NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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jojoba007
Posts: 68
Joined: 03 May 2012, 15:34
Location: Nehterlands

Re: Custom Objects Specifications

Post by jojoba007 »

I get the following error in the fbx importer:

Not enough uvLayers for material (1 < 2)?? :(

What did I do wrong?

This is how it looks like, I made a simple test model to see if I could get this working.

http://www.robwillemse.net/test.jpg
damien
Nadeo
Nadeo
Posts: 146
Joined: 14 Jun 2010, 17:36

Re: Custom Objects Specifications

Post by damien »

You have only one UV layer (typically for diffuse mapping), and the 2nd (lightmap) UV-layer is missing.

I googled for a tutorial and found this : http://www.3dmotive.com/training/free/c ... v-channel/
Hope it helps.

Just to be clear : You just have to provide a 2nd UV Layer for your meshes. But you don't have to bake lighting in a texture. Maniaplanet map editor has its own lightmap calculus (that depends on all the blocks, objects & lights in the map)
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BLiNNeMaNS
Posts: 422
Joined: 04 Jul 2011, 22:24
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Re: Custom Objects Specifications

Post by BLiNNeMaNS »

awesome.. finally the shootmania maps won't all look like dust/tribes anymore (although i reckon 1st models will be crates ^^)

(and eh.. crap, now i have to learn to use blender ^^)
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kapsubm
Posts: 238
Joined: 16 Aug 2011, 23:38
Location: Vienna, Austria
Contact:

Re: Custom Objects Specifications

Post by kapsubm »

if i am right , those should be the textures from Trackmania

Code: Select all


Advert4x1_D.dds
Advert4x1_N.dds
Advert4x1_S.dds
Alpha2_D.dds
Alpha2_N.dds
Alpha2_S.dds
Alpha_D.dds
Alpha_N.dds
Alpha_S.dds
ArenaBank_D.dds
ArenaBank_N.dds
ArenaBank_S.dds
ArenaBottom_D.dds
ArenaBottom_N.dds
ArenaBottom_S.dds
ArenaCables_D.dds
ArenaCables_N.dds
ArenaCables_S.dds
ArenaConcrete02_D.dds
ArenaConcrete02_N.dds
ArenaConcrete02_S.dds
ArenaConcretePxz_D.dds
ArenaConcretePxz_N.dds
ArenaConcretePxz_S.dds
ArenaDam_D.dds
ArenaDam_N.dds
ArenaDam_S.dds
ArenaFence_D.dds
ArenaFence_N.dds
ArenaFence_S.dds
ArenaFloor_D.dds
ArenaFloor_N.dds
ArenaFloor_S.dds
ArenaFloor_X2.dds
ArenaParkingAsphalt_D.dds
ArenaParkingAsphalt_N.dds
ArenaParkingAsphalt_S.dds
ArenaPillars_D.dds
ArenaPillars_N.dds
ArenaPillars_S.dds
ArenaTransition_D.dds
ArenaTransition_N.dds
ArenaTransition_S.dds
ArenaTunnel_D.dds
ArenaTunnel_N.dds
ArenaTunnel_S.dds
ArenaWallRideStructure_D.dds
ArenaWallRideStructure_N.dds
ArenaWallRideStructure_S.dds
Arena_D.dds
Arena_N.dds
Arena_S.dds
CliffPxz_D.dds
CliffPxz_N.dds
CliffPxz_S.dds
Cliff_D.dds
Cliff_N.dds
Cliff_S.dds
DetailsCliff_D.dds
DetailsCliff_N.dds
DetailsCliff_S.dds
DetailsRocks2_D.dds
DetailsRocks2_N.dds
DetailsRocks2_S.dds
DetailsRocks3_D.dds
DetailsRocks3_N.dds
DetailsRocks3_S.dds
DetailsRocks_D.dds
DetailsRocks_N.dds
DetailsRocks_S.dds
DetailsVegetation_D.dds
DetailsVegetation_N.dds
DetailsVegetation_S.dds
Details_D.dds
Details_N.dds
Details_S.dds
Dirt_D.dds
Dirt_HX2.dds
Dirt_N.dds
Dirt_S.dds
Dirt_X2.dds
Disabled_S.dds
Gravel_D.dds
Gravel_N.dds
Gravel_S.dds
images.txt
Lights_D.dds
Lights_I.dds
Lights_N.dds
Lights_S.dds
Objects2_D.dds
Objects2_N.dds
Objects2_S.dds
Objects_D.dds
Objects_N.dds
Objects_S.dds
Racing_Bridge.dds
RoadCut_Cliff_D.dds
RoadCut_Cliff_N.dds
RoadCut_Cliff_S.dds
RoadNewBorder_D.dds
RoadNewBorder_N.dds
RoadNewBorder_S.dds
RoadNew_D.dds
RoadNew_N.dds
RoadNew_S.dds
RoadOldBorder_D.dds
RoadOldBorder_N.dds
RoadOldBorder_S.dds
RoadOldToRoadNew_D.dds
RoadOldToRoadNew_N.dds
RoadOldToRoadNew_S.dds
RoadOld_D.dds
RoadOld_N.dds
RoadOld_S.dds
RoadRaceBorder_D.dds
RoadRaceBorder_N.dds
RoadRaceBorder_S.dds
RoadRaceFence_D.dds
RoadRaceFence_N.dds
RoadRaceFence_S.dds
RoadRaceGlass_D.dds
RoadRaceGlass_N.dds
RoadRaceGlass_S.dds
RoadRaceRubber_D.dds
RoadRaceRubber_N.dds
RoadRaceRubber_S.dds
RoadRaceTrace_D.dds
RoadRaceTrace_N.dds
RoadRaceTrace_S.dds
RoadRaceWall2_D.dds
RoadRaceWall_D.dds
RoadRaceWall_N.dds
RoadRaceWall_S.dds
RoadRace_D.dds
RoadRace_N.dds
RoadRace_S.dds
RoadTurbo_D.dds
RoadTurbo_N.dds
RoadTurbo_S.dds
Rock_D.dds
Rock_N.dds
Rock_S.dds
Silo_D.dds
silo_N.dds
Silo_S.dds
StartSignGlow.dds
Transition_D.dds
Transition_N.dds
Transition_S.dds
Turbo_D.dds
Turbo_N.dds
Turbo_S.dds
Vegetation_D.dds
Vegetation_N.dds
WarpGWeight.dds
WarpSat_D.dds
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justanother1
Posts: 63
Joined: 16 Aug 2011, 07:06

