NadeoImporter [update 2019/10/09]

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Nerpson
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Re: NadeoImporter [update 2013/08/21]

Post by Nerpson »

Thanks a lot !
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olda_x
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Re: NadeoImporter [update 2013/08/21]

Post by olda_x »

Hello friends I need some advice
I tried to create some objects, but something I still do not know.


1) When I use the texture of NADEO (material type "name of original NADEO texture") then frontal face of block has vertical stripe only. The texture displayed wrong . When I turn the object, displayed wrong another side what is currently in vertically. (Picture-front face of the tube)
The problem not comming with material type _TDSN(I)_xxx_Material.lib



2) I cant find a way out how to create a transparent object.
I tested save diffuse map as DXT5-ARGB-8 bpp interpolated alpha. (not DXT1 RGB 4 bpp no alpha)
The alpha channel i used for transparency but without effect. (The windows in the picture are not transparent)



Image


Thanks for help :roll:
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meuh21
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Re: NadeoImporter [update 2013/08/21]

Post by meuh21 »

1) no solution exept to choose another nadeo texture for the face (or no vertical face). Many texture can't be use in vertical way (ex : grass in valley). But in Canyon you should find some concrete texture which works in a vertical way (sorry i can't check right now).

2) try _TDOSN and don't forget to have a grey color in alpha channel.

Hope it can help you.
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Re: NadeoImporter [update 2013/08/21]

Post by spaii »

for 1. try ArenaLoop material ;)
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Re: NadeoImporter [update 2013/08/21]

Post by DivingDuck »

Moin,

1.
it´s not a texture related problem. It´s a UV mapping issue. Check the mapping of your tube. You´ll most probably find that all vertices that belong to the cap segment will have the same V or the same U value.

2.
The material slot must be named 'TDOSN_....' Opacity itself is controlled by the alpha channel. But keep in mind there is only support for a binary alpha, AFAIK. So, save your texture as *.tga with a 1bit alpha.
Opacity like you need for your window panes is not supported the way you need. But IIRC there are stock textures that hold glassy parts.

Regards,
DD
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Re: NadeoImporter [update 2013/08/21]

Post by Frezap »

Is it possible to use the Glass Material from trackmania car models (objects with the prefix 'g') ? Or is it a cars only thing? Wanted to test it myself but I'm not at home.
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Re: NadeoImporter [update 2013/08/21]

Post by olda_x »

Thanks for advice guys
I today created 2 block like used nadeo
I always use texture ArenaFlor , but for first material defined as name of texture , secondary I use custom texture, but the same renamed only
Channel 2 UVW LightMap have not overlapped faces, but the result is different.

Image
Think It's bug of nadeo importer or just unsupported texture

_TDOSN seems will be working , but it is not entirely without problems :pil
Fix
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Re: NadeoImporter [update 2013/08/21]

Post by Fix »

Arena floor, is for horizontal wide surfaces, like dirt, grass, floor, floor2, etc... it's like a UV planar from top. (we can call them Py materials as well, beause in our engine the top down axis is the Y)
Pxz textures are for vertical surfaces (cliffs, walls), it's like a UVplanar from sides.
the P of Pxz is for Position : UV coordinates of the point are defined by its position in the world. The "T" materials (TDNS etc...) are using the Texture coordinates (= UV).
We have some transition (ClifftransitionToCliff, CliffTransitionToGrass)materials that use UV coordinates to place the transition texture (the side of the road or the bottom of the cliff for instance), and in the alpha of this texture you can see the Py or Pxz Material.
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Re: NadeoImporter [update 2013/08/21]

Post by DivingDuck »

Moin,

interesting read, Fix.

Is there a way to use custom textures as "Py materials" as well?



Frezap wrote:Is it possible to use the Glass Material from trackmania car models (objects with the prefix 'g') ? Or is it a cars only thing? Wanted to test it myself but I'm not at home.
no, it´s not posssible.



Regards,
DD
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Re: NadeoImporter [update 2013/08/21]

Post by Frezap »

This solves some of my problems, too; or at least explains them, thanks Fix.
But the glass material has to have a normal name too, otherwise: :cry:
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