Hi! I'm new to the whole custom blocks thing. And I used to play a whole lot of Trackmania back in the day.
As far as I understand now, there's possible to make custom blocks and import them into the game for use within the editor. I was wondering if it was possible to make custom roads aswell? A new set of road, and make some work like checkpoints etc. Or is it just for scenery and platforms?
Custom Blocks questions
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- Harrison_rus
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Re: Custom Blocks questions
Yes, the road can be made, but without lighting and compounds like blocks. (unless you create a separate intersections)
At the moment you can not do the checkpoints, but I hope that this feature will introduce.
Sorry for google.
At the moment you can not do the checkpoints, but I hope that this feature will introduce.
Sorry for google.

Re: Custom Blocks questions
Okay! Cool! Is there a tutorial somewhere or something I can read to know how to make roadpieces click together properly etc?
I haven't found anything usefull yet.
Edit: And is there any template existing?

Edit: And is there any template existing?
- Harrison_rus
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Re: Custom Blocks questions
Objects example: http://forum.maniaplanet.com/viewtopic. ... 21&t=13673
You mean tutorial for modeling road or working model for nadeoimporter?
My tutorial for Blender (make and import object in game, only russian... True, it is not perfect, there are some shortcomings. In particular, this is due to lod1, so skip the step where there lod1. )
http://forum.maniaplanet.com/viewtopic. ... 26&t=15088
It actual for new nadeoimporter.
Old tutorial (not my):
For 3ds max: http://www.youtube.com/watch?v=w0W5zhPY_l0
For Blender: http://www.youtube.com/watch?v=oP2r8opScEM
In general, there is useful information, the main thing to know is that the UVmap must be named as the BaseMaterial, and the light map as a LightMap.
Also, the objects are to be placed in a new folder and create XML files. (this is written near the end of the my lesson)
Also note that when you export a model from Blender to fbx format, you need to increase the scale of the model is 100. (function can be found in the left setting the export model)
Sorry for google again.
You mean tutorial for modeling road or working model for nadeoimporter?
My tutorial for Blender (make and import object in game, only russian... True, it is not perfect, there are some shortcomings. In particular, this is due to lod1, so skip the step where there lod1. )
http://forum.maniaplanet.com/viewtopic. ... 26&t=15088
It actual for new nadeoimporter.
Old tutorial (not my):
For 3ds max: http://www.youtube.com/watch?v=w0W5zhPY_l0
For Blender: http://www.youtube.com/watch?v=oP2r8opScEM
In general, there is useful information, the main thing to know is that the UVmap must be named as the BaseMaterial, and the light map as a LightMap.
Also, the objects are to be placed in a new folder and create XML files. (this is written near the end of the my lesson)
Also note that when you export a model from Blender to fbx format, you need to increase the scale of the model is 100. (function can be found in the left setting the export model)
Sorry for google again.


Re: Custom Blocks questions
No worries
Thanks for your reply! I'm a 3DS Max user, and this seems pretty doable
Doesnt seem like it snaps to grid though? I'll have to look some more into it before making it. My plan is to do a new roadset, rainbow road or something fun.


Doesnt seem like it snaps to grid though? I'll have to look some more into it before making it. My plan is to do a new roadset, rainbow road or something fun.
- Harrison_rus
- Translator
- Posts: 243
- Joined: 03 Nov 2011, 17:16
- Manialink: HSMLink
- Location: Russia
Re: Custom Blocks questions
By the grid does not have to be tied. You can not even write functions grid in xml file and it will be work.

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