NadeoImporter [update 2019/10/09]
Moderator: NADEO
Re: NadeoImporter [update 2013/08/21]
I don't think there is real light yet.
- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: NadeoImporter [update 2013/08/21]
I'm working on making a written tutorial for 3ds Max right now and I hope that it'll help youHawkGer wrote:Yeah, really anything would be appreciated by a lot of people I think.

OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
- alividerci
- Posts: 363
- Joined: 11 Feb 2012, 07:03
Re: NadeoImporter [update 2013/08/21]
it is baaadTatsuto wrote:I don't think there is real light yet.
Re: NadeoImporter [update 2013/08/21]
Thanks phil13hebert, looking forward to the tutorial. I will link it on Maniapark and such once it is done.
While we are already talking about Lightmap and Basematerial I noticed that some standard materials have this format:
And yeah, real light would be HUGE
While we are already talking about Lightmap and Basematerial I noticed that some standard materials have this format:
What's up with the Lightmap layer there? Why is there a 2 instead of 1 and how do I get such an object converted? ConvertAssistent freezes when trying to convert it....DMaterial(StadiumAirship)
DSurfaceId (Concrete)
DUvLayer (BaseMaterial , 0)
DUvLayer (Lightmap , 2)
And yeah, real light would be HUGE

- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: NadeoImporter [update 2013/08/21]
First Uv mapping named "BaseMaterial" will be used for the textures (how block will look in-game) while the second UV mapping named "Lightmap" will be used by maniaplanet to compute the lightmaps of the static object. The "Lightmap" UV must not have overlapping faces else lightmap in-game will be strange for this blockHawkGer wrote:Thanks phil13hebert, looking forward to the tutorial. I will link it on Maniapark and such once it is done.
While we are already talking about Lightmap and Basematerial I noticed that some standard materials have this format:What's up with the Lightmap layer there? Why is there a 2 instead of 1 and how do I get such an object converted? ConvertAssistent freezes when trying to convert it....DMaterial(StadiumAirship)
DSurfaceId (Concrete)
DUvLayer (BaseMaterial , 0)
DUvLayer (Lightmap , 2)
And yeah, real light would be HUGE

I've finished the part about UV mapping for static objects. I'll post the link soon

OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
Re: NadeoImporter [update 2013/08/21]
yeah I know THAT much...it's only that for this StadiumAirship material for example converting the objects doesn't work...and I guess this has to do with the fact that the Lightmap has to be on a different layer than usual !? Can't figure it out though...
normal:
DUvLayer (Lightmap , 1)
here:
DUvLayer (Lightmap , 2)
normal:
DUvLayer (Lightmap , 1)
here:
DUvLayer (Lightmap , 2)
- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: NadeoImporter [update 2013/08/21]
What is it writing when you try to convert it with NadeoImporter ?HawkGer wrote:yeah I know THAT much...it's only that for this StadiumAirship material for example converting the objects doesn't work...and I guess this has to do with the fact that the Lightmap has to be on a different layer than usual !? Can't figure it out though...
normal:
DUvLayer (Lightmap , 1)
here:
DUvLayer (Lightmap , 2)
Here's the first part of my tutorial ! I hope that it will be usefull to answer your question
(thanks to spaii for his wiki

http://wiki.titlepack.net/Blocks_import_with_3ds_Max
I don't know when I'll finish the tutorial, because I don't have time right now but I think that there's enough thing to help you out

OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
SkelGeneric

Hi,
I'm creating a new 3D skin (ArenaPlayer) which uses its own skeleton, different than the default NadeoSkel.
So I tried the option /SkelGeneric with the importer (version 2013/08/21), but I can't get it work !

Even the ToadSample from Minion folder doesn't work. This is what I get :
Code: Select all
C:\Program Files (x86)\Steam\SteamApps\common\ManiaPlanet_SMStorm>NadeoImporter
Charskin Skins/Models/Minion/ToadSample /SkelGeneric
NadeoImporter 2013-08-21_16_12
Failed to import file "C:\Users\XXXX\Documents\ManiaPlanet\Work\Skins\Models\Minion\ToadSample\Model.fbx": No Joints
ToadSample.jpg
But look the result with Sintel.. It has something strange.. :
SintelSample.jpg
Anyone can help me ?

Edit:
The /SkelGeneric option seems to imply the Player.Anim.xml to be used. Where can I get the specs for this file ?

Bonjour,
Je souhaiterais créer un nouveau skin 3D (ArenaPlayer) qui utilise son propre squelette, différent du NadeoSkel par défaut.
J'ai donc utilisé l'option /SkelGeneric avec l'importer (version 2013/08/21), mais il n'y a pas moyen de le faire fonctionner !

Même le ToadSample du dossier "Minion" ne passe pas. Voici ce que j'obtiens :
Code: Select all
C:\Program Files (x86)\Steam\SteamApps\common\ManiaPlanet_SMStorm>NadeoImporter
Charskin Skins/Models/Minion/ToadSample /SkelGeneric
NadeoImporter 2013-08-21_16_12
Failed to import file "C:\Users\XXXX\Documents\ManiaPlanet\Work\Skins\Models\Minion\ToadSample\Model.fbx": No Joints
ToadSample.jpg
Mais regardez le resultat sur Sintel... Il y a comme un petit souci... :
SintelSample.jpg
Quelqu'un pourrait m'aider ?

Edit:
L'option /SkelGeneric semble impliquer l'utilisation du fichier Player.Anim.xml. Où pourrais-je trouver les specs pour ce fichier ?
-
- Posts: 42
- Joined: 30 Aug 2011, 20:05
Re: NadeoImporter [update 2013/08/21]
http://trackmania-carpark.com/imagespar ... d80d92.jpg
someone know why it give the colorchange diagonal off all the faces?
the 2 stripes vertical are some normalmap test from me so don't care about that.
someone know why it give the colorchange diagonal off all the faces?
the 2 stripes vertical are some normalmap test from me so don't care about that.
- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: NadeoImporter [update 2013/08/21]
This seems to be caused by the uv map that isn't correct. I couldn't tell you more since I'm not an expert on this subjectjustspeeding wrote:http://trackmania-carpark.com/imagespar ... d80d92.jpg
someone know why it give the colorchange diagonal off all the faces?
the 2 stripes vertical are some normalmap test from me so don't care about that.

OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
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