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Re: NadeoImporter [update 2013/07/26]

Posted: 14 Aug 2013, 14:12
by clem_the_geek
No one knows about my problem ?

Re: NadeoImporter [update 2013/07/26]

Posted: 14 Aug 2013, 14:48
by Harrison_rus
Put your .fbx model in folder "work/items" (in profile files)
Then create .xml with name, how named your .fbx (for example MyModel.fbx - MyModel.xml)
In xml write it:
<Item Type="StaticObject" Collection="Canyon">
<Phy>
<MoveShape Type="mesh" File="MyModel.Shape.gbx"/>
</Phy>
<Vis>
<Mesh File="MyModel.Mesh.gbx"/>
</Vis>
</Item>
In nadeoimporter write it (I using a .bat file):
NadeoImporter.exe MeshStatic Items/MyModel.fbx /Collection="Canyon"
NadeoImporter.exe Item Items/MyModel.Item.xml
PAUSE
Bat file must put in folder, where NadeoImporter.exe.

I hope, that I right understand your problem. :mrgreen:

Re: NadeoImporter [update 2013/07/26]

Posted: 15 Aug 2013, 12:10
by clem_the_geek
Thank you, I did not specify /Collection="Canyon" (this is something new from the last version I've used)
Now it works ! :D

EDIT : Does anyone knows the name of that texture (loops and round walls) ?
Image

Re: NadeoImporter [update 2013/07/26]

Posted: 16 Aug 2013, 11:08
by spaii
clem_the_geek wrote:EDIT : Does anyone knows the name of that texture (loops and round walls) ?
ArenaBank

Re: NadeoImporter [update 2013/07/26]

Posted: 16 Aug 2013, 11:39
by clem_the_geek
Ok thanks :)
Unfortunatly, it doesn't fit to my model :/
Image
Do you see a way to make it look better ?

Re: NadeoImporter [update 2013/07/26]

Posted: 16 Aug 2013, 11:52
by spaii
your UV: Lightmap seems not correct, smooth group too...

what modeling software do you use ?

Re: NadeoImporter [update 2013/07/26]

Posted: 16 Aug 2013, 12:14
by Suma
spaii wrote:your UV: Lightmap seems not correct, smooth group too...

what modeling software do you use ?
Does this mean that I'm right about that Blender is still not fully supported as "smooth groups" exist just in 3DS Max?

(I know about "edge split", but the result is on free form surfaces not the same like what do smooth groups)

@Nadeo: Is there really no way for you to stop animate people to use cracked software?? I'm sure you can understand that 3DS Max is far too expensive for a hobby...

clem_the_geek's problem with the textures faces everybody who tries to use your textures. To publish the templates would be a massive help. IMO it should be in your interest if TM² titles would look optically more similar to your own style. ;)

Sorry in case I just failed to find them.

Re: NadeoImporter [update 2013/07/26]

Posted: 16 Aug 2013, 12:28
by clem_the_geek
2 more questions for NADEO :
- Do you plan to allow multi import (in a folder containing fbx files, or even a folder containing folders) ?
- Do you plan to make a GUI to the NadeoImporter ?

Spaii : I use SketchUp for modeling, Blender for UV mapping and fbx exports

Re: NadeoImporter [update 2013/07/26]

Posted: 16 Aug 2013, 13:08
by Harrison_rus
For multi-import I using a .bat file. :mrgreen:

Code: Select all

NadeoImporter.exe MeshStatic Items/MyModel.fbx /Collection="Canyon"
NadeoImporter.exe Item Items/MyModel.Item.xml

NadeoImporter.exe MeshStatic Items/Road.fbx /Collection="Canyon"
NadeoImporter.exe Item Items/Road.Item.xml

NadeoImporter.exe MeshStatic Items/Wall.fbx /Collection="Canyon"
NadeoImporter.exe Item Items/Wall.Item.xml

NadeoImporter.exe MeshStatic Items/Floor.fbx /Collection="Storm"
NadeoImporter.exe Item Items/Floor.Item.xml
PAUSE 

Re: NadeoImporter [update 2013/07/26]

Posted: 16 Aug 2013, 16:25
by spaii
clem_the_geek wrote:I use SketchUp for modeling, Blender for UV mapping and fbx exports
Can you send me your blend file ?
i'm so curious to know why you have this result