NadeoImporter [update 2019/10/09]
Moderator: NADEO
- clem_the_geek
- Posts: 52
- Joined: 26 Dec 2012, 12:21
- Location: France
Re: NadeoImporter [update 2013/07/08]
I did it with the last 2012 version of the Importer :
- Build your model in SketchUp (with the last 2012 version of the Importer, the model had to be 64 inches (1,6256m) long for 1 block, but I don't know about the scale with the latest version...),
- Make one component for each Material you'll use for your object,
- Export it in .DAE format ('File > Export > 3D Model...'),
- Then sorry but anyway, you have to use Blender : 'File > Import > Collada',
- Select one of the components, then toggle 'Editmode',
- You should see black edges, then press 'A' to 'Select All', then press 'U' and click 'Unwrap',
- Open the 'Material' tab of the 'Properties' window,
- If you want to use some Material from the Library, type its referance just below the 'Assign' button,
- If this Material needs several UV layers, go to the 'Uv Maps' section of the 'Object Data' tab, then add some,
- Repeat the five previous steps for each component, then export : 'File > Export > Autodesk FBX' (I heard that you have to set the scale to 100 with the latest version of the Importer, somewhere in the left column when you export).
- Build your model in SketchUp (with the last 2012 version of the Importer, the model had to be 64 inches (1,6256m) long for 1 block, but I don't know about the scale with the latest version...),
- Make one component for each Material you'll use for your object,
- Export it in .DAE format ('File > Export > 3D Model...'),
- Then sorry but anyway, you have to use Blender : 'File > Import > Collada',
- Select one of the components, then toggle 'Editmode',
- You should see black edges, then press 'A' to 'Select All', then press 'U' and click 'Unwrap',
- Open the 'Material' tab of the 'Properties' window,
- If you want to use some Material from the Library, type its referance just below the 'Assign' button,
- If this Material needs several UV layers, go to the 'Uv Maps' section of the 'Object Data' tab, then add some,
- Repeat the five previous steps for each component, then export : 'File > Export > Autodesk FBX' (I heard that you have to set the scale to 100 with the latest version of the Importer, somewhere in the left column when you export).
Re: NadeoImporter [update 2013/07/08]
Discovered that Static TDOSN material has a transparency bug : problem of Z sorting (far transparent objects can appear in front of close ones).
This will be fixed in a future maniaplanet update (I think it shouldn't impact the nadeoimporter directly)
This will be fixed in a future maniaplanet update (I think it shouldn't impact the nadeoimporter directly)
Re: NadeoImporter [update 2013/07/08]
Effectively, thx for thisFix wrote:Discovered that Static TDOSN material has a transparency bug : problem of Z sorting (far transparent objects can appear in front of close ones).

BTW, wildcards like *.fbx not works on NadeoImporter.
Re: NadeoImporter [update 2013/07/08]
Fix wrote:Discovered that Static TDOSN material has a transparency bug : problem of Z sorting (far transparent objects can appear in front of close ones).
This will be fixed in a future maniaplanet update (I think it shouldn't impact the nadeoimporter directly)
Haha... Nice I just tought about report the bug... GG
with the bug we can make some nice paradox...
https://dl.dropboxusercontent.com/u/773 ... Shot45.jpg
OS:Windows 8.1 x64
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
Re: NadeoImporter [update 2013/07/08]
- Is it possible to add some Material like : TDOSN I/E ?
I made some energy field barrier... but without Energy/Illumination... it's not really an energy field
- Can we use Animate Texture ? Like Grapple Energy
- And what about using sprites ? to make some végétation... Because >> this << is very heavy
Or it'll be add with action maker (particles use sprites)
I made some energy field barrier... but without Energy/Illumination... it's not really an energy field
- Can we use Animate Texture ? Like Grapple Energy
- And what about using sprites ? to make some végétation... Because >> this << is very heavy
Or it'll be add with action maker (particles use sprites)
OS:Windows 8.1 x64
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
Re: NadeoImporter [update 2013/07/08]
TDSNTitiShu wrote:- Is it possible to add some Material like : TDOSN I/E ?
Uv Layers : BaseMaterial, Lightmap
Textures to provide : xxx_D.dds, xxx_S.dds, xxx_N.dds
TDOSN
Uv Layers : BaseMaterial, Lightmap
Textures to provide : xxx_D.dds, xxx_S.dds, xxx_N.dds
TDSNE
Uv Layers : BaseMaterial, Lightmap
Textures to provide : xxx_D.dds, xxx_S.dds, xxx_N.dds, xxx_E.dds
TDSNI
Uv Layers : BaseMaterial, Lightmap
Textures to provide : xxx_D.dds, xxx_S.dds, xxx_N.dds, xxx_I.dds
TDSNI_Night
Uv Layers : BaseMaterial, Lightmap
Textures to provide : xxx_D.dds, xxx_S.dds, xxx_N.dds, xxx_I.dds
This list is from old nadeo importer, i tested only TDSN and TDOSN, not others

- alividerci
- Posts: 363
- Joined: 11 Feb 2012, 07:03
Re: NadeoImporter [update 2013/07/08]
how to use a lot of lights
such as this

such as this
Code: Select all
<LightBallSimple Radius="2" sRgb="0 1 0" Pos="0 0.3 0"/>

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