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Re: Custom Objects Specifications

Posted: 29 Sep 2012, 18:28
by faserg1
I watched tutorial about UV channel, but in my 3d max I must to dublicate the channel in channel info because creating channel like in the tutorial don't work. If I press button "Reset UVs" all channels resets but don't changing on channel what I need. What wrong I do?

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 20:45
by iyumichan
Is it possible to snap objects to the normal editor grid? Because I would really need that.

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 21:21
by spaii
First Object in the Stunters Title Pack :D
Thx to M@gic for the model ;)

Image


Test the title pack : Manialink : Stunters

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 21:32
by Radixan
phil13hebert wrote: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)
Ok, buuut, when I do the 2nd Channel it gives me this:
Image

WTF!? :shock:

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 22:01
by jojoba007
Radixan wrote:
phil13hebert wrote: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)
Ok, buuut, when I do the 2nd Channel it gives me this:
Image

WTF!? :shock:
Dit you see my tutorial on how to do this? Then it cant go wrong.

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

Re: Custom Objects Specifications

Posted: 29 Sep 2012, 22:41
by Radixan
jojoba007 wrote:Dit you see my tutorial on how to do this? Then it cant go wrong.

http://www.youtube.com/watch?v=uGi2wIf4Fcw
[sarcasm on]
I have to say thanks to my 2nd screen that makes me forget to click pause while I'm doing the model... T^T
[sarcasm off]

Thanks to remember me that I've jumped literally like 2 mins of video. :yes:

So, your video has a :1010 for my part.

And here is the result of my work:
SCREENSHOT

I only have to improve my work on modeling. :clap:

Re: Custom Objects Specifications

Posted: 30 Sep 2012, 19:03
by jojoba007
Radixan wrote:
jojoba007 wrote:Dit you see my tutorial on how to do this? Then it cant go wrong.

http://www.youtube.com/watch?v=uGi2wIf4Fcw
[sarcasm on]
I have to say thanks to my 2nd screen that makes me forget to click pause while I'm doing the model... T^T
[sarcasm off]

Thanks to remember me that I've jumped literally like 2 mins of video. :yes:

So, your video has a :1010 for my part.b

And here is the result of my work:
SCREENSHOT

I only have to improve my work on modeling. :clap:
Nice, looks good! :thumbsup:

Re: Custom Objects Specifications

Posted: 01 Oct 2012, 17:09
by schl3ck
Hi,

when I try to import an object with canyon-materials the NadeoImporter says to me: "Mesh : not enough UvLayers for material (0 < 1)"
I'm using Blender as a noob :?
I've created a Material with the name "ArenaFloor" (from Canyon) and in that 2 textures (Material, mapped as UV; and Lightmap the same as Material)

I hope someone is able to help me :)

Re: Custom Objects Specifications

Posted: 01 Oct 2012, 18:14
by phil13hebert
iyumichan wrote:Is it possible to snap objects to the normal editor grid? Because I would really need that.
phil13hebert wrote: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.
I hope that people from Nadeo will see this because it could help a lot to be able to snap them to grid.

Re: Custom Objects Specifications

Posted: 01 Oct 2012, 19:37
by pastis..51
Hello

Can you tell me where I'm wrong please? :roflol:

I use Blender.
I take the material ArenaFloor and ArenaConcretePxz
I have the following three problems.

-Fail-shadow on top of the block.
-Fail-shadow on the sides of the block.
-Fail-like sawtooth.

I enclose files , .Blend and ObjectInfo.gbx (bloc simple exampl )
http://lft.stunters.org/divers/Simplebloc.blend
http://lft.stunters.org/divers/Simplebl ... ctInfo.gbx
Help me please.

Image

Image

Image
THX :oops: