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custom object´s animation ???
Posted: 24 Sep 2013, 17:01
by DivingDuck
Moin,
I´d like to know whether import of animated custom objects is possible or not. I will fire up my hex editor if the answer is 'Yes'. But if NADEO would provide any kind of documentation, it would be most appreciated. They have placed animated objects in Valley after all. So, there must be specs to meet and ways to bring them into the game. And I´d like to know them!!!
Best to explain by taking an example.
The FBX file format can hold animation information. So I´d like to build a custom windmill.
What will be the nameing conventions for ...?
- rotor
- blades
Does the actual version of NadeoImporter support import of animation(s)?
Regards,
DD
Re: NadeoImporter [update 2013/08/21]
Posted: 25 Sep 2013, 11:56
by justspeeding
Thanks to DivingDuck
I found out the problem
only set the fbx exporter setting to 2013 and it works like a sweet candy.
some screens later from my trailer
my problem was:
http://trackmania-carpark.com/imagespar ... d80d92.jpg
someone know why it give the colorchange diagonal off all the faces?
the 2 stripes vertical are some normalmap test from me so don't care about that.
Re: NadeoImporter [update 2013/08/21]
Posted: 25 Sep 2013, 22:29
by Suma
Justspeeding, it looks to me as the same problem I faced earlier on my test object which was very similar.
I'm on Blender, so I can just guess, but my first try would be to activate on export also the 2nd Geometry option "Split per-vertex Normals".
I don't know what does "TurboSmooth" exactly, it could be a side effect from it too.
Maybe
http://forum.maniaplanet.com/viewtopic. ... 40#p125437 could bring you on the right path.
(in Blender you need the "Edge split" modifier)
SkelGeneric
Posted: 26 Sep 2013, 07:07
by kratos714

The problem is still here
http://forum.maniaplanet.com/viewtopic. ... 30#p189576
Any information about that ? I can't do anything..

Le problème est toujours d'actualité :
http://forum.maniaplanet.com/viewtopic. ... 30#p189576
Aucune info à ce sujet ? Je ne peux vraiment rien faire à cause de ça..
Re: NadeoImporter [update 2013/08/21]
Posted: 29 Sep 2013, 07:37
by justspeeding
some test in storm
car can park just inside the container
Re: NadeoImporter [update 2013/08/21]
Posted: 29 Sep 2013, 12:43
by Harrison_rus
Hmm. Can I using a material how stop a car engine (from block in stadium). How is name it material?
Re: NadeoImporter [update 2013/08/21]
Posted: 04 Oct 2013, 10:02
by chco
Ok, I'm at a lost here.
I've created various custom object with the previous importer using custom textures.
I can still create custom objects with the new Importer that use materials from the library (no custom materials), but I can not get custom textures imported.
This is what I have :
In my work/Items folder: test.Item.xml
In my work/Items/Icon : test.tga
In my work/Items/Meshes folder: test.fbx
The fbx file has the correct UV's (BaseMaterial and Lightmap)
The fbx file has a material called _TDSN_test_Stone
And the object's layer is called "test"
When importing using the Nadeo Importer it never loads my textures.
I have the textures (24bit tga) in:
work/Items/Meshes
work/Items/Meshes/Textures
(In two folder now just in case the importer is looking for them there)
They are :
test_D.tga
test_S.tga
test_N.tga
I've also created the appropriate .dds files, but they are not loaded as well.
This always worked before. Am I missing something here ?
I've also tried to follow the example (using folders like Meshes etc..), but no textures are loaded.
Mind you : The object itself is loaded, it just doesn't have any textures.
Even old objects created previously are not imported anymore.
Re: NadeoImporter [update 2013/08/21]
Posted: 04 Oct 2013, 13:42
by maxi031
You mistyped folder name its Texture not Textures

.
Re: NadeoImporter [update 2013/08/21]
Posted: 04 Oct 2013, 15:02
by chco
Actually.. #?$#?$##?!!?!@@ You are right! ARGHH

Re: NadeoImporter [update 2013/08/21]
Posted: 19 Oct 2013, 18:56
by darkpuddle1
what's the poly limit for objects?
Some objects i import look very stretched or crushed and TM crashes...