i have no idea what you're on about. First of all, you didnt start this topic, Damien did 48 pages ago.
Opening a topic to reply on it = click on topic name, place reply.
string wrote:Second, a custom object is whatever player created 3D object you place in the game world, be it scenery or to be driven on, made by the specifications listed in the OP.
Actually you're wrong here. It's all a matter of "nadeo gave the community 1 finger and it took the entire hand"
string wrote:And last, PhysIDs are an essential part of how the avatar reacts to the surfaces around it. If everything was meant to be decoration and not to be driven on, why post the PhysID list at all?
simple: the fact you can't drive on a garden gnome doesn't mean it shouldn't be responsive.. If you end up on a roof it shouldn't respond unnatural.
string wrote:And I haven't "replaced" any blocks, why on earth would I do that? They already exist.
custom blocks (who don't exist yet) vs the custom objects (who you place on top of blocks and not use to replace blocks)
in other terms: "you" as in "some 3d-modelers" place an object type where a block type should've been used.
string wrote:I have added track parts which I felt I have been missing the years I've been playing and making tracks for this game. I've always been a dirt driver, so naturally that's my area of interest.
And i get that to the fullest amount, i'm not saying you shouldn't do it, i'm just saying nadeo didn't mean for objects to be used as blocks in the 1st place and therefor it isn't ontopic
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TMarc
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Re: Custom Objects Specifications

Post by TMarc »

Come on, guys, please stop your argument and get back to the actual topic. :thx:
Or we'll have to move out your private discussion where you can fool around :P
Thank you!
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BLiNNeMaNS
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Re: Custom Objects Specifications

Post by BLiNNeMaNS »

wasn't really an arguement nor was it offtopic, more like a discussion
(which is what a forum is for; interactive discussion ;) )
We've settled through pm and used some sandpaper on our replies ^^ (edits)

Anyways, might still be a good ontopic subtopic..

Custom objects, in my opinion should not be a replacement of full surface tiles but merely additions to the existing ones untill nadeo allows us to create full custom blocks.
So in my opinion the custom blocks main function shouldn't be the creation of platforms to stand on (beside ramps/crates etc).
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TMarc
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Re: Custom Objects Specifications

Post by TMarc »

Ok, good to hear :) , I can remove messages which you don't want to be there anymore (including mine above). ;)

Custom objects can be anything basically.
Certainly their primary use case was decoration.
But I would not exclude the possibility to do anything else than just that.
If the player can drive / walk / stand on it, or e.g. jump higher because the Tech material was used, why not?
What is missing is the grid positioning system (others call it a restriction), and moving block parts.

At the end, the object creator should have the freedom to decide of which type it is, and how or where it could be placeable.

Or we need different base types of blocks (I remember ther was a start of a discussion about this long ago),
with well defined properties.
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steeffeen
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Re: Custom Objects Specifications

Post by steeffeen »

BLiNNeMaNS wrote:Custom objects, in my opinion should not be a replacement of full surface tiles but merely additions to the existing ones untill nadeo allows us to create full custom blocks.
So in my opinion the custom blocks main function shouldn't be the creation of platforms to stand on (beside ramps/crates etc).
i don't really get your point
you want that custom blocks fill the missing variants of standard blocks but it's not intended to drive/walk on them?
which blocks are we supposed to create then? only decoration? can't really support that..
bringing variety and more possibilities to map making is the main point about custom blocks if you ask me, so it's clear that they should also be used to create roads/ways

i didn't want to heat up the initial discussion even more but now i'm probably starting it again :lol:
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    clem_the_geek
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    Re: Custom Objects Specifications

    Post by clem_the_geek »

    I would more agree with steeffeen
    (also because I'm currently designing a lot of roads blocks)
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    Electron
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    Re: Custom Objects Specifications

    Post by Electron »

    Objects are not blocks. Blocks are designed to connect together. Objects are parts that can be freely placed. Some of them are movable. I don't know why Objects are saved under the Blocks folder.

    NADEO created four types of custom objects (now all together called "Items") that are described in this forum.

    NADEO named these objects as follows (see current version of my Gbx File Dumper):
    "Ornament" (now "StaticObject")
    "PickUp" (now "DynaObject")
    "Character"
    "Vehicles"

    So the objects we are talking in this thread are no blocks, no decoration. They are "only" ornaments... ...from NADEO's point of view.
    These objects are not new. Virtual Skipper 3 already provided objects like motor boats, aeroplanes, balloons and helicopters for the scenery. And you already were able to define traffic paths using the track editor. And the objects follows these paths.

    PickUps and Characters (Bots) are also custom objects/items. NADEO will provide tools to create them later.
    Last edited by Electron on 17 May 2013, 00:18, edited 1 time in total.
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