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Re: Custom Objects Specifications
Posted: 25 Dec 2012, 15:34
by Harrison_rus
Yes, on Blender i put 100.00 in scale parameter of fbx exporter, all is ok.
Pivots, GridSnap and Cube, all works nice !!
I do not want to "torture" model ...
So the main question. Will NadeoImporter corrected or will remain?
Re: Custom Objects Specifications
Posted: 25 Dec 2012, 23:02
by darmaya
Harrison_rus wrote:Will NadeoImporter corrected or will remain?
Yep, very appropriate question..
Maybe i'm a trash with 3dmax,
but if i made a 256x256x64 mt bloc,
i have to put the exporter in MILLIMETERS, and it gave me a 64x64x16 block.
So, the question still is:
"Will NadeoImporter corrected or will remain?".
Re: Custom Objects Specifications
Posted: 27 Dec 2012, 17:28
by damien
Hi,
an updated version of NadeoImporter has been uploaded.
thanks for your feedback !
damien
Re: Custom Objects Specifications
Posted: 28 Dec 2012, 02:10
by darmaya
TY!

Re: Custom Objects Specifications
Posted: 28 Dec 2012, 12:02
by Harrison_rus
Thanks!

Re: Custom Objects Specifications
Posted: 29 Dec 2012, 03:52
by phil13hebert
Quand j'importe mon block, les pivots ne sont pas corrects. Aussi, j'ai bien écrit 4 pivots dans mon fichier .xml et pourtant, il n'y en a que 2 dans le jeu.
Peut-être que je me suis trompé et si c'est le cas, quelqu'un pourrait-il me dire comment faire ces pivots correctement ?
Une autre question : dans cet exemple : <Pivot Pos="0 0 0"/> , est-ce (X,Y,Z) ou (Z,X,Y) ou autre chose
Ty in advance
P.S. My .xml file :
Code: Select all
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
<Pivot Pos="32 -32 0"/>
<Pivot Pos="32 32 0"/>
<Pivot Pos="-32 32 0"/>
<Pivot Pos="-32 -32 0"/>
</Pivots>
<GridSnap HStep="8" VStep="4" />
</Object>
--------------------------------------------------------------------------------------------------------------
When I import my block, the pivot are not correct. Also I put 4 pivots in the .xml file and there are only 2 pivots in-game.
Maybe I'm wrong and if it's the case, could you please tell me how to do them correctly ?
Another question : in this example : <Pivot Pos="0 0 0"/> , is it (X,Y,Z) or (Z,X,Y) or wathever
Merci d'avance
P.S. Mon fichier .xml :
Code: Select all
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
<Pivot Pos="32 -32 0"/>
<Pivot Pos="32 32 0"/>
<Pivot Pos="-32 32 0"/>
<Pivot Pos="-32 -32 0"/>
</Pivots>
<GridSnap HStep="8" VStep="4" />
</Object>
Re: Custom Objects Specifications
Posted: 29 Dec 2012, 15:26
by spaii
Pour se repérer avec les axes x y z dans TM :
X : gauche droite
Y : haut bas
Z : devant derrière
Peut-être :
Code: Select all
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
<Pivot Pos="32 0 -32"/>
<Pivot Pos="32 0 32"/>
<Pivot Pos="-32 0 32"/>
<Pivot Pos="-32 0 -32"/>
</Pivots>
<GridSnap HStep="8" VStep="4" />
</Object>
Bon courage !!

Re: Custom Objects Specifications
Posted: 29 Dec 2012, 19:30
by phil13hebert
spaii wrote:Pour se repérer avec les axes x y z dans TM :
X : gauche droite
Y : haut bas
Z : devant derrière
Peut-être :
Code: Select all
<Object>
<Pivots>
<Pivot Pos="0 0 0"/>
<Pivot Pos="32 0 -32"/>
<Pivot Pos="32 0 32"/>
<Pivot Pos="-32 0 32"/>
<Pivot Pos="-32 0 -32"/>
</Pivots>
<GridSnap HStep="8" VStep="4" />
</Object>
Bon courage !!

Merci spaii ! C'était une erreur de ma part. J'ai testé avec ton code et ça fonctionne parfaitement.

Re: Custom Objects Specifications
Posted: 03 Jan 2013, 17:56
by spaii
Re: Custom Objects Specifications
Posted: 05 Jan 2013, 10:52
by chco
I must say.. this all works pretty well. Only problem is that you have to create your own title for it to show up in multiplayer mode, but it works.
Created several models in LightWave and with its native fbx export it all works like a charm, had no issues at all.
I'll try to post some images later on.