Page 6 of 103
Re: Custom Objects Specifications
Posted: 20 Sep 2012, 11:52
by damien
We tested in storm, and it works

(the issue concerns only canyon)
We can't test everything for every release.
Re: Custom Objects Specifications
Posted: 20 Sep 2012, 17:29
by schl3ck
I'm trying to import the examples with the commandline "NadeoImporter.exe object /Common/Forge/*.fbx", but the only thing I get is the error message "\Common\Forge\Portcullis.FBX : Object source asset mus be located in a SubFolder of a Collection." (the same message also for PortcullisMast.FBX).
What do I wrong?
Re: Custom Objects Specifications
Posted: 20 Sep 2012, 17:44
by Jojo_44
schl3ck wrote:I'm trying to import the examples with the commandline "NadeoImporter.exe object /Common/Forge/*.fbx", but the only thing I get is the error message "\Common\Forge\Portcullis.FBX : Object source asset mus be located in a SubFolder of a Collection." (the same message also for PortcullisMast.FBX).
What do I wrong?
I guess the red backslash is wrong.
regards, Jojo
Re: Custom Objects Specifications
Posted: 20 Sep 2012, 18:05
by schl3ck
Oh, yep, that was it, and I had to put it into another folder.
Thanks!
Re: Custom Objects Specifications
Posted: 20 Sep 2012, 18:24
by faserg1
Test my object in editor, it been wery big and without textures.
I have only two questions:
What's maximum size of object and what unit system.
How need configure matireal in 3ds max?
Re: Custom Objects Specifications
Posted: 20 Sep 2012, 18:48
by spaii
damien wrote:Okay, some fast answers :
- objects availability :
* in map editor, you have access to all objects in the current title, plus all objects on your Blocks folder (Common + current collection)
* in all other contexts, you have only access to objects that are part of the current title.
for multiplayer, it's the choice we made so that everyboy can play the maps (as they own the title, they have access to all objects).
for replay, it is an issue that will be fixed.
Sorry not really understand.
Then, if i made a map with objects from title pack and objects of Blocks/Canyon folder :
in multiplayer, players with the title pack who don't have the objects from Blocks/Canyon can play maps with these objects visible ?
Thx

Re: Custom Objects Specifications
Posted: 20 Sep 2012, 19:31
by tOMME_
Back, and I've had trouble compiling *.fbx files today too, but seems I'm getting somewhere now. Maybe this only concern those of us who have a custom installation. Anyways, if any of you out there happens to have the same problem, here's how I solved it (atleast for canyon):
1. Following instructions from the OP
2. You can't seem to compile anything
3. You have a custom installation of ManiaPlanet
4. You have the COMMON and PERSONAL folder in ..\ManiaPlanet\, where ManiaPlanet.exe and NadeoImporter.exe should be
The solution seems to be:
1. Put the WorkBlocks-folder into the PERSONAL folder. For instance: ..\ManiaPlanet\PERSONAL\WorkBlocks\Canyon\Test. If you put the WorkBlocks folder into ..\ManiaPlanet\, it does not work
2. Then from the ..\ManiaPlanet\ folder, you call NadeoImporter.exe Object Canyon/Test/*.FBX, which in my case adds PERSONAL/WorkBlocks for my "convenience"
- tOMME
Re: Custom Objects Specifications
Posted: 20 Sep 2012, 19:58
by tOMME_
Imagine what we can do with this

Re: Custom Objects Specifications
Posted: 20 Sep 2012, 20:04
by faserg1
You are Hero
Re: Custom Objects Specifications
Posted: 20 Sep 2012, 21:23
by schl3ck
Can someone please explain to me, how to set the material in Blender to the platformblocks and the UV layers?
I have looked into various Blender Tutorials, but I found nothing helpful.
Thanks!