NadeoImporter [update 2019/10/09]

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Tipiizor
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Joined: 17 Aug 2011, 01:19

Re: NadeoImporter [update 2014/09/10]

Post by Tipiizor »

Here you have all documentation : http://doc.maniaplanet.com/creation/imp ... _item.html
OneAxisRotation : prevents the item from being rotated with arrow keys (you can rotate it around the vertical axis only, with right click, '+' key and '-' key)
So in your xml :
<Item Type="StaticObject" Collection="XXX">
<Phy>
<MoveShape Type="mesh" File="youritem.Shape.gbx"/>
</Phy>
<Vis>
<Mesh File="youritem.Mesh.gbx"/>
</Vis>
<Pivots>
<Pivot Pos = "0 0 0" />
</Pivots>
<GridSnap HStep="64" VStep="64" />
<Options OneAxisRotation="true" />
<Levitation VStep="16"/>
</Item>
OS: Windows 7 Ultimate x64
CPU: QuadCore Intel Core i5-2500K@3.4GHz
RAM: 2x G Skill F3-12800CL9-4GBXL
GPU: Geforce GTX 970 EXOC
Motherboard: Asus P8P67-M
HDD(s): Sandisk ultra Pro II (240 Go) / WDC WD10EACS-14ZJB0 (931 Go)
Sound: Realtek ALC887
Tipiizor
Posts: 560
Joined: 17 Aug 2011, 01:19

Re: NadeoImporter [update 2014/09/10]

Post by Tipiizor »

darkpuddle1 wrote:Hi I have this bug where .dds with transparency go invisible close up, it's very weird.
Here is what I mean:

I've tried various .fbx formats and other things, or is this a mp bug?

This happens in every environment.

http://youtu.be/meiNJtYjxCo
Got same problem on max graphic settings, its ok if i lower the shader... :/
OS: Windows 7 Ultimate x64
CPU: QuadCore Intel Core i5-2500K@3.4GHz
RAM: 2x G Skill F3-12800CL9-4GBXL
GPU: Geforce GTX 970 EXOC
Motherboard: Asus P8P67-M
HDD(s): Sandisk ultra Pro II (240 Go) / WDC WD10EACS-14ZJB0 (931 Go)
Sound: Realtek ALC887
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spaii
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Re: NadeoImporter [update 2014/09/10]

Post by spaii »

rycardoo wrote:I need help with xml
how to put in my Item.xml, for not having rotations axes my object. :? (For no rotation) Here
Ty help
Look at <Options> in doc ;)

http://doc.maniaplanet.com/creation/imp ... snap--cube

I think you search for <Options OneAxisRotation="true" />
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rycardoo
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Re: NadeoImporter [update 2014/09/10]

Post by rycardoo »

ty Tipiizor and spaii :thumbsup: :D
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Harrison_rus
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Re: NadeoImporter [update 2014/09/10]

Post by Harrison_rus »

Hello all, Nadeo, could you fix support of .dae format? Now, if I try convert car model, I get a crash... (Works only with .3ds, but I not have a 3ds max, I like a blender)
And else. In the future you can add specific material for models? For example "helper", it need only for editors helpers (arrows of direction checkpoints, start, finish), because now, if made a CP and place it on the map, you can't understand direction for respawn...

Thank you! :)
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OrecaShadow
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Re: NadeoImporter [update 2014/09/10]

Post by OrecaShadow »

Harrison_rus wrote:Hello all, Nadeo, could you fix support of .dae format? Now, if I try convert car model, I get a crash... (Works only with .3ds, but I not have a 3ds max, I like a blender)
And else. In the future you can add specific material for models? For example "helper", it need only for editors helpers (arrows of direction checkpoints, start, finish), because now, if made a CP and place it on the map, you can't understand direction for respawn...

Thank you! :)

Just open the .dae model in blender and export it as .fbx then you can convert it i think
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Harrison_rus
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Re: NadeoImporter [update 2014/09/10]

Post by Harrison_rus »

.fbx only for items. Cars support only .3ds and .dae. Or not?
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Suma
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Re: NadeoImporter [update 2014/09/10]

Post by Suma »

I can confirm that both my very basic test cube (DAE) and the Nadeo Valley Car (DAE) don't work any more with the latest version of the importer. Both still work with the version before.

Also I tested that Nadeo didn't secretly add FBX support for car models.


The other thing I heavily dislike with the importer is that with every new update since MP3 the Importer finds new secret reasons to just "stop working". No error logs, no error messages, no hints at all. Blender FBX is affected with models working on the importer before since 2014-07-23, since 2014-09-10 we have even with 3DSmax models the same story.

To be very clear: I'm just talking about models which were and still are working with the version before.

My guess is that one of the things not mentioned in the so-called ChangeLog affects also textures.


A comment by a developer would be really cool. :roll:
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djhubertus
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Re: NadeoImporter [update 2014/09/10]

Post by djhubertus »

Hello, I have a problem with importing font

http://i.imgur.com/0K5Hgo3.jpg

I made everything step by step based on maniaplanet documentation and I don't get font.gbx file :/
My Gamemodes:
MP4 - Countdown, Firefight
MP3 - Reduction, Overload, Flashpoint, Territory, SM Race, Escape
MP2 - Search & Destroy, Oscillation, Instagib
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angry_duck
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Re: NadeoImporter [update 2014/09/10]

Post by angry_duck »

Are you sure you have searched in the right folder?
The Font.Gbx file should have been created in Maniaplanet/Media/Font, NOT in Maniaplanet/Work/Media/Font
angry_duck
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