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Re: Custom Objects Specifications

Posted: 29 Sep 2012, 02:55
by phil13hebert
My problem is solved ! :D

My block was on the wrong side and I know why. I was using fbx plugin 2010 something. Now I changed for fbx 2012.2 and it works like a charm ! :pil


Edit : Could you add a feature that would make us able to choose if we want the object to be in a tile
Here's an example because it's hard for me to explain in english : I'm talking of the green box
Image


Because when we have 2 blocks that we want to put side-by-side, it's hard to put them exactly so that they work together.

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 09:48
by Radixan
phil13hebert wrote: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.
Ok, I've tried this that you said, but it does not work.
I named it as Lod0 from before, I've tried to delete it, but the Importer gives me this:

Code: Select all

C:\Program Files\ManiaPlanet>NadeoImporter.exe Object Canyon/buildingtrial/build
ingtrial.fbx
Canyon\buildingtrial\buildingtrial.FBX : Failed to export file "Canyon\buildingt
rial\buildingtrial.FBX":
Mesh : not enough UvLayers for material (1 < 2)
I've noticed that in Jojoba's tutorial, in channel info appears 2:map, that he named as Lightmap.
On my model doesn't exist that 2:map.

How I can obtain this channel?

Thanks.

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 09:51
by Atomic.Boi
Hey, I've made everything right like I need, importer generating a Gbx file, no problems with materials and both UV are present, thanks! :yes:

Image

But, I cant see my block ingame. Am I need to create a title pack? Or am I need to ZIP the generated gbx and dds?


I've got also a question, can we make something bigger then 645x64x16? Or tricks with maxbox here arent working?

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 09:55
by Atomic.Boi
Radixan wrote:How I can obtain this channel?
Easy. Just click the link for the tutorial.

http://www.3dmotive.com/training/free/c ... uv-channel

Hope this'll help :3

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 10:11
by meuh21
Atomic.Boi wrote: But, I cant see my block ingame. Am I need to create a title pack? Or am I need to ZIP the generated gbx and dds ?
Move .gbx and the folder with .dds in the folder Blocks/Canyon (or Storm or Common). You don't need a title with the editor ;)

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 11:35
by Yagami93
Hi all, i'm getting this error from the Importer:

LightMap OutOfRangeV OutOfRangeV

What am i doing wrong?

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 12:06
by Hylis
UV of lightmaps have to been within 0-1, 0-1 coordinates I think

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 12:21
by Yagami93
Hylis wrote:UV of lightmaps have to been within 0-1, 0-1 coordinates I think
What do you mean? When i edit the UV Map on 3DSMax i have to place all the chuncks in a square.. but i dont see coordinates there, where can i check them?

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 12:36
by Hylis
Maybe I am misleading you on this one then, you will have to wait for more experts to help :? or find it by yourselves :mrgreen: Maybe redo a basic unwrap and test export again just to test. I really don't know.

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 13:29
by phil13hebert
Atomic.Boi wrote:Hey, I've made everything right like I need, importer generating a Gbx file, no problems with materials and both UV are present, thanks! :yes:

Image

But, I cant see my block ingame. Am I need to create a title pack? Or am I need to ZIP the generated gbx and dds?


I've got also a question, can we make something bigger then 645x64x16? Or tricks with maxbox here arent working?
Try to change the folder "Common/" to "Canyon/" or "Storm/" and you'll see it in the editor of the one that you chose.

"Common/" is supposed to work but I didn't try it yet.

Radixan wrote:
phil13hebert wrote: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.
Ok, I've tried this that you said, but it does not work.
I named it as Lod0 from before, I've tried to delete it, but the Importer gives me this:

Code: Select all

C:\Program Files\ManiaPlanet>NadeoImporter.exe Object Canyon/buildingtrial/build
ingtrial.fbx
Canyon\buildingtrial\buildingtrial.FBX : Failed to export file "Canyon\buildingt
rial\buildingtrial.FBX":
Mesh : not enough UvLayers for material (1 < 2)
I've noticed that in Jojoba's tutorial, in channel info appears 2:map, that he named as Lightmap.
On my model doesn't exist that 2:map.

How I can obtain this channel?

Thanks.
Here's a link on how to do it that damien posted before : http://www.3dmotive.com/training/free/c ... v-channel/

And for the naming, here's how to do it :
damien wrote: 3. UV layers

the choosen material defines the UV layers requirements (and naming).
for most of the materials, you will need 2 UV layers.
- a layer named "Material" :base layer of the material, typically mapping your Diffuse texture)

- a layer named "Lightmap" :Mandatory, needed for lightmap calculus in editor.
WARNING 1: for this layer, the UV must not overlap, otherwise it will cause invalid lightmaps !
WARNING 2: if you have lods, the Lod0 and Lod1 for a mesh must "share" the same UVs in the lightmap (we store only lightmap for Lod0)

Note :
- in blender, it's easy to name your layers
- in 3dsMax (wich is classicaly index-based for layers), you can use the ChannelInfo utility to name your layers (comes with 3dsmax , available in panel Utility->More->Channel info)
Hylis wrote:UV of lightmaps have to been within 0-1, 0-1 coordinates I think
I think that your right. With mpbc from _arc, we needed to do it between 0-1, 0-1 if my memory is good :thumbsup: