NadeoImporter [update 2019/10/09]

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Harrison_rus
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Re: NadeoImporter

Post by Harrison_rus »

Zaiks wrote: 2) The objects icons don't appear ingame; white-gray-black gradients show up instead.
Icon for model must have model name.
For example:

Code: Select all

Cube2.fbx (it model)
Cube2.tga (icon)
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4net.
Posts: 17
Joined: 17 Jan 2013, 16:40

Re: NadeoImporter

Post by 4net. »

to begin with, sorry for the sudden google translation, I'm not English. So, I have a little problem, I meet (at moin it seems) the right order for each folder. but I get an error that Revien loop when I try to import my static object. "failed to generate mesh for" user: "\ work \ items \ Cube \ meshes \ Cube.fbx"
Material not found in library: Cube
The order of my file
- \ ManiaPlanet \ Work (folder)
- \ ManiaPlanet \ Work \ items (folder)
--- \ ManiaPlanet \ Work \ items \ cube (folder)
---- \ ManiaPlanet \ Work \ items \ cube \ cube.Item.xml (xml file)
---- \ ManiaPlanet \ Work \ items \ cube \ icon (folder)
---- \ ManiaPlanet \ Work \ items \ cube \ meshes (folder)
----- \ ManiaPlanet \ Work \ items \ cube \ icon \ cube.tga (icon file)
----- \ ManiaPlanet \ Work \ items \ cube \ meshes \ cube.fbx (fbx file)
------ \ ManiaPlanet \ Work \ items \ cube \ meshes \ texture (folder)
------- \ ManiaPlanet \ Work \ items \ cube \ meshes \ texture \ Cube_couleur.tga(texture file)

xml file content:

Code: Select all

<Item Type="StaticObject" Collection="Storm"> 
   <Phy> 
      <MoveShape Type="mesh" File="cube.Shape.gbx"/> 
   </Phy>
   <Vis>
      <Mesh File="cube.Mesh.gbx"/>
   <GridSnap HStep="8" VStep="4" />
</Item>
Someone to help me? thank you for reading
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TitiShu
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Re: NadeoImporter

Post by TitiShu »

In your XML there is

Code: Select all

Collection="Storm"
also you need to place your object in the Storm folder

Try with this root \ManiaPlanet\Work\items\Storm\cube


___________________________
And maybe there will an other problem :

Your Textures files, they should have this name : Cube_D.tga
(instead of "Couleur", D is for diffuse (the texture with colors...))

And with the new importer if you import an object with a TDSN material you need Cube_S.tga (specular) and Cube_N.tga (normal)
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faserg1
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Re: NadeoImporter

Post by faserg1 »

TitiShu wrote:In your XML there is

Code: Select all

Collection="Storm"
also you need to place your object in the Storm folder

Try with this root \ManiaPlanet\Work\items\Storm\cube
Nope) For now you don't must to put it in Storm, because xml file set Collection.

End as sads before me, there is must be textures that configuded in material. Also it must be with postfixes (_D, _S, _N etc.);
Last edited by faserg1 on 08 Jun 2013, 19:46, edited 1 time in total.
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Zaiks
Posts: 47
Joined: 10 Sep 2011, 15:06

Re: NadeoImporter

Post by Zaiks »

Thanks guys (ScavangeR, Fix, faserg1 and Harrison_rus), I've got it working now! The only thing that still doesn't work is grid snapping. Is it possible to enable vertical grid snapping btw? Would be awesome to work with objects like regular blocks instead of having to place them onto other geometry at pointer location.
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TitiShu
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Re: NadeoImporter

Post by TitiShu »

Vertical Grid Snapping only works if you place your object on a wall... (useless)

only way to make floating object for the moment :

- Make invisible box for put the object on it
- Import your object already higher than origine in your 3D software
faserg1 wrote:
TitiShu wrote:In your XML there is

Code: Select all

Collection="Storm"
also you need to place your object in the Storm folder

Try with this root \ManiaPlanet\Work\items\Storm\cube
Nope) For now you don't must to put it in Storm, becase xml file set Collection.
For me it doesn't work if i don't place the item in the same folder than collection... for dynamic (but not a problem)
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4net.
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Joined: 17 Jan 2013, 16:40

Re: NadeoImporter

Post by 4net. »

hello, I come to you for a little feedback. I recommend trying the method above if I still the same worries. Is it possible to moin do something correctly with my software (Cinema4D) without going through another?. cordially
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BLiNNeMaNS
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Re: NadeoImporter

Post by BLiNNeMaNS »

4net. wrote:hello, I come to you for a little feedback. I recommend trying the method above if I still the same worries. Is it possible to moin do something correctly with my software (Cinema4D) without going through another?. cordially
eh.. peanutbutter is the best answer i think.

in all seriousness: go to http://translate.google.com and type your question in your own language (fluid, no street language as the translator tool is sensitive) and translate it to english, then come back and paste it here. At the moment it's jibberish.

edit: removed last line as it isn't relevant anymore (edited after that to rewrite this line :D )
Last edited by BLiNNeMaNS on 10 Jun 2013, 09:49, edited 3 times in total.
Triseaux
Posts: 155
Joined: 28 May 2012, 11:07

Re: NadeoImporter

Post by Triseaux »

Yop,

Im work with 4net and have big problemes for creating objetc.

4Net work with Cinema4d and he used exporter fbx 2010.2.

Its possible with this or it must go to work with 3dmax or maya ?

Thx for all
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Fix
Nadeo
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Re: NadeoImporter

Post by Fix »

If cinema4D or any software can export correctly .fbx, you should be able to work in you favorite 3D package.
fbx has been chosen because it's a very common 3D format.

Triseaux : fbx 2012.2 not 2010.2
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