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Re: NadeoImporter (Updated !)

Posted: 17 May 2013, 16:29
by faserg1
Use /SkelSocketPrefix="_"
if arenaplayer or /SkelGeneric if not (for samples)

Re: NadeoImporter (Updated !)

Posted: 17 May 2013, 18:01
by darkpuddle1
Seems to be a problem with the skeleton

for the skeleton i want to use a biped in 3DS Max, will that work?

http://www.pixelstudio.nl/wp-content/up ... /03/01.jpg

Re: NadeoImporter (Updated !)

Posted: 17 May 2013, 18:46
by Harrison_rus
Harrison_rus wrote:What is it "BaseMaterial"? I tried named uv layer "material" in "BaseMatirial" but not working!

Code: Select all

Mandatory uv layer not found: BaseMaterial
Uf. I created new object with "0" and all work. With "old" projects don't work. Strange.

Thank you Nadeo for importer! :thx:

Re: NadeoImporter (Updated !)

Posted: 18 May 2013, 12:08
by TitiShu
I've this problem only when i triy to import Dynamic Objects

Code: Select all

material not found : TDSN 
It Works when i import it in Static Object.... and import the xml after that.... but we can't import Static Object wihtout Lightmap....

Re: NadeoImporter (Updated !)

Posted: 18 May 2013, 12:10
by spaii
1. With :
NadeoImporter.exe MeshDyna /MaterialList
Material list is empty.


2.
Yesterday i tested to produce an item for Stadium and Canyon.

01.Item.xml :

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<Item Type="StaticObject" Collection="Stadium">
	<Phy>
		<MoveShape Type="mesh" File="01.Shape.gbx"/>
	</Phy>
	<Vis>
		<Mesh File="01.Mesh.gbx"/>
	</Vis>
	<Pivots>
		<Pivot Pos = "0 0 0" />
		<Pivot Pos = "0 0 -32" />
		<Pivot Pos = "32 0 -32" />
		<Pivot Pos = "32 0 0" />
		
		<Pivot Pos = "0 8 0" />
		<Pivot Pos = "0 8 -32" />
		<Pivot Pos = "32 8 -32" />
		<Pivot Pos = "32 8 0" />
	</Pivots>
	<GridSnap HStep="32" VStep="2" />
</Item>
Grid snap and pivots not working with this command :

Code: Select all

NadeoImporter.exe StaticObject Items/Stadium/01/01/*.fbx /Collection="Stadium"
But this works :

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NadeoImporter.exe MeshStatic Items/Stadium/01/01/*.fbx /Collection="Stadium"
NadeoImporter.exe Item Items/Stadium/01/01/*.xml
I think it's strange that StaticObject in command is based on fbx file and not on xml file....

Re: NadeoImporter (Updated !)

Posted: 18 May 2013, 22:45
by iyumichan
NadeoImporter MeshDyna Items/Samples/DynamicObjects/Meshes/SampleArmor.fbx

The armor pickup causes the game to crash when placed in a map.

Re: NadeoImporter (Updated !)

Posted: 18 May 2013, 23:46
by Dany0
zixxiz wrote:EDIT: It seems my issue can be fixed by changing the object scale in the .fbx export settings (Blender). If you have an invisible object, and the gbx import has no errors, try scaling up the object when exporting as .fbx.

Pertaining to the "invisible" blocks, I may have found a potential issue: My item was scales 32,32,~7 in Blender, however somewhere in the mix it got shrunk down very small, and this could answer some questions about that. cloud.steampowered.com/...1024x640.resizedimage
I have the same problem - super small object!(I'd say 0.95 cars wide when it's 32 units in 3dsmax) With 3dsmax, exporting with centimeters(greyed out combobox said Inches) didn't help at all :/ It's supposed to be much bigger! I can't make it bigger no matter what I try, also generating with the xml workflow doesn't seem to make any change, grid snap is the same as before, as well as the pivot.

Also how do you delete old/test title packs? :?:

Re: NadeoImporter (Updated !)

Posted: 19 May 2013, 00:26
by iyumichan
I and a buddy are working on importing a 3dplayer but everytime the importer is crashing without any errors.

Re: NadeoImporter (Updated !)

Posted: 19 May 2013, 01:45
by string
Dany0 wrote:I have the same problem - super small object!(I'd say 0.95 cars wide when it's 32 units in 3dsmax) With 3dsmax, exporting with centimeters(greyed out combobox said Inches) didn't help at all :/ It's supposed to be much bigger! I can't make it bigger no matter what I try, also generating with the xml workflow doesn't seem to make any change, grid snap is the same as before, as well as the pivot.
Same problem here, and I'm exporting from 3dsmax too. Was fine before update, then...supersmall. Tried both upgrading to the newest fbx (2013) and also to alter the units in the export settings. No luck with either.

EDIT: OK fixed it... In Max go to: Customize -> Units Setup -> System Units Setup, and then choose "Meters" in the drop down menu.

Seems the units in 3dsmax have changed from inches to meters since last update, cuz max claims the old .max files (which used to work) are set to inches when i try to open them after changing system units. Funny, cuz when I export the mesh from Lightwave as .obj, it's saved in meters. I guess somehow during the import to max I have managed to convert the mesh into max's units which at the time was inches. Which of course worked back then as Nadeo also must have used inches previously since the size was right in the game. If Blender is using meters as default, I can see why people had problems getting the sizes right, and why requiring a common unit across modeling progs is a good thing. :)

Re: NadeoImporter (Updated !)

Posted: 19 May 2013, 11:00
by clem_the_geek
You can change the Blender unit in the "scene" tab of the "properties" window
The only problem is that the grid is in ft, while a block IG is 64 inches long