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Re: Custom Objects Specifications

Posted: 12 Mar 2013, 12:37
by Hylis
yes, you can rip them of, and you are welcome to do it, until I would say the contrary if there are misused of the datas or clearly bad effect on the ecosystem. For example, I may have some objection if it becomes to recreate all titles content with only Stadium ^_^

Re: Custom Objects Specifications

Posted: 12 Mar 2013, 13:44
by HawkGer
Thanks for the clarification, I really didn't expect that you would allow this. I think there are not many developer studios that would allow it. Makes you guys all the more awesome :thumbsup:
We will make sure to only include those blocks in our Title pack that we really need. I also think it is a good way of advertising blocks from other Titles in Stadium. If you see those beatiful blocks from SM in Stadium you might be tempted to buy it :D But yeah, Titles with too many of those blocks should be deleted from ManiaPlanet.

Re: Custom Objects Specifications

Posted: 12 Mar 2013, 15:23
by meuh21
I don't know how to rip a block... But I am very very interested to have some typical blocks. It could be very useful to see and learn how professionals work. For example, with the new Canyon tree, I could see how to make a efficient object tree for TM. A Canyon road curve block could be useful too.

Re: Custom Objects Specifications

Posted: 12 Mar 2013, 15:28
by darmaya
Hi,
i'm having some problem with my VLO (very large objects), because of tiling.

As suggested by janculits, to have a better resolution with VLO i must TILE
(see his kidly post: http://www.maniapark.com/forum/viewtopi ... 3&start=15)

I follow his trail, but seems that the method have some drawbacks:
i tiled the 4096x4096 UVmap,
obtaining 16 subdivisions, breaked and folded.

I can't find a very interesting post by Fix, describing how critic is the aligning of adiacent tiles,
and i suppose this is the problem i have:

In the first img i just placed my object
In the second, i rendered.
In the third, I ROTATED the object by 90 degree
In the fourth, i rendered (predefined quality)

I see 3 problems:
1. depending on rotation, the illumination vary
2. tiling must have some secret to render adjacents tiles, but i ignore-it..
3. the material is higly reflective, it seems glass, FIXED

I must add that i COMPRESSONATED the original dirt img in dirt_D and dirt_S DXT1
and then the dirt_N was DXT5.

Image
Image
Image
Image

The orientation problem exist even for small pieces:
to render the dirt realistic, i tiled 8 times,
but...
There are the results:
In the fifth,i rotated the object 4 times, no render
in the sixth i rendered

Image
Image

Concrete questions:
Tiling:
1.it is really possible to tile a VLO seemlessy? i'm unskilled or it is impossible?
2. I read something abouth vertex manipulating or group smoothing for adjusting tiles: it is the right way?
3. the ROTATING/LIGHTING effect is unavoidable?
4. how deal with shininess: manipulating dds? or tga? found. Matter of S...


thank you for any help,
i'm realy stuck on this...

Re: Custom Objects Specifications

Posted: 12 Mar 2013, 16:31
by HawkGer
I don't know how to rip a block... But I am very very interested to have some typical blocks. It could be very useful to see and learn how professionals work.
If anyone needs ripped blocks to study them PM me and I will send a few example blocks. If I trust you I might even send a few more blocks. Don't want to give blocks to untrustworthy people....

Re: Custom Objects Specifications

Posted: 12 Mar 2013, 17:03
by Fix
I must add that i COMPRESSONATED the original dirt img in dirt_D and dirt_S DXT1
and then the dirt_N was DXT5.
This can easily cause that kind of bugs :
http://forum.maniaplanet.com/viewtopic. ... 10#p146878

Re: Custom Objects Specifications

Posted: 12 Mar 2013, 17:21
by Fix
Concrete questions:
Tiling:
1.it is really possible to tile a VLO seemlessy? i'm unskilled or it is impossible?
2. I read something abouth vertex manipulating or group smoothing for adjusting tiles: it is the right way?
3. the ROTATING/LIGHTING effect is unavoidable?
4. how deal with shininess: manipulating dds? or tga?
i'm confused by lack of infos
or i lack of infos because i'm confused?
.
As this depend on the software used, it is hard to help you easily here, and this subject is so bIg.
The best way to learn is to have a project, and try to find by yourself. No joke (having a project, a goal is very important here, because mirroring a tutorial is justa monkey game, and you won't memorize a lot).
It's not wasted time, all the doors you're going to open while searching will show you some other aspects of the software, so try a lot of things, and memorize what it does, what you could do with it.
Then later, when you'll wonder "how do I do that"? you will have some clues that will accelerate the find/learning process.

1-2 :
size doesn't matter. to make an object "tile, clone it in you 3D software as "instance" and move it N S oE or W, then move the vertices on the junctions and snap them from the original to the instance (or vis versa, as it's an instance, it's a perfect clone).
Then rotate your instance 90 or 180°, depending on your object connectivity), and again, snap the junctions, until everything is connected).
if you have a good 3D viewport in your 3D software, you can see the light specular move on your objects when rotating the camera, if you placed 4 clones NSEW, you can check there is no "cut". We have some tools to force normals, but without these we had to add a section before reaching the block's side. this section's vertices are aligned with the vertices of the section on the side (hard to explain in english without images, sorry).

3. see the normal map problem, also check your soft if there isn't a matrix transformation hidden (we have "reset Xform" to debug 3ds max abnormalities)

4. I've explained how the specular works in some posts; you can work in tga and use the importer to create the dds (see first post). You won't destroy your source with dds compression, and saves will be faster.

Re: Custom Objects Specifications

Posted: 12 Mar 2013, 17:53
by darmaya
wow fix, thankyou! :thx:
I have a clue, i will travel!

Re: Custom Objects Specifications

Posted: 22 Mar 2013, 11:17
by meuh21
maxi031 wrote:I think stadium material is not supported yet. Program is from 2012, it needs update.
It is the same for the new textures block in Canyon (tree for example) :(

Re: Custom Objects Specifications

Posted: 24 Mar 2013, 17:57
by darkpuddle1
I get this error when I try to convert:
Syntax : NadeoImporter CarSkin SourceFolderName CarSkinName

Any help or advice on this?