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Re: Convert Assistant
Posted: 25 Nov 2013, 12:53
by danodude
Ok, this gives me a new question as well as a problem
Do I need to UV map the object
in Blender, or do I just put the textures in the Texture folder and they'll automatically be wrapped around the object?
I get that error when I try to convert the fbx... but I have both the BaseMaterial & Lightmap in Blender, as shown on this pic:
Is this the wrong area to do that in? I'm so new at Blender I'm not sure if I have the right spot
Thanks for your time m8

Re: Convert Assistant
Posted: 25 Nov 2013, 13:23
by maxi031
That looks ok.
What material you are using?
Re: Convert Assistant
Posted: 25 Nov 2013, 14:08
by maxi031
danodude wrote:Ok, this gives me a new question as well as a problem
Do I need to UV map the object
in Blender, or do I just put the textures in the Texture folder and they'll automatically be wrapped around the object?
If Material requires BaseMaterial map, that means you need to make your own map, else if there is no BaseMaterial(Grass, Dirt, Water...) required then game uses projection to apply texture on your mesh.
Re: Convert Assistant
Posted: 26 Nov 2013, 02:47
by danodude
I'm using Asphalt for the material.
If Material requires BaseMaterial map, that means you need to make your own map, else if there is no BaseMaterial(Grass, Dirt, Water...) required then game uses projection to apply texture on your mesh.
So I have to export the UV map as an image, paint over it in a photo editing program, then use that as the image that TM will project onto the mesh? Sorry if I misunderstood you

Re: Convert Assistant
Posted: 26 Nov 2013, 09:21
by maxi031
danodude wrote:I'm using Asphalt for the material.
Asphalt is not material its part of material name(Physical Id) that tells game how car should sound and act on your mesh.
danodude wrote:So I have to export the UV map as an image, paint over it in a photo editing program, then use that as the image that TM will project onto the mesh? Sorry if I misunderstood you
If you are using some of the custom materials(TDSN for example), that is one way to do it - yes.
If its
TDSN material you will need 3
Textures,
Diffuse,
Specular and
Normal.
Re: Convert Assistant
Posted: 28 Nov 2013, 08:10
by danodude
Ok, I'm getting a little confused now. I know its a big ask, but do you think you could make an example cube for me? Nothing big, just something I could actually look at to see how its done (with the .Blend file so I can see what you've done in blender). If you can't that's fine I'll keep hammering away at it until I get it
Edit:
Just made another cube from scratch and it worked this time when converting. I must have done something wrong somewhere
Now that its converted, where do I find the gbx file? The video I'm watching says it should be under
ManiaPlanet\Blocks\Common\ but I don't have it there. What do you think I've goofed up this time?

Re: Convert Assistant
Posted: 28 Nov 2013, 11:41
by maxi031
It is in
ManiaPlantDocumentsRootFolder/Items 
.
That cube of yours must be best cube in the world since it took you so much time to make it

.
Re: Convert Assistant
Posted: 28 Nov 2013, 14:21
by danodude
Yep, this cube is next-gen 3D graphics technology
The cube showed in
Item, not
Items. Is there a difference? And will it show in my game now? (don't have time to test right now).
Re: Convert Assistant
Posted: 06 Dec 2013, 12:11
by rycardoo
Wanted to know what the correct sequence to transform their blocks
Could put some prints to see how to get your location.
Before it was WorkBlocks \ Stadium \ Myblock
Now this always the error.
Appreciate the cooperation

Re: Convert Assistant
Posted: 06 Dec 2013, 15:09
by xrayjay
correct folder is:
[UserData]\Work\Items\Stadium(or Common, Canyon etc.)\YourObjectNameFolder
YourObjectNameFolder must be this way:
YourObjectNameFolder\
YourObjectNameFolder\Icon
YourObjectNameFolder\Meshes
YourObjectNameFolder\Meshes\Texture
so we got 4 folders in total for one object inside the work folder, it looks like this now:

I used here as example the Common folder collection but this can also be Stadium, Valley etc.
Toplevel
YourObjectName folder contains the
YourObjectName.Item.xml file
Folder
Icon contains your icon (24bit tga file)
Meshes folder contains your
YourObjectName.fbx
Texture folder contains your object textures (f.e. YourObjectName_D.tga, YourObjectName_N.tga, YourObjectName_S.tga)
all tga files have to be 24bit tga (these ones with alpha channel have to be 32bit tga), the nadeo importer convert these tga files to the right dds format (but you can also add only dds files in the texture folder but these have to be the right dds format)
make sure you set the right environment inside the convert assistant which matches to your folder structure and all works
this works 100%
All objects will be imported into the "newly" folder structure:
[UserData]\Items\Stadium(or Common, Canyon etc.)\YourObjectNameFolder
[UserData] is the folder you set on the install as your personal data folder, can be found by clicking in the start launcher on help (and there you can move your personal data to a different location on your hdd)