what about distort? it is not only opacity i suppose!darkpuddle1 wrote:Does anyone know what material this is for the object? I need glass for some of my objects, and I can't find the Material ID that works. I tried glass and some others in the material list but nothing
(this object is from a title pack I found in SM)
NadeoImporter [update 2019/10/09]
Moderator: NADEO
- alividerci
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Re: NadeoImporter [update 2013/08/21]
- angry_duck
- Nadeo
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Re: NadeoImporter [update 2013/08/21]
Done (with Damien's approvalTMarc wrote:Sure, but I won't do that without damiens approvalHawkGer wrote:I was thinking more like removing all the documentation in the first post and just linking to the new documentation. There is no purpose for that outdated documentation here anymore.

angry_duck
- dreadofmondays
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- Location: Australia
Re: NadeoImporter [update 2013/08/21]
Hello! I'm trying to get this working but got stuck.
NadeoImporter Mesh \Items\Common\realcity\meshes\grassReserve.fbx
NadeoImporter Item \Items\Common\realcity\terrain\grassReserve.Item.xml
The mesh imports. The item does not. "Needs to be in /items/" but it is, right? The first backslash makes it relative to the work folder. It obviously works in the case of the mesh, so why is it any different with the item?
The 'terrain' folder is meant to be a subfolder in the editor.
NadeoImporter Mesh \Items\Common\realcity\meshes\grassReserve.fbx
NadeoImporter Item \Items\Common\realcity\terrain\grassReserve.Item.xml
The mesh imports. The item does not. "Needs to be in /items/" but it is, right? The first backslash makes it relative to the work folder. It obviously works in the case of the mesh, so why is it any different with the item?

The 'terrain' folder is meant to be a subfolder in the editor.
- meuh21
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Re: NadeoImporter [update 2013/08/21]
A tip :
In grassReserve.Item.xml you need to write "File=grassReserve.Shape.gbx" and "File=grassReserve.Mesh.gbx" and not write anymore "File\Items\Common\realcity\terrain\grassReserve.Shape.gbx"
Maybe it can help you
In grassReserve.Item.xml you need to write "File=grassReserve.Shape.gbx" and "File=grassReserve.Mesh.gbx" and not write anymore "File\Items\Common\realcity\terrain\grassReserve.Shape.gbx"
Maybe it can help you

- dreadofmondays
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- Location: Australia
Re: NadeoImporter [update 2013/08/21]
Hmm, not quite! Here's the output:


- meuh21
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Re: NadeoImporter [update 2013/08/21]
Maybe you can try without he first /
Or put grassreserve.Item.xml in Items/Common/realcity (not in /terrain)
Or put grassreserve.Item.xml in Items/Common/realcity (not in /terrain)
- dreadofmondays
- Posts: 77
- Joined: 12 Jul 2012, 17:21
- Location: Australia
Re: NadeoImporter [update 2013/08/21]
Aha, this was it! Excellent, thank you very much meuh! n.nmeuh21 wrote:Maybe you can try without he first /
So I did some testing in blender 2.49b, and I found this:
- The name of the object in blender must match the name of the object/fbx/file/whatever. <name>_Lod0. It cannot be simply "_Lod0".
- Meshparam files are allowed to contain indexes of materials not actually used in the file. Maybe this would be a lazy way of keep tracking of your material settings.
- "Failed to import file" can be caused by exporting an empty fbx (failing to select an object in blender when exporting)
- FBX export with 'high quality normals' has no effect on your objects' shading. You need to provide an edge split modifier in order to prevent flat polys from being smooth shaded. However exporting with modifiers work fine, you don't need to apply (and therefore lose) the modifier; you can simply have it running there.
Additionally, regarding icons: Icons folders need to be next to the Icon.xml files they service, meaning you will need multiple icons folders at all levels of your block heirachy. If you want an alpha channel on your icons, choose 32 bits per pixel. TGA files created straight from a blender render are 32bit files and work fine with alpha channels. They are also smaller than tga files made with photoshop (typically 6kbs as opposed to 16)
That said, if you try and open any tga file in photoshop, it will dump the alpha channel, and can sometimes trick people into thinking there wasn't one in the first place. Don't be fooled!
Of course, if you need to /edit/ with the alpha channel intact, you'll need to work in png until the final save.
Last edited by dreadofmondays on 08 Jun 2014, 15:32, edited 1 time in total.
- dreadofmondays
- Posts: 77
- Joined: 12 Jul 2012, 17:21
- Location: Australia
Re: NadeoImporter [update 2013/08/21]
Ugh.. and after all that, I managed to get a second object working but the third one is causing the importer to crash to desktop... I don't get why this is such a painful tool to use ._. can we not do this, nadeoimporter?
Meuh, I know you're good with this stuff, can I add you on MP so we can chat and try and work this stuff out? That would be crazy helpful
Meuh, I know you're good with this stuff, can I add you on MP so we can chat and try and work this stuff out? That would be crazy helpful
Re: NadeoImporter [update 2013/08/21]
One way to get the Importer CTD without error message is if the Blender object name starts with underscore, asterisk or exclamation mark. This is new in the MP3 version. Hope this helps.dreadofmondays wrote:but the third one is causing the importer to crash to desktop... I don't get why this is such a painful tool to use ._. can we not do this, nadeoimporter?
- dreadofmondays
- Posts: 77
- Joined: 12 Jul 2012, 17:21
- Location: Australia
Re: NadeoImporter [update 2013/08/21]
Ahah, I figured it out. This CTD was caused by a mismatch in the blender material name and the material name listed in the meshparams.
Edit: Fixed more ctds, caused by materials that are present in the fbx but not indexed in meshparams. Basically it seems anything wrong in mesh params will CRASH nadeoimporter with no error message.
Edit: Fixed more ctds, caused by materials that are present in the fbx but not indexed in meshparams. Basically it seems anything wrong in mesh params will CRASH nadeoimporter with no error message.
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