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Re: NadeoImporter [update 2013/07/08]

Posted: 05 Aug 2013, 17:07
by Tipiizor
Yes, that's it :)

Re: NadeoImporter [update 2013/07/08]

Posted: 06 Aug 2013, 18:20
by clem_the_geek
Ok, I updated the importer, and I have a problem with Material :
Material not found in Library : ArenaWallRideStructure
Material not found in Library : ArenaFloor

I did not tested some others materials, but do I have to add a prefix or a suffix to my Material name ?

Re: NadeoImporter [update 2013/07/08]

Posted: 09 Aug 2013, 10:09
by TMarc
I'm not sure but I think those two are materials in Canyon. Do you have it? :?

Re: NadeoImporter [update 2013/07/26]

Posted: 10 Aug 2013, 18:08
by clem_the_geek
Yes, my path is Canyon\... and I have the Title Pack

Re: NadeoImporter [update 2013/07/26]

Posted: 10 Aug 2013, 18:21
by xrayjay
clem_the_geek wrote:Ok, I updated the importer, and I have a problem with Material :
Material not found in Library : ArenaWallRideStructure
Material not found in Library : ArenaFloor

I did not tested some others materials, but do I have to add a prefix or a suffix to my Material name ?
No, for stock materials is no prefix and suffix needed, just the name as it is. All Materials can be found in the NadeoImporter zip (NadeoImporterMaterialLib.txt)

Did you set the UV BaseMaterial and the Lightmap UV?

And did you set the right environment at the conversion process? (You can choose between Canyon, Stadium, Valley, Storm and Common)

Re: NadeoImporter [update 2013/07/26]

Posted: 11 Aug 2013, 12:23
by clem_the_geek
xrayjay wrote:And did you set the right environment at the conversion process?
How do you do that, just by placing the fbx in the environment folder ?

And I do have 2 UV maps when needed :)

Re: NadeoImporter [update 2013/07/26]

Posted: 14 Aug 2013, 00:17
by steeffeen
just a small question:
<TriggerShape>
this tag defines the shape (currently AABB only) that will be used for object interaction. when a player touches this box, a event will be sent to the script.
Type : currently only AABB
Min : min coord of AABB (in case of AABB)
Max : max coord of AABB (in case of AABB)
is that still the case or are the more shapes possible already?

Re: NadeoImporter [update 2013/07/26]

Posted: 14 Aug 2013, 08:19
by xbx
steeffeen wrote:just a small question:
<TriggerShape>
this tag defines the shape (currently AABB only) that will be used for object interaction. when a player touches this box, a event will be sent to the script.
Type : currently only AABB
Min : min coord of AABB (in case of AABB)
Max : max coord of AABB (in case of AABB)
is that still the case or are the more shapes possible already?
Still the case...

Re: NadeoImporter [update 2013/07/26]

Posted: 14 Aug 2013, 08:44
by steeffeen
xbx wrote:Still the case...
Image

i would like to add so much stuff to obstacle and only 20% of it is actually possible :D

Re: NadeoImporter [update 2013/07/26]

Posted: 14 Aug 2013, 10:48
by spaii
How to include light in static object ?