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Re: Custom Objects Specifications

Posted: 05 Jan 2013, 22:34
by chco
I've searched for info on the _S.tga file needed, but the format described in the first post is new to me and I can't find any documentation on how it is setup. Normally S stands for specular, which is greyscaled. The example _S.tga file is coloured. What do the colours mean ?

Re: Custom Objects Specifications

Posted: 05 Jan 2013, 23:36
by darmaya
@chco
i had same doubt,
but you just have to put one .tga in the Texture folder, and Nadeoimporter will do the conversion in appropriate dds, this is what i understood.

But you can continue to use the traditional 3 .dds... too

I had received this Hints (for dds)
lower the luminance in D (70-50%)
half the size for N
use a small, square, black for _S (not sure for this, but it work for me)

Hope it thelp

Re: Custom Objects Specifications

Posted: 06 Jan 2013, 04:06
by Gaben1337
I don't use TM2Unlimiter, I choose ShootMania character on TrackMania to add custom blocks! :lol:

Re: Custom Objects Specifications

Posted: 06 Jan 2013, 10:17
by chco
@darmaya

Thanks! I'll give it a try. Did many variations and uptill now the only acceptable quality was to load the D tga or dds into Photoshop, up the lower the brightness and up the contrast.
Again thanks!

Charly

Re: Custom Objects Specifications

Posted: 06 Jan 2013, 10:19
by chco
We don't use TM2Unlimiter either, this is the nadeoimporter, to import blocks.
So you drive with a shootmania character in Trackmania? lol :D That would be fun :)
Gaben1337 wrote:I don't use TM2Unlimiter, I choose ShootMania character on TrackMania to add custom blocks! :lol:

Re: Custom Objects Specifications

Posted: 08 Jan 2013, 19:49
by chco
I do have a question that I haven't found the info for in the forum.
If you take the current square block. What are its dimensions ? If you raise it on the Y-axis (it's height), how much is it increased by ? I would like to create some blocks that would fit the original set perfectly, but I would need dimensions for that to work.

Thanks.
Charly

Re: Custom Objects Specifications

Posted: 08 Jan 2013, 19:58
by spaii
If you work with blender, dimensions are x:64 y:64 Z:16, for others softwares, i don't know, sorry...

Re: Custom Objects Specifications

Posted: 08 Jan 2013, 20:24
by luftisbollentm2
Help ! Blender

can someone explain how to do this in blender with uv lod1 lod0 texture and layer
not how to use nadeoimporter just how to prepere an object in blender.

say my object is called "test"

1. must the object name be test also ?
2. where to write _lod0 and lod1 ?
3. and what name should i use as lod ?
4. what unwrap option should i use ?
5. do i need to add a picture to the model ?
6. I don´t get the layer thingie ? should i add the same model to layer 2 ?
7. should i name mesh ? and what name....error (mesh : material not found)

8. Just to be sure is this below, correct ?

c:/programfiles (86)/maniaplanet/workblocks/test/test.fbx
c:/programfiles (86)/maniaplanet/workblocks/test/texture/*.dds
c:/programfiles (86)/maniaplanet/workblocks/test/icon/test.tga

I hope someone can help me that are familier with blender. "blender is the only 3d program i use"

Re: Custom Objects Specifications

Posted: 08 Jan 2013, 21:05
by chco
I asume you mean x:64 z:64 and y:16 ?
I've been messing with some models and I am currently thinking for LightWave3D the square block is 8x8x2 meters and the first "ground" block is 8x8x1 meters. But going to test that..
Thanks for the info btw!
spaii wrote:If you work with blender, dimensions are x:64 y:64 Z:16, for others softwares, i don't know, sorry...

Re: Custom Objects Specifications

Posted: 09 Jan 2013, 03:55
by dreadofmondays
Fantastic stuff, I got my first object working in 45 minutes :] :thumbsup:
I was wondering if the importer would also extend to blocks themselves, and maybe we could have some documentation on that?