NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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Macgta
Posts: 38
Joined: 30 Aug 2011, 17:02

Re: Custom Objects Specifications

Post by Macgta »

I'm not sure if this is a problem or i'm saving the texture wrong or something, But when i save a texture with an alpha channel, It doesn't effect the model ingame; I imported a model of a tree in which the leaves are basically flat planes with a leaf texture with an alpha map, And the alpha map isn't used. I've tried saving the DDS using different compression, I've tried saving the texture with an alpha mask as opposed to an alpha channel before, And nothing works.
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schl3ck
Posts: 13
Joined: 08 Jul 2012, 14:38

Re: Custom Objects Specifications

Post by schl3ck »

damien wrote: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.
iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

gridsnapping please.
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TMarc
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Joined: 05 Apr 2011, 19:10
Location: Europe
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Re: Custom Objects Specifications

Post by TMarc »

iyumichan wrote:gridsnapping please.
this is planned afaik, at least some restrictions on placing objects.
iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

TMarc wrote:
iyumichan wrote:gridsnapping please.
this is planned afaik, at least some restrictions on placing objects.
Making it an option you can set in the xml file of ones block would be preferable. That would be my suggestion on how it should be added.

Oh and I am glad to hear that it is planned! Thanks!
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: Custom Objects Specifications

Post by xrayjay »

It´s already included "a bit". Sometimes it´s a bit strange to place some objects above another :? It´s not possible to place them up and down like with other blocks (mouse scroll wheel), a "groundblock" is needed to put them higher. We´ll see what are the future features, sounds all promising :thumbsup:
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spaii
Posts: 1075
Joined: 19 Jun 2010, 00:04
Location: Rémy - France
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Re: Custom Objects Specifications

Post by spaii »

Some new objects that will be available on Stunters Title Pack, have fun !!

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meuh21
Posts: 1266
Joined: 15 Jun 2010, 17:00
Location: Dans mon champ...
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Re: Custom Objects Specifications

Post by meuh21 »

damien wrote: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.
Avalaible with Storm beta2 or Valley ?
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angry_duck
Nadeo
Nadeo
Posts: 185
Joined: 14 Oct 2011, 12:17

Re: Custom Objects Specifications

Post by angry_duck »

Documentation updated for the Beta2!
http://forum.maniaplanet.com/viewtopic. ... 73#p121972
I have added grid snapping and cubes management in the xml file.
Try these new features and give feedback ;)
angry_duck
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spaii
Posts: 1075
Joined: 19 Jun 2010, 00:04
Location: Rémy - France
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Re: Custom Objects Specifications

Post by spaii »

With new objectimporter.exe, all objects are minuscules.
Tested with pivots, quad, anf gridsnap

http://bugs.stunters.org/images/MinusculeObject.jpg
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