Page 78 of 103
Re: NadeoImporter [update 2013/08/21]
Posted: 30 Oct 2013, 18:54
by olda_x
Thanks guys for the comprehensive help and useful advices
I quickly create the glass with + - 90% transparency and with yellow tonality .
For info i use own material _TDOSN + DXT5 8 bpp interpolated alpha (dds) as diffuse + N + S as always
Have a nice day

Re: NadeoImporter [update 2013/08/21]
Posted: 30 Oct 2013, 19:08
by Harrison_rus
Thanks i try it later.

Re: NadeoImporter [update 2013/08/21]
Posted: 30 Oct 2013, 19:19
by Fix
DivingDuck wrote:
Is there a way to use custom textures as "Py materials" as well?
No
The reason of this choice is to be able to pack on the fly many different textures of many different objects into a single bigger one, moving UVs accordingly of course, and lowering the amount of different "primitives" sent to the videocard (this cost a lot of cpu).
This is also why you can't have UV coordinates bigger than 1.
Packing world textures isn't possible, this is why it's not authorized for custom datas.
Note : This texture packing optimisation isn't ready yet. I can't wait for it to be ready, that would help us too :p
Re: NadeoImporter [update 2013/08/21]
Posted: 30 Oct 2013, 19:22
by Fix
olda_x wrote:Thanks guys for the comprehensive help and useful advices
I quickly create the glass with + - 90% transparency and with yellow tonality .
For info i use own material _TDOSN + DXT5 8 bpp interpolated alpha (dds) as diffuse + N + S as always
Have a nice day

be carefull with transparency, non binary alpha isn't ordered/sorted in Z; a far away window can be drawn in front of a closer one. stadium and canyon's raceway windows are done that way, but it is very rare to see 2 windows stacked in those environments, we've put opaque rooms behind those.
Re: NadeoImporter [update 2013/08/21]
Posted: 30 Oct 2013, 19:33
by meuh21
meuh21 wrote:1) no solution exept to choose another nadeo texture for the face (or no vertical face). Many texture can't be use in vertical way (ex : grass in valley). But in Canyon you should find some concrete texture which works in a vertical way (sorry i can't check right now).

This pipes are done with ArenaBank and RoadRaceGlass.
meuh21 wrote:2) try _TDOSN and don't forget to have a grey color in alpha channel.

Transparency test in Valley with TDOSN but you've got the answer before my post...
In this test i tried to make water for rice plant but the result is not very good, especially for my test (not in the view) to do rice...
Re: NadeoImporter [update 2013/08/21]
Posted: 30 Oct 2013, 19:56
by olda_x
Fix wrote:
be carefull with transparency, non binary alpha isn't ordered/sorted in Z; a far away window can be drawn in front of a closer one. stadium and canyon's raceway windows are done that way, but it is very rare to see 2 windows stacked in those environments, we've put opaque rooms behind those.
Ok thank you again for the help !
meuh21 wrote:meuh21 wrote:1) no solution exept to choose another nadeo texture for the face (or no vertical face). Many texture can't be use in vertical way (ex : grass in valley). But in Canyon you should find some concrete texture which works in a vertical way (sorry i can't check right now).

This pipes are done with ArenaBank and RoadRaceGlass.
Thx for advice , good to know . The tube looks very good .But what format of diffuse do you use for glass ? Or use Nadeos textures ?
Re: NadeoImporter [update 2013/08/21]
Posted: 30 Oct 2013, 20:04
by meuh21
RoadRaceGlass, it's written below the screen
I try to use as often as possible Nadeo texture. It's better to have a title pack not too heavy. (but with several mods my titles Raid are very heavy

)
You can test my Canyon objects and the pipes in title Raid :
http://www.archive-host.com/count-20797 ... lePack.Gbx (you have to rename it in Raid.Title.Pack)
But it was my first objects and i hope it will be better in RaidValley

(except for ski tracks

)
Re: NadeoImporter [update 2013/08/21]
Posted: 30 Oct 2013, 20:06
by DivingDuck
@Fix,
will we have support for multiple sub folder for custom objects in the near future?
Check this post and my next to see what I mean:
http://forum.maniaplanet.com/viewtopic. ... 58#p192758.
Regards,
DD
Re: NadeoImporter [update 2013/08/21]
Posted: 30 Oct 2013, 21:37
by olda_x
Hi friends, I still have one question, I hope that for some time the last

Yesterday I made a concrete pipe and therein iron grating . I test possibility of two materials on one block only.
I created this more times, but i can not do it. Especielly Nadeoimporter wrote error of material, material2 not found, File not found and others ....
I used 2nd materials type _TDNS, +2 nd textures, +One uvw "(channel1 - BaseMaterial) placement of faces" for two textures + One Uvw (channel2 LightMap) also common fot both textures. On fbx player all visible good but i dont know what is supported multimaterial for _TDSN. Just cant import it.

Re: NadeoImporter [update 2013/08/21]
Posted: 31 Oct 2013, 09:48
by DivingDuck
Moin,
you can use multiple textures on the same object. And it doesn´t matter whether it´s custom textures or stock textures. You can use a mix too.
Can you post the complete error message of NadeoImporter or make a screenshot from it?
Regards,
DD