I'm just gonna post this again since some of you seem not to know about it:
MaterialIDs
Common:
Metal
NotCollidable (as it sounds, no collisions, good for little anoying rocks or details)
Concrete (the most used in TM)
Asphalt (the second most used in TM)
Pavement (Orginates from rally, mostly)
WetAsphalt (rally )
WetPavement (rally)
Grass (the third most used in TM)
WetGrass (rally mostly)
Ice (snow mostly or on glass objects)
Snow (snow mostly)
Glass
Sand (mostly island I think)
Dirt (another very common material)
DirtRoad
WetDirtRoad (mostly rally, some underwater of storm)
Rubber (mostly stadium)
Rock (sliding when the slope is too vertical (to avoid cliff climb hacking in storm. Side effect : the player slides on some rocks)
Stone (mostly Storm castle, adds walljump in storm)
Wood (wood structures, bridges, etc..)
Water (the activation of the water gameplay is linked to a waterheight stored in the environment parameters, so colliding a water surface at another height and in a block not flaged as "has water" will probably don't give the results you may expect (I think it's already the case with blockmixing when you place water blocks at another height)
WaterGround
Trunk (trees)
ResonantMetal (the containers of desert, the tech towers of storm)
MetalTrans
Turbo
Turbo2
TurboRoulette
Storm:
Tech (blue pads = powerpath)
TechArmor (regen pads)
TechSafe (invulnerability (green pads)
TechLaser (rail weapon pads)
TechArrow (arrow weapon pads (blocks not available yet)
TechGround (floor of the new flying blocks : stamina jump)
TechWall (walls of the new flying block : bounce rockets and big wall jump)
TechHook (grappling hook spheres)
Bumper (the storm bumpers, the directional bumpers have special properties stored in the blockinfo, not in the material)
WallJump (may be non functional. stone physid is walljumpable however)
PlayerOnly (I remember someone asking for this one : will block the player but not the weapons, usefull for loopholes or for avoiding dangerous areas where the player will get stuck)
SlidingWood (storm)
OffZone (never added it in a block, I don't know how this will react)
Canyon:
SlidingRubber (Probably)
NadeoImporter [update 2019/10/09]
Moderator: NADEO
Re: NadeoImporter [update 2013/08/21]
Global Moderator | Maniaplanet Steam Moderator
OS: : Windows 8.1 64 bit
CPU: AMD FX 8320
RAM: Samsung 12GB
GPU: XFX AMD Radeon HD 7790
Motherboard: ASUS Sabretooth 990fx R2.0
SDD: Sandisk Ultra Plus 128GB
Sound: Realtek
OS: : Windows 8.1 64 bit
CPU: AMD FX 8320
RAM: Samsung 12GB
GPU: XFX AMD Radeon HD 7790
Motherboard: ASUS Sabretooth 990fx R2.0
SDD: Sandisk Ultra Plus 128GB
Sound: Realtek
- Harrison_rus
- Translator
- Posts: 243
- Joined: 03 Nov 2011, 17:16
- Manialink: HSMLink
- Location: Russia
Re: NadeoImporter [update 2013/08/21]
Nadeo, please add export for all TM enviroments (TMCommon) and support for .dae or .fbx from blender for cars. (if it possible) 


Re: NadeoImporter [update 2013/08/21]
I guess that´s already possible, i import all my objects as "Common" (by using the ConvertAssistant which uses the nadeo importer)Harrison_rus wrote:Nadeo, please add export for all TM enviroments (TMCommon)

All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
- Harrison_rus
- Translator
- Posts: 243
- Joined: 03 Nov 2011, 17:16
- Manialink: HSMLink
- Location: Russia
Re: NadeoImporter [update 2013/08/21]
Yes, I know that I can export "common". But this exporter converted object for all games TM2 Canyon, Valley, Stadium and Storm
I want see "TMCommon". This export converting object for all TM2 titles. Without titles for SM.
I want see "TMCommon". This export converting object for all TM2 titles. Without titles for SM.

Re: NadeoImporter [update 2013/08/21]
my English is bad
Can anyone tell where I can acquire native blocks stadium in *. Fbx?
Thank you!

Can anyone tell where I can acquire native blocks stadium in *. Fbx?
Thank you!
Re: NadeoImporter [update 2013/08/21]
You mean the original Stadium blocks? This is not possible, and Nadeo will most certainly not give the original 3D models away.
If you only want to create your own blocks, there are already a few tutorials (even video).
If you only want to create your own blocks, there are already a few tutorials (even video).
Re: NadeoImporter [update 2013/08/21]
I understand you do not want to give their Nadeo 3d blocks, but not to modify the blocks but to create new blocks and fit them with current.
I need the exact measurements of the existing or original blocks Nadeo
Greetings
Long live the game!

I need the exact measurements of the existing or original blocks Nadeo
Greetings

Long live the game!


- darkpuddle1
- Posts: 284
- Joined: 10 Sep 2011, 11:21
- Contact:
Re: NadeoImporter [update 2013/08/21]
I'm having a problem with pivots in stadium.
basically I made a cube and I used grid snaps.
I set the first pivot to 0.0 which should lay it flat on the grass.
but when i check in stadium the block is 1.0 underneath the grass.
this messes up everything else when i move the block up as it is always 1.0 lower than what it should be.
Any help?
basically I made a cube and I used grid snaps.
I set the first pivot to 0.0 which should lay it flat on the grass.
but when i check in stadium the block is 1.0 underneath the grass.
this messes up everything else when i move the block up as it is always 1.0 lower than what it should be.
Any help?
Re: NadeoImporter [update 2013/08/21]
darkpuddle1, for what you want it's probably best to adjust the 2nd value in your Item.xml:
I went the opposite way and overtook the z values in CAD according to what I had messured earlier in the editor, with help of Pivot Pos even quite fast.
Code: Select all
<Pivots>
<Pivot Pos = "0 0 0" />
</Pivots>
- darkpuddle1
- Posts: 284
- Joined: 10 Sep 2011, 11:21
- Contact:
Re: NadeoImporter [update 2013/08/21]
Hey suma, I have done this and it is successful, however when i place the object on top of another object, there is a small gap from where i offsetted the pivot.Suma wrote:darkpuddle1, for what you want it's probably best to adjust the 2nd value in your Item.xml:
I went the opposite way and overtook the z values in CAD according to what I had measured earlier in the editor, with help of Pivot Pos even quite fast.Code: Select all
<Pivots> <Pivot Pos = "0 0 0" /> </Pivots>
basically i want the first pivot at ground level, then the second pivot on the second level with no gap :p
here is my xml:
Code: Select all
<Item Type="StaticObject" Collection="Stadium">
<Phy>
<MoveShape Type="mesh" File="Items/StadiumExtra/GrassRamp.Shape.gbx"/>
</Phy>
<Vis>
<Mesh File="Items/StadiumExtra/GrassRamp.Mesh.gbx"/>
</Vis>
<GridSnap HStep="32" VStep="8"/>
<Options ManualPivotSwitch="true" />
<Levitation VStep="8"/>
<Pivots>
<Pivot Pos="0 0 0" />
</Pivots>
</Item>
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