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Re: Convert Assistant

Posted: 28 Jul 2014, 15:09
by Tipiizor
Sometimes after the compilation of the item with CA, it creates an empty folder with the object name ( for example 15-basic.fbm )
I just erase it, the object works fine, but it's a bit strange, cause it's not always :D

Re: Convert Assistant

Posted: 28 Jul 2014, 16:42
by maxi031
CA does not create any other file then xml that sits next to fbx when you are converting objects.
That could be some cad file extension that nadeo importer deals with while doing fbx conversion. :D

Re: Convert Assistant

Posted: 28 Jul 2014, 18:03
by Tipiizor
Ok ^^
It's no big deal anyway :p

Re: Convert Assistant

Posted: 27 Sep 2014, 11:45
by SoraTWE
hello ;)
maybe here someone can help me out :D

created an object,now have 2 uv layers ,first named BaseMaterial and 2nd is Lightmap

but ConvertAssistand says : 'mandatory uv layer not found BaseMaterial'

thats strange..it is there for sure..

Re: Convert Assistant

Posted: 27 Sep 2014, 13:14
by Tipiizor
If you work with blender, put you fbx here so we can try to see the problem.

Re: Convert Assistant

Posted: 27 Sep 2014, 15:10
by SoraTWE
dont work with blender,but with .max

Re: Convert Assistant

Posted: 27 Sep 2014, 15:46
by TMarc
:roll: where is the problem? Blender uses a FBX export, at the end it should not matter which tool was used.
And you have a issue with the importer, right?
You want help, then let others help you, and provide your files (fbx and xml).
I'm sure you could send a PM with a link to Tipiizor if he's not already upset ;)

Re: Convert Assistant

Posted: 27 Sep 2014, 16:49
by SoraTWE
true,but I used a newer max version andn ow it wroked,will sue this one then^^

Image


I try to do some pipes,to drive in,need to get much bigger ofcourse,to have sth like in Snow environment


suuper program that convertAssistant

gg to authors :3

Re: Convert Assistant

Posted: 03 Feb 2015, 10:14
by xrayjay
hey nice prog :thumbsup:
got a question about the new version 3.4.1

Image

The physics id hack function says "Material name prefix Hack_"

I want to change the physics of an embedded material, so how i have to name it in the Mesh.Params.xml?

Code: Select all

<Materials>
		<Material Name="ArenaFloor" Link="ArenaFloor"/>
	</Materials>
that´s the "original" code

I tried 2 settings, unfortunately none of them works :?

Code: Select all

<Materials>
		<Material Name="ArenaFloor" Link="Hack_ArenaFloor" PhysicsID="NotCollidable"/>
	</Materials>
and

Code: Select all

<Materials>
		<Material Name="Hack_ArenaFloor" Link="ArenaFloor" PhysicsID="NotCollidable"/>
	</Materials>
How it have to be done? May you could help :D

Re: Convert Assistant

Posted: 03 Feb 2015, 12:11
by maxi031
Hack_ prefix is only mark for Convert Assistant to know on what material you want to change PhysicsId.

Your material should look like Custom material where:
  • Name - your renamed material name with Hack_ prefix(have to rename it inside your 3D program too)
    BaseTexture - put here your game material Link
    PhysicsId - your desired PhysicsId.
    Model - put TDSN just to please Nadeo Importer
For example:

Code: Select all

<Material Name="Hack_YourMaterialName" Model="TDSN" BaseTexture="ArenaFloor" PhysicsId="NotCollidable"/>
Hope it works for you. :thumbsup: