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Re: Custom Objects Specifications

Posted: 08 Apr 2013, 18:27
by steeffeen
HawkGer wrote: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.
This!
+1 :yes:

Re: Custom Objects Specifications

Posted: 08 Apr 2013, 19:40
by spaii
+1 :thumbsup:

Re: Custom Objects Specifications

Posted: 10 Apr 2013, 18:20
by HawkGer
Also I hope that the Pivot funcionality will be improved. Right now when moving objects the pivots get switched seemingly random. I'm moving the cursor one field and suddenly the object has a different pivot position. That's especially bad when moving small objects that need to be aligned....but you have no idea if they are.
Improve this function or maybe add a shortcut in the editor to disable pivots. Please. Thanks :thumbsup:

Re: Custom Objects Specifications

Posted: 11 Apr 2013, 04:35
by string
Agreed!

That's why I suggested earlier that the first pivot position should be a fixed default, and stay until manually tabbed further, in which case it'll stay at that position, even if you move the object, until manually tabbed further. Until you switch object where it'll reset to top position.

And of course a little line in the editor showing the current pivot coordinates so you know which one you're at. Maybe even include a little D for the default position, so u know when u gone full circle. Example : 32 -0.125 0 (D)

------------------------------------------------------------------------------
PS: Thanks for the common folder finally working! Now we just need some more common PhysIDs, and stadium material list, common checkpoints - start - finish - turbo... and for heaven's sake put in the vertical scroll positioning. Why on earth wasn't that there from the beginning?! Yeah I know you got tons of things to do, but that should've been on the top of the custom object priority list.

Re: Custom Objects Specifications

Posted: 11 Apr 2013, 10:19
by darmaya
string wrote:PS: Thanks for the common folder finally working! Now we just need some more common PhysIDs, and stadium material list, common checkpoints - start - finish - turbo... and for heaven's sake put in the vertical scroll positioning. Why on earth wasn't that there from the beginning?! Yeah I know you got tons of things to do, but that should've been on the top of the custom object priority list.
@string
How do you WENT TO KNOW that common was working?

Re: Custom Objects Specifications

Posted: 12 Apr 2013, 01:01
by string
Well, I was opening up Canyon map editor right after a little MP update to test an object and suddenly the stuff from "common" dir was there too, and also in Stadium editor, which hadn't happend before.
The update said it was for Shootmania, but I guess they snuck in a little change for the CO (custom objects) too :)

Only crap is that once I put the turbo I'd made in the common folder, the texture of course went blank since it was no longer canyon specific env, from which i had taken the material ("RoadTurbo"). And common has no turbo. At least none that is listed by the nadeoimporter.exe or mentioned in the custom object specs. Funny thing though...I lost the texture, but kept the physical effect. Makes me wonder whether there's a hidden turbo material in the Common library, or that using common doesn't exclude canyon 100% or that common is derived from canyon and they haven't completely removed the canyon stuff. However I tried to use "_TDSN_mytex_RoadTurbo", "_TDSN_mytex_RoadTurbo2" and "_TDSN_mytex_Turbo", but none of those worked. So now since I still gotta use the "RoadTurbo" canyon-only material, I got a working turbo, but no way to texture it. :roll:

Re: Custom Objects Specifications

Posted: 12 Apr 2013, 17:33
by darmaya
Brilliant!
wait wait wait,
so you discovered this for chance?
Oh Gosh! :shock:

Something like THIS?
http://www.maniapark.com/ressource.php?id=1156

I'd tried and i got same your result: no texture, but turbo (yellow, i think)

Let me resume:
1. make a 64x64x16 block
2. name the material as _TDSN_Turbo_Turbo
3. make two UVs and call it BaseMaterial and LightMap
4: Export as fbx
5.NadeoImporter object Common/*.fbx

what i got is an untextured ArenaBlocks

Then,
i extracted turbo_N_d_s from PackCache
and i put into a newly created WorkBlocks/Common/Texture and make an Icon
this is the result:
Image

Thankyou! :thumbsup:
I tried to figure out FOR MONTHS how to do,
but i never thought to set the surface-grip as Turbo.
Now,
i suppose that there must be a Turbox2?
Up to you, mate..

Re: Custom Objects Specifications

Posted: 15 Apr 2013, 14:26
by iyumichan
I am currently making some objects and i noticed that they group the same way the foldersystem is.
However I feel like this lacks a certain feature.
The icon of the first object in the folder is also the folders icon.

I however really want to assign them a diffrent icon. For example showing wood on the folder of my wood related objects.

So I did it like this in the folder "wood"
wood/icon/wood.tga
Which I expected to work. However it doesn't show wood.tga

Is it possible to add this to the todolist of custom object features?
This would really come in handy.

Re: Custom Objects Specifications

Posted: 15 Apr 2013, 15:37
by platernitycs
Hey,
I created a map on shootmania with 3d models.
But it cant be played on servers. Any help ?

thanks

Re: Custom Objects Specifications

Posted: 15 Apr 2013, 16:20
by TitiShu
Custom object needs a Title Pack if you want to play with it online...

For the moment the best solution is to share object on maniapark or here and wait the titles (SpeedBall title is coming)