NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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steeffeen
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Re: Custom Objects Specifications

Post by steeffeen »

HawkGer wrote:I think there are not many people around who would even know where to start with this project.
Though, if there is anyone here that knows how to do that please contact me :-)
actually i don't think maniascript can even access custom blocks (i might be wrong though)

HawkGer wrote:- Possibility to link folders to other folders. For example I have a folder at page 3 that I want to link to Stadium\Roads\CoastalRoad. The folder would then be available at those two locations. This feature would basically solve the problem of not being able to rename folders and thus having a fixed structure.
i don't really get the point of the links :?: why would you want the same blocks to be available several times? that would be quite confusing
if you want to structure your blocks you can just name them like you want

HawkGer wrote:- Lock objects in space so they can't be deleted (I guess this is hard to implement and also not too important)
i don't get the point of that either ^^
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    clem_the_geek
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    Re: Custom Objects Specifications

    Post by clem_the_geek »

    Thank you for these blocks iyu :D
    I have the perfect scale now (it's about 1,63m in Blender and SkecthUp for 1 block in the game...)
    Now I just have to learn the alpha icon designing :)

    HawkGer wrote:If I create a second folder in \Roads I waste a lot of space and also the connection to the CoastalRoad folder is lost. People won't know where these pillars belong to.
    Otherwise, if you have lots of corresponding types of roads and pillars (no more than 15), you can create two folders :
    \Stadium\Roads\Coastal
    \Stadium\Pillarss\Coastal
    by respecting the same order (1 - Coastal, 2 - Dirt, 3 - don'tknowwhatelse...) in both \Roads and \Pillars folders, it should not be so hard to find the blocks we're looking for.
    You may say it's a waste of space, but you still have 13 free folders at the root of your \Stadium folder.
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    Electron
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    Re: Custom Objects Specifications

    Post by Electron »

    I tried to edit the PagePath fields inside the GBX file. Without success.
    I am only able to control the position within a folder using the Index field.
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    HawkGer
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    Re: Custom Objects Specifications

    Post by HawkGer »

    @clem_the_geek: creating a pillars folder would really waste a lot of space. If you have 15 different road types and you need 3 pillars for each road, then there would be only 15x3=45 objects in that folder (you can put 225 objects in one folder). If I only put 45 objects into all folders then I can only use 675 objects. That's really not much.
    i don't really get the point of the links
    yeah I can name my folders however I want to...but I can't change them later on. When you start a title pack you may start with 50 objects and try to organize them. After 1 year you collected 3000 objects. But you are still stuck with the original structure. With the links you could make a new structure and link the original folders of the first structure within it. Also, sometimes blocks are relevant for multiple categories, that's why it would be great to have those blocks in multiple places.
    i don't get the point of that either ^^
    yeah, this idea is really fancy and is probably only relevant to RPG building. What I think people will do in the future is build a basic track that is driveable and then add all sorts of scenery/decoration to it. So it would be great to be able to select those objects of the basic track, lock them and start with the scenery which can then be deleted easily.
    Also, I was thinking of making objects that are non-collidable and have a 100% transparency which you can use (with MacroBlocks) to cover a large part of the Stadium area so you can add other objects to it freely in space without a need of several standard Stadium blocks as support for the objects. I want to lock the "base" object in space so it doesn't interfere with the other objects I added...
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    meuh21
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    Re: Custom Objects Specifications

    Post by meuh21 »

    meuh21 wrote:Is someone found how to make water in Canyon ? (with physicalID "Water" it's like non collidable and "WaterGround" material is like Dirt...)
    Water (the activation of the water gameplay is linked to a waterheight stored in the environment parameters, so colliding a water surface at another height and in a block not flaged as "has water" will probably don't give the results you may expect (I think it's already the case with blockmixing when you place water blocks at another height)
    I didn't explain well (difficult in english) : i want to have water surface without the water gameplay (decoration object), at a different level of Canyon water. If i make "TDSN_textureA_ water", the "water" physical id is like "non collidable" and it's perfect for me. But i don't see a surface water (with waves), just the "textureA"...

    So how to have a water surface is my question ? (not a water gameplay) Maybe with a water material ? But i don't find it in the list.
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    clem_the_geek
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    Re: Custom Objects Specifications

    Post by clem_the_geek »

    HawkGer wrote:I can only use 675 objects. That's really not much.
    [...]
    After 1 year you collected 3000 objects.
    (675 objects is more than the double of the original blocks number)
    Would someone be able to remember the place of 3 000 objects :oops:
    And if you only "waste" one of the 15 folders, you're still able to have more than 3 000 objects (Btw, is it really a problem to have two pages at the root of the Stadium folder ?)
    HawkGer wrote:I was thinking of making objects that are non-collidable and have a 100% transparency which you can use (with MacroBlocks) to cover a large part of the Stadium area so you can add other objects to it freely in space
    Yeah, that's a great idea, it's very annoying to see objects deleted with some useless block
    (Would you mind sharing them here ? :mrgreen:)
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    HawkGer
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    Re: Custom Objects Specifications

    Post by HawkGer »

    I haven't tested yet if such objects would even work properly, it's all in my head for now. But if it works, I will share them for sure.
    Also I'm hoping that Nadeo will make a standard block that is a flat plane 100% transparent and non-collidable that you could place in the editor, add some objects to it and save as a macroblock....without requiring any "real" standard block.
    I wrote this suggestion to Hylis some time ago but I don't know if he understood xD

    Also, as for objects numbers....let's just say we are thinking in different dimensions ^^
    Right now I plan on having at least 1000 objects as base objects that go into the first 15 folders (we already have 460). Then I want to duplicate those and add different materials/physics to them....so that you could very easily reach 6000 objects.
    So you see...with this system I can't simply add a 16th folder cause that would mess up the whole structure.

    Btw. if you make this statement: "675 objects is more than the double of the original blocks number"
    you have to consider that there are also lots of block variations, so the actual stadium blocks number is probably more like 550 (just a guess).
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    clem_the_geek
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    Re: Custom Objects Specifications

    Post by clem_the_geek »

    HawkGer wrote:If you make this statement: "675 objects is more than the double of the original blocks number"
    you have to consider that there are also lots of block variations, so the actual stadium blocks number is probably more like 550 (just a guess).
    Oh yes you're right, I forgot the variations (and further more, I counted Canyon blocks... :oops:)
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    Re: Custom Objects Specifications

    Post by Hylis »

    HawkGer wrote:I haven't tested yet if such objects would even work properly, it's all in my head for now. But if it works, I will share them for sure.
    Also I'm hoping that Nadeo will make a standard block that is a flat plane 100% transparent and non-collidable that you could place in the editor, add some objects to it and save as a macroblock....without requiring any "real" standard block.
    I wrote this suggestion to Hylis some time ago but I don't know if he understood xD
    I understood, but I am not sure it is the right way to add invisible blocs to a map, without going to ask on how to select them.

    I know what is the issue behind, but instead of a 'hack' solution, I will wait to see what angry duck has to offer

    I am a little off atm btw, just reading some topics from time to time ^_^
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    string
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    Re: Custom Objects Specifications

    Post by string »

    The PhysID DirtRoad has wayyyy too much grip in Stadium. Or is it traction...or friction...u know what I mean. :)
    Hardly any drift at all.

    PS: For anyone who thinks this is offtopic, by "DirtRoad" I mean the PhysID which is listed in the opening post to be used with _TDSN_texture_DirtRoad.
    Last edited by string on 05 May 2013, 09:26, edited 1 time in total.
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