NadeoImporter [update 2019/10/09]
Moderator: NADEO
Re: NadeoImporter (Updated !)
Use /SkelSocketPrefix="_"
if arenaplayer or /SkelGeneric if not (for samples)
if arenaplayer or /SkelGeneric if not (for samples)
ЕÑÑ‚ÑŒ вопроÑÑ‹? Только Ñкайп - faserg1.
Жизнь - Ñто динамика ритма. Life is dynamic of rhythm.
Жизнь - Ñто динамика ритма. Life is dynamic of rhythm.
- darkpuddle1
- Posts: 285
- Joined: 10 Sep 2011, 11:21
- Contact:
Re: NadeoImporter (Updated !)
Seems to be a problem with the skeleton
for the skeleton i want to use a biped in 3DS Max, will that work?
http://www.pixelstudio.nl/wp-content/up ... /03/01.jpg
for the skeleton i want to use a biped in 3DS Max, will that work?
http://www.pixelstudio.nl/wp-content/up ... /03/01.jpg
- Harrison_rus
- Translator
- Posts: 734
- Joined: 03 Nov 2011, 17:16
- Manialink: HSMLink
- Location: Russia
Re: NadeoImporter (Updated !)
Uf. I created new object with "0" and all work. With "old" projects don't work. Strange.Harrison_rus wrote:What is it "BaseMaterial"? I tried named uv layer "material" in "BaseMatirial" but not working!Code: Select all
Mandatory uv layer not found: BaseMaterial
Thank you Nadeo for importer!
Re: NadeoImporter (Updated !)
I've this problem only when i triy to import Dynamic Objects
It Works when i import it in Static Object.... and import the xml after that.... but we can't import Static Object wihtout Lightmap....
Code: Select all
material not found : TDSN
Last edited by TitiShu on 19 May 2013, 16:57, edited 14 times in total.
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CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
Re: NadeoImporter (Updated !)
1. With :
2.
Yesterday i tested to produce an item for Stadium and Canyon.
01.Item.xml :
Grid snap and pivots not working with this command :
But this works :
I think it's strange that StaticObject in command is based on fbx file and not on xml file....
Material list is empty.NadeoImporter.exe MeshDyna /MaterialList
2.
Yesterday i tested to produce an item for Stadium and Canyon.
01.Item.xml :
Code: Select all
<Item Type="StaticObject" Collection="Stadium">
<Phy>
<MoveShape Type="mesh" File="01.Shape.gbx"/>
</Phy>
<Vis>
<Mesh File="01.Mesh.gbx"/>
</Vis>
<Pivots>
<Pivot Pos = "0 0 0" />
<Pivot Pos = "0 0 -32" />
<Pivot Pos = "32 0 -32" />
<Pivot Pos = "32 0 0" />
<Pivot Pos = "0 8 0" />
<Pivot Pos = "0 8 -32" />
<Pivot Pos = "32 8 -32" />
<Pivot Pos = "32 8 0" />
</Pivots>
<GridSnap HStep="32" VStep="2" />
</Item>
Code: Select all
NadeoImporter.exe StaticObject Items/Stadium/01/01/*.fbx /Collection="Stadium"
Code: Select all
NadeoImporter.exe MeshStatic Items/Stadium/01/01/*.fbx /Collection="Stadium"
NadeoImporter.exe Item Items/Stadium/01/01/*.xml
Re: NadeoImporter (Updated !)
NadeoImporter MeshDyna Items/Samples/DynamicObjects/Meshes/SampleArmor.fbx
The armor pickup causes the game to crash when placed in a map.
The armor pickup causes the game to crash when placed in a map.
Re: NadeoImporter (Updated !)
I have the same problem - super small object!(I'd say 0.95 cars wide when it's 32 units in 3dsmax) With 3dsmax, exporting with centimeters(greyed out combobox said Inches) didn't help at all :/ It's supposed to be much bigger! I can't make it bigger no matter what I try, also generating with the xml workflow doesn't seem to make any change, grid snap is the same as before, as well as the pivot.zixxiz wrote:EDIT: It seems my issue can be fixed by changing the object scale in the .fbx export settings (Blender). If you have an invisible object, and the gbx import has no errors, try scaling up the object when exporting as .fbx.
Pertaining to the "invisible" blocks, I may have found a potential issue: My item was scales 32,32,~7 in Blender, however somewhere in the mix it got shrunk down very small, and this could answer some questions about that. cloud.steampowered.com/...1024x640.resizedimage
Also how do you delete old/test title packs?
Re: NadeoImporter (Updated !)
I and a buddy are working on importing a 3dplayer but everytime the importer is crashing without any errors.
Re: NadeoImporter (Updated !)
Same problem here, and I'm exporting from 3dsmax too. Was fine before update, then...supersmall. Tried both upgrading to the newest fbx (2013) and also to alter the units in the export settings. No luck with either.Dany0 wrote:I have the same problem - super small object!(I'd say 0.95 cars wide when it's 32 units in 3dsmax) With 3dsmax, exporting with centimeters(greyed out combobox said Inches) didn't help at all :/ It's supposed to be much bigger! I can't make it bigger no matter what I try, also generating with the xml workflow doesn't seem to make any change, grid snap is the same as before, as well as the pivot.
EDIT: OK fixed it... In Max go to: Customize -> Units Setup -> System Units Setup, and then choose "Meters" in the drop down menu.
Seems the units in 3dsmax have changed from inches to meters since last update, cuz max claims the old .max files (which used to work) are set to inches when i try to open them after changing system units. Funny, cuz when I export the mesh from Lightwave as .obj, it's saved in meters. I guess somehow during the import to max I have managed to convert the mesh into max's units which at the time was inches. Which of course worked back then as Nadeo also must have used inches previously since the size was right in the game. If Blender is using meters as default, I can see why people had problems getting the sizes right, and why requiring a common unit across modeling progs is a good thing.
- clem_the_geek
- Posts: 52
- Joined: 26 Dec 2012, 12:21
- Location: France
Re: NadeoImporter (Updated !)
You can change the Blender unit in the "scene" tab of the "properties" window
The only problem is that the grid is in ft, while a block IG is 64 inches long
The only problem is that the grid is in ft, while a block IG is 64 inches long
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