NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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dePaljas
Posts: 60
Joined: 05 Aug 2011, 17:41

Re: Custom Objects Specifications

Post by dePaljas »

TMarc wrote:
dePaljas wrote:Can someone please give me a hint what I'm doing wrong? It feels like a smoothing group issue:

http://i48.tinypic.com/34htlc6.jpg

I model using 3dsmax, convert to editable mesh, assign smoothing groups (faces in main body are all same group), do the 2 channel unwraps, export to FBX including smoothing groups.
The OpenGL Teapot :lol:
Looks like the UV coordinates are not set properly, if you're talking of a mismatch at the vertical cut.
:-) Thanks. I don't understand how it could be uv map related; the diffuse map is uniformly green.
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TMarc
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Re: Custom Objects Specifications

Post by TMarc »

The diffuse maybe, but what about the normal map?
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dePaljas
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Re: Custom Objects Specifications

Post by dePaljas »

TMarc wrote:The diffuse maybe, but what about the normal map?
Same story, it's a 256x256 DXT1 DDS with uniform value all over.

I've uploaded all three maps here.

You must be on the right track though; I just checked the UVW map, and the issues in TM2 are exactly at the seams in 3dsmax. A guess would be that if faces are not connected by UVW coordinates, the importer separates them into different smoothing group, regardless of the model.

But reading the OP I notice I should try TGA maps and let the importer do the translation. I'll give that some tries and let you know. --> EDIT: that doesn't help.
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string
Posts: 44
Joined: 10 Mar 2011, 10:48
Location: Norway

Re: Custom Objects Specifications

Post by string »

Probaly been mentioned before in this thread, but in case anyone wonders, if u cant to categorize the custom objects into subfolders in the editor, just make real subfolders on the computer under your title folder and stick'em in there. I do it manually (maybe there's a way to do it automatically with nadeoimporter by putting things correctly in "Workblocks" before executing it, but I don't know).

Path would be: <ManiaPlanetUserDir>/WorkBlocks/<CollectionName (e.g. Canyon)>/<ObjectFamilyName> / <OptionalCategoryName>

Also every subdir need its own "Texture" folder (which is basically the only difference from organizing macroblocks).

However, I have no idea how to name folders and objects to something other than the default. Meaning the <OptionalCategoryName> folder only shows a number, and the object just shows the default general name for all of them. Anyone have an idea how do do this? xml perhaps? Or icon related?

Of course the nadeo objects all have numbered folders, so perhaps there is no way to name them. Which of course means the actual name of the category subfolders can be anything. Even if you call it "dghfsdgjdgjgsjhd", it'll still just say 1, 2, 3 or 4 or whatever number in the order it ends up as. Anyone got some info on this stuff?
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string
Posts: 44
Joined: 10 Mar 2011, 10:48
Location: Norway

Re: Custom Objects Specifications

Post by string »

dePaljas wrote:
TMarc wrote:The diffuse maybe, but what about the normal map?
Same story, it's a 256x256 DXT1 DDS with uniform value all over.

I've uploaded all three maps here.

You must be on the right track though; I just checked the UVW map, and the issues in TM2 are exactly at the seams in 3dsmax. A guess would be that if faces are not connected by UVW coordinates, the importer separates them into different smoothing group, regardless of the model.

But reading the OP I notice I should try TGA maps and let the importer do the translation. I'll give that some tries and let you know. --> EDIT: that doesn't help.
I can practically guarantee that it has nothing to do with the textures themselves. Not sure what it is though. Any vertices share same space without being welded perhaps, either in the model or the uvmap? Strange things often happen for example if 2 separate meshes share the same edge- or surface coords (at least it did for me with cars in TMUF). Maybe overlapping of uvws or polys? Have u tried rendering a uvw template normal map instead of wireframe. If there's anything overlapping it should show up there as red.
Also it can be very easy to, when u mess around with the uvs, to e.g. when u use the vertical and horizontal straigtening tools, select an extra vertex which then ends up in the wrong place. Is your lightmap channel an exact duplicate of the material? Dunno, just a couple suggestions.
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HawkGer
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Joined: 16 Jun 2010, 01:11

Re: Custom Objects Specifications

Post by HawkGer »

However, I have no idea how to name folders and objects to something other than the default. Meaning the <OptionalCategoryName> folder only shows a number, and the object just shows the default general name for all of them. Anyone have an idea how do do this? xml perhaps? Or icon related?
Just want to add my voice to his. Why is it not possible to customize the naming? This is so important, especially for Title packs with a lot of objects. I plan on including thousands of objects in the RPG Title pack over the years for example...you could easily get lost in there without some naming.
justspeeding
Posts: 42
Joined: 30 Aug 2011, 20:05

Re: Custom Objects Specifications

Post by justspeeding »

TMarc wrote:
justspeeding wrote:I did a first test ingame and i can't fix this bug .

no overlapping uvw in diffuse or lightmap tryed some diffrensd textures and nothing is working only the left door and the right outside on the back ?
Image

any help is welcome
Looks like the normal map for the right door and its border are not proper.
As you can see, the left door shows some highlighting and some darker zones at the expected places,
which the right door doesn't show.
Please check not only the textures and the UV coordinates, but also the normal maps!
yep that was the problem I had a rong setting in my filter THX
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luftisbollentm2
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Joined: 25 Aug 2011, 23:01

Re: Custom Objects Specifications

Post by luftisbollentm2 »

justspeeding wrote:I did a first test ingame and i can't fix this bug .

no overlapping uvw in diffuse or lightmap tryed some diffrensd textures and nothing is working only the left door and the right outside on the back ?
Image

any help is welcome
is this your model ? just a question. :thx:
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justspeeding
Posts: 42
Joined: 30 Aug 2011, 20:05

Re: Custom Objects Specifications

Post by justspeeding »

yes I modeled from scratch and will be released soon
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HawkGer
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Joined: 16 Jun 2010, 01:11

Re: Custom Objects Specifications

Post by HawkGer »

Might it be possible to make the grid snapping toggable like the Pivots? This would be very useful!
Something like this:

Code: Select all

<Object>
	<Pivots>
	 <Pivot Pos="0 0 0"/>
	 <Pivot Pos="0 0 -1.35"/>
	 <Pivot Pos="0 0 1.35"/>
	 </Pivots>

        <GridSnap>
	<GridSnap HStep="8" VStep="8" />
        <GridSnap HStep="4" VStep="4" />
        <GridSnap HStep="0" VStep="0" />
        </GridSnap>
</Object>
Maybe assign CTRL+TAB as the hotkey.
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