NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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steeffeen
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Re: Custom Objects Specifications

Post by steeffeen »

Electron wrote:Objects are not blocks. [...] I don't know why Objects are saved under the Blocks folder.
not all objects are saved in the blocks folder, only the blocks.. items are in the Items folder and 3d models are in the skins folder..
and that's the point, we are talking about blocks type of objects here!
Electron wrote:Blocks are designed to connect together. Objects are parts that can be freely placed. Some of them are movable.
wrong.
if you want your custom blocks to connect, let them connect... add grid snapping and that's it

if these objects here aren't supposed to be blocks as well, why is it possible to give them different physics?
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    Electron
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    Re: Custom Objects Specifications

    Post by Electron »

    steeffeen wrote:if you want your custom blocks to connect, let them connect... add grid snapping and that's it

    if these objects here aren't supposed to be blocks as well, why is it possible to give them different physics?
    NADEO doesn't find a good solution to develop custom blocks fast enough and/or don't want release custom blocks early to not confuse the players.

    I guess NADEO misuse the already available Objects classes by adding grid snapping, the possibility to add different physics, etc. as a workaround. So we can use them also as undersoil and to extend the default blocks.

    Therefore both parties in this discussion are right. ;)

    After extending the old objects, the question is, will NADEO ever offer real custom blocks in the future?
    iyumichan
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    Re: Custom Objects Specifications

    Post by iyumichan »

    I don't think the want us to extend the default blocks.
    Otherwise they would have supplied us templates for some of the common blocks.
    I cant imagine anything more useful.
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    clem_the_geek
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    Re: Custom Objects Specifications

    Post by clem_the_geek »

    iyumichan wrote:I don't think they want us to extend the default blocks.
    I thruly hope you're wrong :D
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    Nadeo
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    Re: Custom Objects Specifications

    Post by Fix »

    meuh21 wrote:
    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)
    I didn't explain well (difficult in english) : i want to have water surface without the water gameplay (decoration object), at a different level of Canyon water. If i make "TDSN_textureA_ water", the "water" physical id is like "non collidable" and it's perfect for me. But i don't see a surface water (with waves), just the "textureA"...

    So how to have a water surface is my question ? (not a water gameplay) Maybe with a water material ? But i don't find it in the list.
    TDSN_textureA_ water : this means a material rendered solid (TDSN), but that collides like water. This is what you should expect... If you had access to water rendering model, you could do the opposite : Water_textureA_concrete : this will look like a water, with your textures as normal maps, and will collide like concrete.

    Simply try the canyon material "Water" ?

    ...Maybe it's not an authorized material; I won't be suprised, logic would say that objects and blocks are different things, you don't create objects made of water, you put objects in water)
    If it works, you need your water plane to be at the same height as other waters or reflection/refraction will be bugged.
    You can try multiples water heights.Water is -2m. so your water planes should be ..., -18,-2, 14, 30, etc... in canyon,) since we activated multi-level water reflections with the lake upgrade. (By the way, some blockmixed Raid maps (in the bottom of canyons) are maybe broken since we had to move up the water surface)
    good luck ;p
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    meuh21
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    Re: Custom Objects Specifications

    Post by meuh21 »

    Thanks :thumbsup: :thx:

    I will make some tests ;)

    Edit :
    Fix wrote: Simply try the canyon material "Water" ?

    ...Maybe it's not an authorized material; I won't be suprised, logic would say that objects and blocks are different things, you don't create objects made of water, you put objects in water)
    Water : material don't found :(

    For one theme i will use the "original" water and i think it will works with bigger objects (if we can do lakes in valley), but for another atmosphere I need multiple water heights... So i would be happy to see a water authorized material :mrgreen:

    In fact with grid snapping objects are "almost blocks". Except the "property" (ex CP but it should be possible in the future as Hylis said) we can do blocks with objects. And it is a awseome feature with so many possibilities :yes:

    Grid snapping is really very useful :clap: :thx: . Maybe the height of the object would be a nice improvement but right now we can make great things :pil
    ScavangeR
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    Re: Custom Objects Specifications

    Post by ScavangeR »

    Hi all,

    Need your help for another lightmap issue (i guess).

    Here is my "Block"
    Image
    (Click for full size)

    As you can see, the shadows and lights are inverted on wooden border and i have a strange shadow line on a side of the flat part. This shadow is always oriented to this direction, no matter how i turn the "Block".

    Also, the shadow line goes thinner as i added subdivision to the flat part.

    I took great care to not overlap my UV's on lightmap layer but nothing to do ... I'm still stuck with it :/

    Here is my Lightmap layer if it can help...
    (After I took saved this one i tried to add marging to islands, but with the same result.)

    Hope someone can help me with it :D
    Last edited by ScavangeR on 11 May 2013, 04:46, edited 1 time in total.
    Fix
    Nadeo
    Nadeo
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    Re: Custom Objects Specifications

    Post by Fix »

    Looks like a smoothgroup issue. If it is thinner with tesselation, this .may confirm the diagnosis.
    iyumichan
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    Re: Custom Objects Specifications

    Post by iyumichan »

    Wait- There are other paremeters than TSDN?
    So you can set "Water" instead of "TSDN"?

    @ScavangeR you also have to make sure that no faces on the lightmap uv are inverted!
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    Nadeo
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    Re: Custom Objects Specifications

    Post by Fix »

    Water was just an example. For now you only have tsdn.
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