NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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Alex24
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Re: NadeoImporter [update 2013/08/21]

Post by Alex24 »

Hello

What am I doing wrong?
It keeps on failing

http://s11.postimg.org/kjrfdyzlv/screenshot_57.jpg

Greetings

Alex
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spaii
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Re: NadeoImporter [update 2013/08/21]

Post by spaii »

Your railtrack.fbx file has to be in ManiaPlanet\Work\Items\Canyon, not ManiaPlanet\Items\Canyon ;)
Alex24
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Re: NadeoImporter [update 2013/08/21]

Post by Alex24 »

Alright, thx

:D
Was interessiert mich mein Geschwätz von gestern. (Karl Theodor zu Guttenberg)
Frezap
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Re: NadeoImporter [update 2013/08/21]

Post by Frezap »

Hi!
I am trying to make objects that use the preexisting textures in the SMStorm.zip, not the materials. In my situation I want to use CliffTransition, that is only availiable in transitions. If I use one of the materials using that texture, some wierd stuff is getting projected on it (from another texture). The problem is that I can simply copy them into the items folder, but then I cant upload it everywhere :/

Greets Frezap
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DivingDuck
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Re: NadeoImporter [update 2013/08/21]

Post by DivingDuck »

Moin,

there seems to be an issue with sub level folders. One sublevel seems okay. But if it´s going deeper the importer does not import the needed info. :'(

different types of rails / 1 sublevel -> working
Image

cars / different types of cars / 2 sublevels -> NOT WORKING
Image

And that´s the corresponding part of the imported file.
Image
The last part/subfolder of the path is missing. That´s why it shows the different car types folders but without any content.

Regards,
DD
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Electron
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Re: NadeoImporter [update 2013/08/21]

Post by Electron »

DivingDuck wrote:The last part/subfolder of the path is missing. That´s why it shows the different car types folders but without any content.
This is not the cause. The path is properly stored in the file. It only looks as if it is destroyed, because this part of the file is compressed. And the part of the file which is seen in the screenshoot has nothing to do how the editor arranges the icons.

But the file format of Objects and Items still support storing a folder path and a position inside a folder (in the header at the beginning of the file). But the NadeoImporter doesn't store a path and the game client doesn't support paths for Items (only Blocks). I tried to edit the header manually, but the game crashed while selecting an Item. Only setting the row index works.
Image
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DivingDuck
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Re: NadeoImporter [update 2013/08/21]

Post by DivingDuck »

Moin Electron,

thanks for your answer. Although I´ve not digged deep into the code yet, I think different because of what I have "found out".

When I created my collection of custom objects and copied it to my son´s laptop the game crashed whenever I selected one of the objects to place it. It CTD´ed until I used the same folders as on my install. When still using an older version of the importer it didn´t matter which folder I used. The object could be copied to COMMON, CANYON, ,STADIUM,VALLEY. Depending on the textures used, it worked out. But it does not anymore.

Since the collection needs to be defined in the *.xml file the subfolders COMMON, CANYON, STADIUM, VALLEY are not needed any longer. This came up with one of the last updates of NadeoImporter. But you certainly know. And since then it matters if I change the folder after import. Objects that have been assigned to 'Collection=Canyon' will show up ingame if placed in folder COMMON or in any other folder too. But as soon as you select them, the game will crash to desktop. So, that is why I´m certain the path to the object gets stored in the *.item.gbx file and is interpreted by the game engine.

As for the sub level folders. As you can see on my first screenie I am using a top level folder (#2 curved rail) that holds 6 subfolders. The first sub folder (#1 curved rail again) opens up the selection of rails. So do the others. I can select and place the objects from them.

It´s different with the sub folder #5 (cars). On mouseover the next level of sub folder opens (#1 flatcars + #2 boxcars), as can bee seen on the next screenshot. But when I place the mouse over the boxcar no selection opens up to pick from. I´m just wondering since one sub level is working.

FYI, this is the actual folder structure of the set of objects (all from memory):
  • items
    • Canyon
      • DDLvlX
        • Cars
          • FlatCars
            • TEXTURE
            • object1
            • object2
          • BoxCars
            • TEXTURE
            • object1
            • object2
        • Cargo
          • TEXTURE
          • object1
          • object2
        • Engines
          • TEXTURE
          • object1
          • object2
        • Rails
          • TEXTURE
          • object1
          • object2
        • Misc
          • TEXTURE
          • object1
          • object2
        • ...
          • TEXTURE
          • object1
          • object2

Regards,
DD
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Nerpson
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Re: NadeoImporter [update 2013/08/21]

Post by Nerpson »

Hi guys.
Do you know a .obj to .fbx converter? I'm not using a soft like 3dsmax so... :D
ImageImageImageImage
ziza
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Re: NadeoImporter [update 2013/08/21]

Post by ziza »

Hey DivingDuck

the problem is that you have reached the maximum number of subfolders, which is two. the 3rd one shows in the editor, but items inside it get ignored by the game. So just restructure your folders so you wont get more than 2 subfolders, it should work out then. If you need further infos on the way paths get stored go ahead and ask


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Harrison_rus
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Re: NadeoImporter [update 2013/08/21]

Post by Harrison_rus »

Nerpson wrote:Hi guys.
Do you know a .obj to .fbx converter? I'm not using a soft like 3dsmax so... :D
Autodesk FBX exporter 2013 :thumbsup:
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