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Re: NadeoImporter (Updated !)

Posted: 22 May 2013, 23:12
by iyumichan
Thats a static thing ofc it is possible. ;)

Re: NadeoImporter (Updated !)

Posted: 22 May 2013, 23:19
by luftisbollentm2
I mean if i click the paint bucket and change the picture to right ?
What is the material name"picture surface"

Re: NadeoImporter (Updated !)

Posted: 23 May 2013, 09:23
by Fix
No, you have to provide all signs as different objects. The skin feature is only for blocks.

Re: NadeoImporter (Updated !)

Posted: 23 May 2013, 17:46
by clem_the_geek
Talking about blocks skins, will it be possible to have the animated arrows for stadium big signs ?

Re: NadeoImporter (Updated !)

Posted: 25 May 2013, 13:09
by meuh21
damien wrote: 1.3.1 static meshes
for most of the static mesh materials, you will need 2 UV layers:
- a layer named "Material" : base layer of the material, typically mapping your Diffuse texture)

- a layer named "Lightmap" :Mandatory, needed for lightmap calculus in editor.
MapChannel:1 = BaseMaterial
MapChannel:2 = LightMap
The right name for the layer is now BaseMaterial (not Material)

Re: NadeoImporter (Updated !)

Posted: 26 May 2013, 08:27
by Harrison_rus
xbx wrote:
ScavangeR wrote:Thank you, seems working if I UPscale it a lot
(for some reason fbx is in centimeters by default, and the blender exporter doesn't fill in the unit scale)
That is, I have to wait for the new version of the importer? Because I make "scene scale" 100, but model is still small in the game.

And another question _Lod0 and _Lod1. I made ​​a model with Lod0 and a simpler model with Lod1. Why is displayed immediately in the game 2 model?
In my case, displayed a square arch (as it were of poor quality), and a semi-circular arch.
Image

Sorry for google... :oops:

Re: NadeoImporter (Updated !)

Posted: 26 May 2013, 08:47
by gf1234
I tried the command line:
NadeoImporter StaticObject {C:\Games\ManiaPlanet\User-files\Work\Items\Rock\Rock.item.xml} /Collection=Storm

I keep getting the error: "\Work\Items\Rock.item.xml must be in Items\"

The same thing happens If I reference the .fbx file (which is in the "Meshes" folder.

Re: NadeoImporter (Updated !)

Posted: 26 May 2013, 09:23
by faserg1
Harrison_rus wrote:
xbx wrote:
ScavangeR wrote:Thank you, seems working if I UPscale it a lot
(for some reason fbx is in centimeters by default, and the blender exporter doesn't fill in the unit scale)
That is, I have to wait for the new version of the importer? Because I make "scene scale" 100, but model is still small in the game.

And another question _Lod0 and _Lod1. I made ​​a model with Lod0 and a simpler model with Lod1. Why is displayed immediately in the game 2 model?
In my case, displayed a square arch (as it were of poor quality), and a semi-circular arch.
Image

Sorry for google... :oops:

Maybe I can be not right but I see too models - Arch and Arch_LowPoly, can you in first Arch place too models - Arch_Lod0 and Arch_Lod1?

Also, for scale try to change some units settings (if that possible).

gf1234 wrote:I tried the command line:
NadeoImporter StaticObject {C:\Games\ManiaPlanet\User-files\Work\Items\Rock\Rock.item.xml} /Collection=Storm

I keep getting the error: "\Work\Items\Rock.item.xml must be in Items\"

The same thing happens If I reference the .fbx file (which is in the "Meshes" folder.
True to write this:

Code: Select all

NadeoImporter StaticObject Items\Rock\Meshes\Rock.fbx
NadeoImporter Item Items\Rock\Rock.Item.xml
StaticObject - is Mesh that must be in game.
Item - like special id, pointer to mesh and info (like icon and other).

Re: NadeoImporter (Updated !)

Posted: 26 May 2013, 11:10
by clem_the_geek
Harrison_rus wrote:I make "scene scale" 100, but model is still small in the game.
According to your image, you're using Blender, so you have to make your object 64 inches wide to have 1 block in ManiaPlanet (It's at least how it work with Blender for me)

Re: NadeoImporter (Updated !)

Posted: 26 May 2013, 11:13
by TMarc
is this recommendation still valid, or was it affected as well by the latest update? :arrow: Ruler