Re: Custom Objects Specifications
Posted: 15 Apr 2013, 18:10
Thats bad, elite with custom models would have been awesome !
Code: Select all
NadeoImporter object Common/YourObjectCollection/*.FBX
@echo.Code: Select all
@echo off
cmd /k cd "C:\Program Files\ManiaPlanet"
end

Yea sourcefiles go inside Workblocks. Which the importer reads and puts converted files into the Blocks dir. I'm sorry if I gave u the impression that sourcefiles go inside Blocks. I checked the example "Forge" files from damien in 3dsmax, but they lack both materials and UVmaps, so they're no good until u set that up yourself and re-export as fbx. Probably easier to use that cube of yours.ScavangeR wrote:As i said, i followed the steps 1 by one, and as you can see on my screen, i did the .bat (Nammed it "Importer") and put the NadeoImporter.exe in Maniaplanet's folder.
The only different thing from your explanation is my sources folder, which one was "WorkBlocks" as in the Harrison's tut'.
I just gave a try by changing my sources from "WorkBlocks/Common/Forge" to "Blocks/Common/Forge" but still the same error.
Thx for the consideration anyway
Code: Select all
<Object>
<Info>Transition for block 7-2-7</Info>
<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>Code: Select all
cd\
cd program files
cd ManiaPlanet
nadeoimporter Object Canyon/Navi/*.fbx