Page 58 of 103
Re: NadeoImporter (Updated !)
Posted: 26 May 2013, 11:47
by Harrison_rus
I did a "standard" for me the object is not on the block size. Usually, everything was fine, but after the last object of all was very small.
I'll try to make an object the size of 64, and then show you a picture.
--------------
Before the last update I did not have to change the scale. It was simple - make the object and put into game.
Foto:

Re: NadeoImporter (Updated !)
Posted: 26 May 2013, 12:36
by jonthekiller
Re: NadeoImporter (Updated !)
Posted: 26 May 2013, 13:29
by clem_the_geek
I have to say that my post just below the string's one is wrong, but I can't edit it
TMarc > I imported some blocks 2 or 3 days ago, it worked with 64 inches long for a block (the scene was setted in metric units but I don't think it change anything), exoprting FBX files from Blender
Re: NadeoImporter (Updated !)
Posted: 26 May 2013, 13:42
by BLiNNeMaNS
seems to me this new blocksize vs same mapsize only means nadeo's working on questmania preparations, allowing bigger maps by making the models smaller..
In other terms, don't throw away your 3dmodels after converting, you might want to resize them later!
Re: NadeoImporter (Updated !)
Posted: 26 May 2013, 14:45
by meuh21
Harrison_rus wrote:Before the last update I did not have to change the scale. It was simple - make the object and put into game.
+1
So i prefer to use the old importer. Much easier for "old school TM object"

(maybe someone remember this old game called Trackmania

)
Re: NadeoImporter (Updated !)
Posted: 26 May 2013, 17:01
by Harrison_rus
I do not understand what I need to do ... I do not know too well the blender. Even if you change the scale, then nothing will happen. Maybe I'm not looking at?

----------------------------------------------------
maybe someone remember this old game called Trackmania
I know, but played only TM Sunrise, Nation, Forever.
Re: NadeoImporter (Updated !)
Posted: 26 May 2013, 18:20
by clem_the_geek
Then if you set metric uits, you must have a 1.6256m block long (2.54 x 0.64), 3.2512m for two blocks, 0.8128m for a half...
Re: NadeoImporter (Updated !)
Posted: 27 May 2013, 09:13
by Fix
Our engine units are meters.
My 3ds max is set as 1 unit = 1 meter
My fbx plug'in is set as "Automatic : Off -- Scene units converted to : [Meters]"
I don't have to scale anything when exporting.
The fbx exporters can scale your meshes, so be cautious with these Units parameters.
Re: NadeoImporter (Updated !)
Posted: 27 May 2013, 09:33
by Gugli
BLiNNeMaNS wrote:
In other terms, don't throw away your 3dmodels after converting
It seems to me a good think to keep in mind, whatever the reason (compatibility issues, new features of the importer that you could have used, new idea of an useful variant, etc...) !
Re: NadeoImporter (Updated !)
Posted: 31 May 2013, 07:43
by Harrison_rus
clem_the_geek wrote:Then if you set metric uits, you must have a 1.6256m block long (2.54 x 0.64), 3.2512m for two blocks, 0.8128m for a half...
No, I must have size 6.4x6.4 km for standart block in Canyon.
I find exit. Make in blender default model, then rescale it on 100 points (units?).
