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Re: Custom Objects Specifications

Posted: 27 Sep 2012, 02:15
by spaii
erf, désolé :roll:

Re: Custom Objects Specifications

Posted: 27 Sep 2012, 17:13
by Atomic.Boi
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 :shock:

Image
hey, maybe the problem is a White alpha zone in dds? I dont think it is not working.. :shock:

btw,
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 :cry: . Expect the video to be ready tomorrow in the evening :thumbsup:
thanks, cant wait for a tutorial :yes:

Re: Custom Objects Specifications

Posted: 27 Sep 2012, 20:16
by jojoba007
Ok here is the videotutorial on how I was able to import the objects from 3ds Max over to Trackmania 2 Canyon editor.

Please dont laugh about the bad quality and my bad English :oops: . I hope that with this tutorial I can help people get started with importing objects.

I'm sure that there are better ways to import the models and that I dont fully understand everything so let me know if you have any suggestions and tips. But this worked for me! :thumbsup:

This is the link:

http://www.youtube.com/watch?v=w0W5zhPY_l0

Re: Custom Objects Specifications

Posted: 27 Sep 2012, 21:16
by phil13hebert
jojoba007 wrote:Ok here is the videotutorial on how I was able to import the objects from 3ds Max over to Trackmania 2 Canyon editor.

Please dont laugh about the bad quality and my bad English :oops: . I hope that with this tutorial I can help people get started with importing objects.

I'm sure that there are better ways to import the models and that I dont fully understand everything so let me know if you have any suggestions and tips. But this worked for me! :thumbsup:

This is the link:

http://www.youtube.com/watch?v=uGi2wIf4Fcw
Your video is great explained :thumbsup:

Only one thing : When you're naming your object with the _Lod0 and _Lod1 thing, I just wanted to say that you can call your object whatever that you want and only create one. The Lod thing is for when you want 2 different Levels Of Details. I tested it with one object and without _Lod0 in my name and it works.

That's all I found that could be change :)

By the way, could you help me please with my question that I posted higher ? When I create an object in 3ds, my object is on the right side, but in Tm2, my object is on the wrong side. Also, I tried to reset xform and it didn't help.

Thank you.


Edit : I just wanted to say that the command :

Code: Select all

NadeoImporter.exe object /MaterialList > d:\ObjectImportMaterialList.txt
isn't working. It creates the file but it's empty.

Re: Custom Objects Specifications

Posted: 27 Sep 2012, 22:27
by jojoba007
phil13hebert wrote:
jojoba007 wrote:Ok here is the videotutorial on how I was able to import the objects from 3ds Max over to Trackmania 2 Canyon editor.

Please dont laugh about the bad quality and my bad English :oops: . I hope that with this tutorial I can help people get started with importing objects.

I'm sure that there are better ways to import the models and that I dont fully understand everything so let me know if you have any suggestions and tips. But this worked for me! :thumbsup:

This is the link:

http://www.youtube.com/watch?v=uGi2wIf4Fcw
Your video is great explained :thumbsup:

Only one thing : When you're naming your object with the _Lod0 and _Lod1 thing, I just wanted to say that you can call your object whatever that you want and only create one. The Lod thing is for when you want 2 different Levels Of Details. I tested it with one object and without _Lod0 in my name and it works.

That's all I found that could be change :)

By the way, could you help me please with my question that I posted higher ? When I create an object in 3ds, my object is on the right side, but in Tm2, my object is on the wrong side. Also, I tried to reset xform and it didn't help.

Thank you.


Edit : I just wanted to say that the command :

Code: Select all

NadeoImporter.exe object /MaterialList > d:\ObjectImportMaterialList.txt
isn't working. It creates the file but it's empty.
Do you mind to share the file so I can take a look at it? Do you have any space somewhere where you can upload the files and give me a link to it?

Re: Custom Objects Specifications

Posted: 27 Sep 2012, 22:41
by phil13hebert
Sure. Here's the link : *link removed*

Re: Custom Objects Specifications

Posted: 27 Sep 2012, 22:52
by jojoba007
phil13hebert wrote:Sure. Here's the link : https://dl.dropbox.com/u/43316185/temp/CurvedRampv2.FBX
Dont you have the complete max file for me with the textures?

Re: Custom Objects Specifications

Posted: 27 Sep 2012, 22:58
by phil13hebert
jojoba007 wrote:
phil13hebert wrote:Sure. Here's the link : https://dl.dropbox.com/u/43316185/temp/CurvedRampv2.FBX
Dont you have the complete max file for me with the textures?
Yes. Here's the link : *link removed*

Re: Custom Objects Specifications

Posted: 28 Sep 2012, 22:34
by Radixan
Hi, I'm trying to make my own model, but when I'm importing it, shows me this error:

Code: Select all

C:\Program Files\ManiaPlanet>NadeoImporter.exe Object Canyon/buildingtrial/build
ingtrial.fbx
Canyon\buildingtrial\buildingtrial.FBX : Hq-Only lod unsupported yet.
What I should to do? :(

Re: Custom Objects Specifications

Posted: 28 Sep 2012, 23:13
by phil13hebert
Radixan wrote:Hi, I'm trying to make my own model, but when I'm importing it, shows me this error:

Code: Select all

C:\Program Files\ManiaPlanet>NadeoImporter.exe Object Canyon/buildingtrial/build
ingtrial.fbx
Canyon\buildingtrial\buildingtrial.FBX : Hq-Only lod unsupported yet.
What I should to do? :(
Are you naming your object with the _Lod0 or _Lod1 ? If yes , I'm not sure but I think that you need one object with _Lod0 and the other with _Lod1. But if you only want to create one object without 2 levels of details, try to name it without the _Lod things.

P.S. Sorry if you can't understand me.