
NadeoImporter [update 2019/10/09]
Moderator: NADEO
Re: NadeoImporter [update 2013/07/08]
I give up -.-" 

Re: NadeoImporter [update 2013/07/08]
Code: Select all
G:\Games\ManiaPlanet>NadeoImporter MeshDyna Items/Artefact/Meshes/*
NadeoImporter 2013-07-26_15_52
File not found : Items\Artefact\Meshes\_
ЕÑть вопроÑÑ‹? Только Ñкайп - faserg1.

Жизнь - Ñто динамика ритма. Life is dynamic of rhythm.

Жизнь - Ñто динамика ритма. Life is dynamic of rhythm.
Re: NadeoImporter [update 2013/07/08]
I've read through the documentation to see if any info has been added and i couldn't see anything about it; Can you please explain how to use lights on models? They only appear to work in Shootmania (As in they appear in the editor, But only in Shootmania do they actually appear when playing the map). I apologize if i have asked this question previously, But i recieved no answer.

Re: NadeoImporter [update 2013/07/26]
1st big Thank You to all who make this incredible tool possible. Including the supportive members here on the site.
My results of testing for Stadium only:
Methods StaticObject and MeshStatic + Item do not behave the same.
- StaticObject must call the FBX file which should be in the subfolder /Meshes. From there it neither finds the icon in ../Icon nor seamingly the XML file. (HStep, VStep, multiple Pivot, everything ignored.) What is working here is the expected default position above ground. (the bottom plane of my test item is on z=0, same as the 3D Cursor was on 0,0,0)
If I move all 3 source files into the same folder the icon gets imported, but still the ignored HStep/VStep indicates that the XML is not used.
- MeshStatic + Item finds the icon, also uses the XML, though the right position above ground gets lost, the item partly disappears under the grass. If I add VOffset="0.85" the position is about right again.
Just speculation: Could it be the messurement which your default track reaches under ground?
- MeshStatic + Item => Pivot After sorting out that the 2nd vallue is Z, I found by chance that it starts working as expected if I use negative values, e.g. z = -8
Examples in this thread use positive values, so I guess it's only in Stadium.
======
Questions:
My test item is a track, 0.5 high, bottom on z = 0. Is there a trick to keep the grass under it like on TM's track blocks? The reason to stay on the same height as the regular track is the missing customizable Checkpoint...
Is there a way to get transitions (?) between items working like the track pieces are connected or alternatively get flat to allow driving up on the track?
I'm still on the start (no own textures yet, levitation still to come^^), but for me the Importer is already in a great usable state.
The only thing I really miss would be some solution to create own CPs and Start/Finish (e.g. oversized to cover the pit beside Start)
My results of testing for Stadium only:
Methods StaticObject and MeshStatic + Item do not behave the same.
- StaticObject must call the FBX file which should be in the subfolder /Meshes. From there it neither finds the icon in ../Icon nor seamingly the XML file. (HStep, VStep, multiple Pivot, everything ignored.) What is working here is the expected default position above ground. (the bottom plane of my test item is on z=0, same as the 3D Cursor was on 0,0,0)
If I move all 3 source files into the same folder the icon gets imported, but still the ignored HStep/VStep indicates that the XML is not used.
- MeshStatic + Item finds the icon, also uses the XML, though the right position above ground gets lost, the item partly disappears under the grass. If I add VOffset="0.85" the position is about right again.
Just speculation: Could it be the messurement which your default track reaches under ground?
- MeshStatic + Item => Pivot After sorting out that the 2nd vallue is Z, I found by chance that it starts working as expected if I use negative values, e.g. z = -8
Examples in this thread use positive values, so I guess it's only in Stadium.
======
Questions:
My test item is a track, 0.5 high, bottom on z = 0. Is there a trick to keep the grass under it like on TM's track blocks? The reason to stay on the same height as the regular track is the missing customizable Checkpoint...
Is there a way to get transitions (?) between items working like the track pieces are connected or alternatively get flat to allow driving up on the track?
I'm still on the start (no own textures yet, levitation still to come^^), but for me the Importer is already in a great usable state.

