NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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Harrison_rus
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Re: Custom Objects Specifications

Post by Harrison_rus »

Why my importer don't find a path?
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In game I have only icon for my model. When I place model, I don't see it. Maybe it very-very-very small?
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Object works. From the director is independent.
Please fix small things:
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:mrgreen: :roflol:
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darmaya
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Re: Custom Objects Specifications

Post by darmaya »

Alo, damien,
could you please explain me what format are those:
<TextureBaseName>_D.tga:24bits RGB
<TextureBaseName>_S.tga:24bits FIE (Fresnel, Intensity, Exponent)
<TextureBaseName>_N.tga:24bits NxNyNz
thank you!
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Harrison_rus
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Re: Custom Objects Specifications

Post by Harrison_rus »

I used .dds and all works!
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darmaya
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Re: Custom Objects Specifications

Post by darmaya »

Ty Harrison! :)
... but still i'm curious about those tga formats,
and how this can improuve quality and/or productivity...

Compressonator was hard to digest, at first,
but his batch process was a blessing:
now we have to figure-out a new process for custom textures,
using those tga formats.
Not a shame, just a step-ahed...
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TMarc
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Re: Custom Objects Specifications

Post by TMarc »

its all not about tga format itself, it is what the individual files (here saved in TGA format) represent. ;)

1. <TextureBaseName>_D.tga:24bits RGB: this is simple, it is just the basic texture itself in Red, Green, Blue shades of colors
2. <TextureBaseName>_S.tga:24bits FIE (Fresnel, Intensity, Exponent): this is for the intensity of the texture (how bright or how dark it is displayed), as well as the shinyness of the surface (Fresnel and Exponent are terms of light reflection)
3. <TextureBaseName>_N.tga:24bits NxNyNz: this is the Normal Map, it helps to give the look of depth to a surface which was in fact not created as real 3D object, but simply using the features of modern video cards.

If you want to experiment this, I'd recommend you a more advanced 3D modeller, or PovRay where you can see the effect of all settings very nicely :lol:
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Nadeo
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Re: Custom Objects Specifications

Post by Fix »

I discovered that when exporting from max (unit system : 1 unit = 1 meter) I had to configure the fbx exporter in centimeters otherwise objects were very small.
Fix
Nadeo
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Re: Custom Objects Specifications

Post by Fix »

darmaya wrote:... but still i'm curious about those tga formats,
and how this can improuve quality and/or productivity...
.
working with tgas and letting the importer do the work is cool because :
-D N and S are now RGB and you no longer have to swizzle channels
-you have only one work file : the tga, no risk of losing quality (some people work on dds : open/save/open/save and loose quality after each save)
-it's quicker to save as tga than as .dds, no check box or format choices to select.
-Less bugs possible from new users.
-no need for new users to install additional softwares : maniaplanet and their favorite image editing package.

What you may dislike is you don't have the power to add special parameters to the compression (sharpen mipmaps, use a different mipmap algorythm, custom mipmaps (this one is the only reason why we use .dds at the source : grass in stadium or thin fences)
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spaii
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Re: Custom Objects Specifications

Post by spaii »

Fix wrote:I discovered that when exporting from max (unit system : 1 unit = 1 meter) I had to configure the fbx exporter in centimeters otherwise objects were very small.
Yes, on Blender i put 100.00 in scale parameter of fbx exporter, all is ok.

Pivots, GridSnap and Cube, all works nice !! :thumbsup: :thx:

But, how to go up and go down objetcts ? Page Up and Page down not seems to work.
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TMarc
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Re: Custom Objects Specifications

Post by TMarc »

is some reference lr anchor point missing? a tag that the editor needs to identify the position?
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darmaya
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Re: Custom Objects Specifications

Post by darmaya »

thank you TMarc and Fix,
i understand now...
So i need just one tga for texture and one tga for icon, that's all, :thumbsup:
... and thank you Damien, bien sur....
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