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Re: Custom Objects Specifications
Posted: 18 Sep 2012, 22:15
by damien
the format should be 2012.2 (but it might work with older ones).
If it crashes, it's a bug !

can you please upload the fbx files , so that I check what's going on ?
thanks !
Re: Custom Objects Specifications
Posted: 18 Sep 2012, 22:20
by Jojo_44
OK, I´m not the 3D expert, so if there´s a capital mistake from my side, excuse me
*link removed*
best regards, Jojo
Re: Custom Objects Specifications
Posted: 18 Sep 2012, 22:37
by kapsubm
for those who need free converter and 3ds model tool (easy one)
http://www.anim8or.com (can UV map, TExture etc,) >>> easiest Tool i know for creating also complex 3 d models.
autodesk stand alone converter ( 3ds , c format to fbx)
Version 2012.2
http://usa.autodesk.com/adsk/servlet/pc ... d=18817304
Uvmapper
http://www.uvmapper.com/
...And the first Questions:
just builded a simple ramp: in try to impot following error comes:
Canyon\Ramp\ramp_Lod0.fbx : collection Canyon not found Hq-Only lod unsupported yet.
second test (with low pol and high poly in "common"
Code: Select all
D:\Games\ManiaPlanet>NadeoImporter.exe Object Common/Ramp/*.fbx
Common\Ramp\ramp_Lod0.fbx : Hq-Only lod unsupported yet.
Common\Ramp\ramp_Lod1.fbx : Hq-Only lod unsupported yet.
D:\Games\ManiaPlanet>
Re: Custom Objects Specifications
Posted: 19 Sep 2012, 01:45
by benjiken
I think I've got everything down except for the materials.
Where does the <MaterialName> go?
Does it go after the object suffix? ex. _Lod0_TSDN_StoneTexture_Stone
Is it the name of the material in the material tab? (Blender)
I'm thinking it's somewhere else but I can't figure it out.

Re: Custom Objects Specifications
Posted: 19 Sep 2012, 02:44
by justanother1
Would it be possible to use some different formats? Texture images. DDS is nice, has prebuilt mip-maps, but most Graphics cards will do this anyway, PNG or JPG are just as compressed and work in most game engines. Also if stuck with DDS, can we use a different type? Paint.Net will do DXT1, DXT3, and DXT5, but doesn't seem to have the option for Bc5.
Also, I've had the converter for awhile, but I would think this would be useless. Converting OBJ to FBX is ok .. but there wont be any LightMap UV channel.
I'm just posting this because Most of us don't have $4000 to spend on 3DSMax. Blender is a good option, but I'm having trouble exporting a good object.
Re: Custom Objects Specifications
Posted: 19 Sep 2012, 08:04
by DamienD
benjiken wrote:
Where does the <MaterialName> go?
Does it go after the object suffix? ex. _Lod0_TSDN_StoneTexture_Stone
There's a typo in the first post you should type _
TDSN_StoneTexture_Stone in blender's material tab.
I got it working with blender. cool.
but the map then work only in the editor : when trying my map in local game mode
it says :
strange, the missing file is present in [maniaplanet user dir]\Blocks\Canyon\Basic\cube2.ObjectInfo.gbx
does the restriction for online playing with blocks (have the block(s) included in a title pack and playing from the pack) also apply for local game mode ?
Re: Custom Objects Specifications
Posted: 19 Sep 2012, 09:29
by damien
Hi all !
short answers for you questions :
1. DamienD : thanks, I fixed the TDSN typo error.
2. kapsubm : Concerning the lods,
there must be only 1 fbx file containing 2 lods. (and not 2 fbx files containing 1 lod)
3. for the image formats, the 3d card can only handle natively dds files (no native support for jpg nor png). There are tools and plugins out there thant can generate propoer dds files from any format. (ati's the compressonator, or nvidia dds tools (plugins for photoshop)). Agreed, It would be convenient to integrate those tools to NadeoImporter, but unfortunately, so far we didn't find any easy drop'in library to do that.
4. for the material, yes it's the name of the material in the material tab (in Blender)
5. lightmap UV channels are really important, though they require a bit of work from you. many tools provide a way to auto generate lightmap UVs. Once the lightmap is computed, the lightint of the scene gets really enhanced. So it is worth the effort !
6. concerning the solo play in canyon : we have to check it
Re: Custom Objects Specifications
Posted: 19 Sep 2012, 12:20
by Awpteamoose
Yup, works just fine.
I've got no idea how to model or texture though, but I'll figure it out.
Re: Custom Objects Specifications
Posted: 19 Sep 2012, 12:56
by Jojo_44
Jojo_44 wrote:OK, I´m not the 3D expert, so if there´s a capital mistake from my side, excuse me
*link removed*
best regards, Jojo
It was my fault, you have to assign at least one material, otherwise the importer crashes. Don´t know whether it´s a bug that there´s a crash and no warning or my fault
btw it seems to work fine now so far with Cinema 4D and the bulit in fbx exporter.
best regards, Jojo
Re: Custom Objects Specifications
Posted: 19 Sep 2012, 13:44
by benjiken
Works great!
Thank's for the help with the materials!