- CronusTitan
- Posts: 4
- Joined: 09 Jul 2013, 00:43
Re: NadeoImporter [update 2013/07/08]
ok, I need help figuring out what I'm doing wrong this time. I think I understand how to use the importer now, big thanks to all the people who have posted various answers or just discussed their findings, but my object is crashing the game upon selecting it in the editor. Which I guess means I mucked up the xml, but I don't really know, but more importantly I don't know how to figure out what is going wrong this time. Does the game make a human readable crash log file anywhere?
Platform test 7zip file
That should contain not only the converted culprit files, but all the unconverted stuff as well. I used the converter assistant and did it with the two step, .fbx as a meshstatic, and then item for the .xml file. I have successfully gotten this same item in before with just StaticObject, but as I discovered and then Suma pointed out just above me, that method seems to ignore the .xml file, and I'm trying to get this block to behave as much like the normal platform blocks as I can. (snapping, levitation, not on other objects, etc.)
Platform test 7zip file
That should contain not only the converted culprit files, but all the unconverted stuff as well. I used the converter assistant and did it with the two step, .fbx as a meshstatic, and then item for the .xml file. I have successfully gotten this same item in before with just StaticObject, but as I discovered and then Suma pointed out just above me, that method seems to ignore the .xml file, and I'm trying to get this block to behave as much like the normal platform blocks as I can. (snapping, levitation, not on other objects, etc.)
Re: NadeoImporter [update 2013/07/26]
@CronusTitan: On my re-import (FBX Converter (obj) => Blender) the UV mapping got messed up, just one UVMap instead of BaseMaterial + Lightmap which happens to my own models too, but the unwrapped side- and top view lay over each other and more important the top view is much bigger than the "work sheet" where it should be inside. I don't have experience with this, though I was reading that this causes problems.
If this doesn't help maybe you could provide the original file? (.blend, .obj, .3ds preferred, .ms3d [Milkshape 3D] could work too, not 3dsmax please)
Regarding positioning I would skip levitation for the moment because you have an easy alternative:
Move the track top surface to z = 0, x min -16, x max 16, y min 0, y max 32. In the XML define multiple Pivots. 3 of the values you won't need and x y (1st & 3rd value) might be flipped, but it should make you understand the idea in the editor.
Start with a normal platform piece, select your turn and hold your mouse over the neighbouring edge of the block you just placed before. Switch between your pivots with [TAB]
If this doesn't help maybe you could provide the original file? (.blend, .obj, .3ds preferred, .ms3d [Milkshape 3D] could work too, not 3dsmax please)
Regarding positioning I would skip levitation for the moment because you have an easy alternative:
Move the track top surface to z = 0, x min -16, x max 16, y min 0, y max 32. In the XML define multiple Pivots. 3 of the values you won't need and x y (1st & 3rd value) might be flipped, but it should make you understand the idea in the editor.
Code: Select all
<Pivots>
<Pivot Pos="0 0 0"/>
<Pivot Pos="16 0 16"/>
<Pivot Pos="-16 0 16"/>
<Pivot Pos="32 0 0"/>
<Pivot Pos="0 0 32"/>
</Pivots>
Re: NadeoImporter [update 2013/07/08]
Where is the Nadeo Material with WallPxz ???
The only way to use it, it's with WallCeiling... but it only works horizontally....
So where is the Verticaly WallPxz Nadeo Material ???
for WallFreeClip too
____
And with the new importer the command xxx/xxx/xxx/*.fbx doens't work...
it's boring to import all files of each folder separetly
The only way to use it, it's with WallCeiling... but it only works horizontally....
So where is the Verticaly WallPxz Nadeo Material ???
for WallFreeClip too
____
And with the new importer the command xxx/xxx/xxx/*.fbx doens't work...
it's boring to import all files of each folder separetly
OS:Windows 8.1 x64
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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
- Harrison_rus
- Translator
- Posts: 243
- Joined: 03 Nov 2011, 17:16
- Manialink: HSMLink
- Location: Russia
Re: NadeoImporter [update 2013/07/08]
One question for Nadeo: Is it possible to search for objects without reference to a specific folder?
For example:
Player A have object "Wall" is here: items/mycreations/wall
Player B have object "Wall" is here: items/downloaditems/wall
If the player "B" will load the map with the objects on the player "A", then he will not be able to play in the map, as the object must be in the folder as a player "A".
Is it possible to make such a search that will look for the objects across the folder "Items"? In this case, the players will be able to hold objects at a convenient folder and enjoy the game on the slopes with the objects.
For example:
Player A have object "Wall" is here: items/mycreations/wall
Player B have object "Wall" is here: items/downloaditems/wall
If the player "B" will load the map with the objects on the player "A", then he will not be able to play in the map, as the object must be in the folder as a player "A".
Is it possible to make such a search that will look for the objects across the folder "Items"? In this case, the players will be able to hold objects at a convenient folder and enjoy the game on the slopes with the objects.


Re: NadeoImporter [update 2013/07/08]
Levitation is great !
Anyway, it could be a lot easier to use by addind a kind of "shadow" to the bloc, like the one we have with normal bloc.
You see a white square on the ground to see the position of your bloc, with custom bloc, you barely can't see if the bloc is in the pisition you want.
Dunno if i'm clear ^^, i can do screenshot. :p
Anyway, it could be a lot easier to use by addind a kind of "shadow" to the bloc, like the one we have with normal bloc.
You see a white square on the ground to see the position of your bloc, with custom bloc, you barely can't see if the bloc is in the pisition you want.
Dunno if i'm clear ^^, i can do screenshot. :p
OS: Windows 7 Ultimate x64
CPU: QuadCore Intel Core i5-2500K@3.4GHz
RAM: 2x G Skill F3-12800CL9-4GBXL
GPU: Geforce GTX 970 EXOC
Motherboard: Asus P8P67-M
HDD(s): Sandisk ultra Pro II (240 Go) / WDC WD10EACS-14ZJB0 (931 Go)
Sound: Realtek ALC887
CPU: QuadCore Intel Core i5-2500K@3.4GHz
RAM: 2x G Skill F3-12800CL9-4GBXL
GPU: Geforce GTX 970 EXOC
Motherboard: Asus P8P67-M
HDD(s): Sandisk ultra Pro II (240 Go) / WDC WD10EACS-14ZJB0 (931 Go)
Sound: Realtek ALC887
Re: NadeoImporter [update 2013/07/08]
i think you mean the projection of the block shape/outline onto the underlying ground, right?
yeah that would be helpful indeed
yeah that would be helpful indeed

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