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Re: Custom Objects Specifications
Posted: 25 Sep 2012, 18:22
by Electron
The 'simple_N.dds' is stored with BC5 block compression but as DXGI file format with an extended header (FourCC: 'DX10'). Does ManiaPlanet support this file format? I have expected 'ATI2' as FourCC.
Re: Custom Objects Specifications
Posted: 25 Sep 2012, 19:33
by jojoba007
Atomic.Boi wrote:If be serious, I understood nothing here... Maybe I've missed something... hey guys , explain to a noob at modeling blocks, please.
1) If I got Maniaplanet.exe at D:/ , the folder "WorkBlocks/Canyon/***/" must be on C:/ or on D:/ too?
2) For example I want to make a simple fence for dirt tracks and I called my ".max" file as "Fence1.max" and want is exported to "F1.FBX" (

) with "Fence1_D(_S and _N).dds"s . In 3dsMax, do I need to name the mesh as "***_Lod0" or "_Lod0", and if first, "***" must be a "_TDSN_
MetalPlate_Ice"? (question what to put on the "MetalPlate" too...)
3) Does game crashes when using custom block with TM2Unlimiter?
4) Is "NotCollidable" means "DriveThrough"?
5) Also, before exporting, am I need to create both UV maps as like modifiers? ("Material" and "LightMap".)
6) Maxbox is still left as like for cars?

I'll see if i can make you a little tutorial tonight
, maybe tomorrow because i'm a bit busy tonight.
Re: Custom Objects Specifications
Posted: 25 Sep 2012, 22:03
by jojoba007
Is it possible to use an alphamap on the models. In Max the palmtree renders with the alpha applied.
But in the editor it doesnt seem to work

Re: Custom Objects Specifications
Posted: 25 Sep 2012, 23:11
by phil13hebert
jojoba007 wrote:Atomic.Boi wrote:If be serious, I understood nothing here... Maybe I've missed something... hey guys , explain to a noob at modeling blocks, please.
1) If I got Maniaplanet.exe at D:/ , the folder "WorkBlocks/Canyon/***/" must be on C:/ or on D:/ too?
2) For example I want to make a simple fence for dirt tracks and I called my ".max" file as "Fence1.max" and want is exported to "F1.FBX" (

) with "Fence1_D(_S and _N).dds"s . In 3dsMax, do I need to name the mesh as "***_Lod0" or "_Lod0", and if first, "***" must be a "_TDSN_
MetalPlate_Ice"? (question what to put on the "MetalPlate" too...)
3) Does game crashes when using custom block with TM2Unlimiter?
4) Is "NotCollidable" means "DriveThrough"?
5) Also, before exporting, am I need to create both UV maps as like modifiers? ("Material" and "LightMap".)
6) Maxbox is still left as like for cars?

I'll see if i can make you a little tutorial tonight
, maybe tomorrow because i'm a bit busy tonight.
That would be really nice. I hope that you'll take time to do a tutorial.
I know how to do most of things, but I don't know how UV map works. I'm looking forward for your tutorial

Re: Custom Objects Specifications
Posted: 26 Sep 2012, 10:00
by kapsubm
isnt the alphachannel in tm2 grey ? (at least with cars it is like that i think.)
jojoba007 wrote:Is it possible to use an alphamap on the models. In Max the palmtree renders with the alpha applied.
But in the editor it doesnt seem to work

Re: Custom Objects Specifications
Posted: 26 Sep 2012, 13:52
by damien
Hi,
We'll add support for binary alpha (ie only white or black pixels in alpha channel)
There won't traslucent alpha, since it's only partially supported, and generates artifacts.
Re: Custom Objects Specifications
Posted: 26 Sep 2012, 21:21
by jojoba007
phil13hebert wrote:jojoba007 wrote:Atomic.Boi wrote:If be serious, I understood nothing here... Maybe I've missed something... hey guys , explain to a noob at modeling blocks, please.
1) If I got Maniaplanet.exe at D:/ , the folder "WorkBlocks/Canyon/***/" must be on C:/ or on D:/ too?
2) For example I want to make a simple fence for dirt tracks and I called my ".max" file as "Fence1.max" and want is exported to "F1.FBX" (

) with "Fence1_D(_S and _N).dds"s . In 3dsMax, do I need to name the mesh as "***_Lod0" or "_Lod0", and if first, "***" must be a "_TDSN_
MetalPlate_Ice"? (question what to put on the "MetalPlate" too...)
3) Does game crashes when using custom block with TM2Unlimiter?
4) Is "NotCollidable" means "DriveThrough"?
5) Also, before exporting, am I need to create both UV maps as like modifiers? ("Material" and "LightMap".)
6) Maxbox is still left as like for cars?

I'll see if i can make you a little tutorial tonight
, maybe tomorrow because i'm a bit busy tonight.
That would be really nice. I hope that you'll take time to do a tutorial.
I know how to do most of things, but I don't know how UV map works. I'm looking forward for your tutorial

I finished making the videoturorial for importing objects, but I'll have to convert it to a h264 compression to put it on youtube. This I will do tomorrow because its late and I have to go out of bed early

. Expect the video to be ready tomorrow in the evening

Re: Custom Objects Specifications
Posted: 26 Sep 2012, 23:49
by phil13hebert
jojoba007 wrote:
I finished making the videoturorial for importing objects, but I'll have to convert it to a h264 compression to put it on youtube. This I will do tomorrow because its late and I have to go out of bed early

. Expect the video to be ready tomorrow in the evening

Ok nice ! I succesfully imported an object in-game, but I'm sure that your tutorial will help.
But now, I have a strange problem that I don't know how to fix
Here's what my block looks like in 3ds max :
*image removed*
And here's my block in Tm2 :
*image removed*
How can I do to put my block on the right side ? Can you help me please ?
Because I tried everything that I thought of and my problem persists.
Re: Custom Objects Specifications
Posted: 27 Sep 2012, 01:26
by spaii
phil13hebert : il y a longtemps que j'ai pas utilisé 3ds ou autre, mais il me semble que "Reset XForm" résout se problème

Re: Custom Objects Specifications
Posted: 27 Sep 2012, 01:36
by phil13hebert
spaii wrote:phil13hebert : il y a longtemps que j'ai pas utilisé 3ds ou autre, mais il me semble que "Reset XForm" résout se problème

Ha oui

Ça se peut.
J'essaie et je reviens avec ça. Merci !
Edit : Non, ça n'a pas fonctionné malheureusement
