It works with the Nadeo textures so I don't see why they could and should not make it work with custom textures.maxi031 wrote:Just stack islands on top of each oder. Uw outside maping area dont work in this game.
NadeoImporter [update 2019/10/09]
Moderator: NADEO
Re: NadeoImporter (Updated !)
Re: NadeoImporter (Updated !)
It is because of "texture packing".
We force clamped UV now to be able to introduce a feature to improve performance later, without breaking all custom objects.
That feature would be to assemble custom textures into a single big one (and move UVs accordingly (so anything out of bounds would display the nieghbour texture)) when loading a map. This would lower the count of visual primitives (it costs a lot of performance to have many different textures).
At nadeo we know how many different materials we have in an environment, we pack some when needed (we did it for beta 3), but with custom objects, we don't know what will happen.
A title pak with dozens or hundreds of different objects and textures will be very slow on lower configs.
We force clamped UV now to be able to introduce a feature to improve performance later, without breaking all custom objects.
That feature would be to assemble custom textures into a single big one (and move UVs accordingly (so anything out of bounds would display the nieghbour texture)) when loading a map. This would lower the count of visual primitives (it costs a lot of performance to have many different textures).
At nadeo we know how many different materials we have in an environment, we pack some when needed (we did it for beta 3), but with custom objects, we don't know what will happen.
A title pak with dozens or hundreds of different objects and textures will be very slow on lower configs.
Re: NadeoImporter (Updated !)
How to fix:
Vert 2689 : More than 8 influence => skipped
Alternativly how to find that vert.
Vert 2689 : More than 8 influence => skipped
Alternativly how to find that vert.
Re: NadeoImporter (Updated !)
Hi !
So it's better to ensure that your mesh is adapted to the actual skeleton as the reverse.
Tip : If you move a bone, it will resize his parent.
I hope this help
Usually, you don't want to resize nor move the skeleton. You can, but there is a chance to get glitches in the animations. To overcome this issue, you should retarget the AnimSet from shootman to your character in an animation software like MotionBuilder. And, obviously, you will need an AnimSet specific to your character.iyumichan wrote:I wanna know aswell.FranzoGuy wrote:Hey there, I'm trying to rig a model in Blender with the existing bone structure and I'm wondering if moving the bones to fit my character will have any consequences during importing. Anyone got an answer to that? Thanks.
P.S.: I'm not resizing any bones, just moving them.
So it's better to ensure that your mesh is adapted to the actual skeleton as the reverse.
Tip : If you move a bone, it will resize his parent.
In 3dsMax, on the "Skin" Modifier, with "Edit Envelopes" mode activated. There is an option "Weight Table" in which you can see all your verts and and their influences.iyumichan wrote:How to fix:
Vert 2689 : More than 8 influence => skipped
Alternativly how to find that vert.
I hope this help

Re: NadeoImporter (Updated !)
I found the vert but now dont know what the problem is and how to fix it.
Once 1 starts working the next error of this kind comes up.
Once 1 starts working the next error of this kind comes up.
Last edited by iyumichan on 21 May 2013, 16:29, edited 2 times in total.
Re: NadeoImporter (Updated !)
Your issue is that there is one (or more) verts who are influenced by more than 8 bones.
Ideally, There must be a maximum of 3 influences per verts.
In the "Weight Table" panel, you can see all these influences. And directly put those who are not needed to 0.
Now, the right thing to do is :
- Open the Weight Tool (the button just left of "weight table")
- Select the vertex you want to fix.
- Select his main influence. (for exemple : Hips)
- Set influence to 1. (this will reset all the others influences to 0)
- And then, set the other needed influences. (for exemple : RightArm : 0.3 - RightForeArm : 0.6 - RightHand : 0.1)
Tip : Try to get clean influences, such as 0.1. Not influences with plenty of numbers, such as 0.3241.
Ideally, There must be a maximum of 3 influences per verts.
In the "Weight Table" panel, you can see all these influences. And directly put those who are not needed to 0.
Now, the right thing to do is :
- Open the Weight Tool (the button just left of "weight table")
- Select the vertex you want to fix.
- Select his main influence. (for exemple : Hips)
- Set influence to 1. (this will reset all the others influences to 0)
- And then, set the other needed influences. (for exemple : RightArm : 0.3 - RightForeArm : 0.6 - RightHand : 0.1)
Tip : Try to get clean influences, such as 0.1. Not influences with plenty of numbers, such as 0.3241.
Re: NadeoImporter (Updated !)
Thats exactly what I did to get rid of the issue but then I had the next one pop up.
Influence not found in skel :_WeaponMuzzle
Depsite it being influenced by the palm verticles with 1.0
Influence not found in skel :_WeaponMuzzle
Depsite it being influenced by the palm verticles with 1.0
Re: NadeoImporter (Updated !)
_WeaponMuzzle is the node that defines the location where the firing Fx of the weapon is played. (and his direction)
It's a required node in the skeleton.
But you shouldn't select it as "Bone" in the modifier "Skin".
None of the verts must be influenced by this node.
Simply remove it from the bones list in the modifier Skin. And reset the verts to the RightHand.
It's a required node in the skeleton.
But you shouldn't select it as "Bone" in the modifier "Skin".
None of the verts must be influenced by this node.
Simply remove it from the bones list in the modifier Skin. And reset the verts to the RightHand.
Re: NadeoImporter (Updated !)
Thank you! That was incredibly helpful!
- luftisbollentm2
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Re: NadeoImporter (Updated !)
Is it possible to make a sign, like this ?


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really show what valley is about <3
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