Page 79 of 103
Re: NadeoImporter [update 2013/08/21]
Posted: 31 Oct 2013, 11:44
by Fix
Sorry I don't know what's planned / what's possible exactly for the importer >> Damien

Re: NadeoImporter [update 2013/08/21]
Posted: 31 Oct 2013, 12:38
by DivingDuck
Thanks for your reply anyway, Fix.
Maybe Damien could tell us when the next update is due. I´ve seen he added something to the change list by the end of september. But the download still points to the version from 21th of August.
Regards,
DD
Re: NadeoImporter [update 2013/08/21]
Posted: 31 Oct 2013, 13:42
by olda_x
DivingDuck wrote: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.
DD
Ok thanks Its important to know . The errors mesages i cant post here because i delete this object.
But i need know
1) Is need merge two materials (two object) into a single object in 3D editor after the trasport to FBX?
I think: Material is defined as physical oject or material is defined by polygons on the surface of a common object
or
Transport as 2 physical object in one FBX package ?
2) It is needed 2 Uvw(1+1 for one material) or 4 Uvw (each object has full uvs) ...not problem but but what distinguish ownership ?
or
1 uvw for two materials and 1 uvw for lightmap uwv only ?

Re: NadeoImporter [update 2013/08/21]
Posted: 31 Oct 2013, 16:13
by DivingDuck
Moin,
1.
It is advisable to attach all sub-objects before export. In your case, attach the fence to the tube.
Use a Multi/Sub-Object Material. Textures will be assigned via face ID. This information will be carried over on export from your 3d programme and while import into the *.gbx file format.
2.
You only need 1 UV channel for BaseMaterial and 1 UV channel for Lightmap.
Regards,
DD
Re: NadeoImporter [update 2013/08/21]
Posted: 31 Oct 2013, 19:04
by olda_x
DivingDuck>> Thank you for help

Re: NadeoImporter [update 2013/08/21]
Posted: 01 Nov 2013, 16:48
by TMarc
Certainly interesting for users of Blender: it has now FBX import.
FBX Import support has been added and FBX/OBJ can now export split normals (without the need for the edge split modifier).
Source:
Blender 2.6.9 release notes
Re: NadeoImporter [update 2013/08/21]
Posted: 03 Nov 2013, 11:17
by alividerci
how to create glass and reflections on objects?
Re: NadeoImporter [update 2013/08/21]
Posted: 03 Nov 2013, 16:45
by darkpuddle1
Grid snapping not working for Valley?
Re: NadeoImporter [update 2013/08/21]
Posted: 03 Nov 2013, 17:53
by meuh21
alividerci wrote:how to create glass and reflections on objects?
Use _TDOSN with custom texture (need a alpha Channel). Or for Canyon you can use RoadRaceGlass. More informations a few posts above
darkpuddle1 wrote:Grid snapping not working for Valley?
It works

Re: NadeoImporter [update 2013/08/21]
Posted: 03 Nov 2013, 18:26
by darkpuddle1
Do you mind sending me the .xml to see?
thanks