Re: Custom Objects Specifications

Post by justanother1 »

Re ... Blender can make the second "LightMap" UV channel, but the When exporting FBX doesn't seem to add the Textures. I opened this with the AutoDesk Viewer and had no textures. I'd kinda like to have both, with custom textures. I don't know of any format other than FBX that will support 2nd UV-channel. Daz Studio exports a very nice FBX, with textures, bones and animation, but DOESN'T support DDS images ......
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Awpteamoose
Posts: 76
Joined: 12 Jul 2012, 20:27

Re: Custom Objects Specifications

Post by Awpteamoose »

justanother1 wrote:Re ... Blender can make the second "LightMap" UV channel, but the When exporting FBX doesn't seem to add the Textures. I opened this with the AutoDesk Viewer and had no textures. I'd kinda like to have both, with custom textures. I don't know of any format other than FBX that will support 2nd UV-channel. Daz Studio exports a very nice FBX, with textures, bones and animation, but DOESN'T support DDS images ......
As far as I understood, maniaplanet applies textures on its own, you don't need to export a textured model.
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db89
Translator
Translator
Posts: 319
Joined: 11 Aug 2010, 09:10
Location: Vèneto

Re: Custom Objects Specifications

Post by db89 »

It's from a long time that I don't follow regularly this forum, but this tool seems very interesting. Could someone explain me what can and what cannot do in detail? E.g., can I create animated blocks? :D
tnc1976
Posts: 147
Joined: 06 Aug 2011, 16:52
Location: Germany

Re: Custom Objects Specifications

Post by tnc1976 »

:thumbsup: Crazy

This feature is awesome ! :thumbsup:
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SadHik
Posts: 482
Joined: 15 Jun 2010, 11:17
Location: FR - Grenoble
Contact:

Re: Custom Objects Specifications

Post by SadHik »

if you didn't packed the objects in a title, i think that's what happen (and that maybe shouldn't happen, the map shouldn't load at all if used objects are not in a title)
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CoastKid
Translator
Translator
Posts: 168
Joined: 16 Jun 2010, 06:20

Re: Custom Objects Specifications

Post by CoastKid »

Is it possible that importer will support more then 2 LOD levels in the future ?
Also will be nice to have some Snapping feature, for example "Pivot > Pivot" or "Pivot > Discrete Space" (not exactly blocks space).
And it will be super-awesome to have possibility to input precise position of an object, to design some modular structures.
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