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Re: NadeoImporter [update 2013/08/21]

Posted: 04 Nov 2013, 09:10
by spaii
TMarc wrote: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
Merci pour l'info :thumbsup: :D

Re: NadeoImporter [update 2013/08/21]

Posted: 05 Nov 2013, 20:54
by Suma
TMarc wrote:Certainly interesting for users of Blender: it has now FBX import.
...
Great news :thumbsup:

"it has now" means for me that it is written. When will be the download updated? Can't wait for it :P

Re: NadeoImporter [update 2013/08/21]

Posted: 05 Nov 2013, 21:14
by TMarc
it's already there... Blender 2.69 was released on October 31, 2013 :)
http://www.blender.org/download/

Re: NadeoImporter [update 2013/08/21]

Posted: 05 Nov 2013, 21:26
by Suma
TMarc wrote:it's already there... Blender 2.69 was released on October 31, 2013 :)
http://www.blender.org/download/
I see, got it wrong, I thought the Nadeo Importer would have now also FBX import for cars, because that would be really interesting for us... thx for the clarification. :)

Re: NadeoImporter [update 2013/08/21]

Posted: 05 Nov 2013, 21:44
by TMarc
ah, sorry to have confused you. :oops:

Re: NadeoImporter [update 2013/08/21]

Posted: 05 Nov 2013, 22:58
by Suma
TMarc wrote:ah, sorry to have confused you. :oops:
My misinterpretation, you didn't write it :lol:

Anyway, are there any plans to switch car import to FBX? Blender & DAE is working, but it's messy working on a rotated car.

In the longer term it also simplifies the Importer ;)

Re: NadeoImporter [update 2013/08/21]

Posted: 06 Nov 2013, 20:27
by Frezap
Hey everyone! I have...

One Suggestion:
What about making it possible to define the path of the object in the XML file. I don't have all the data for multiple objects in one folder but have it nicely sorted in folders per object. This results in an folder per object ingame too. And when I move them manually after the import, Maniaplanet crashes to Desktop.

And two questions:
1. Do I have to make locator files for my textures too? (Pls say if it doesn't work like this at all :S)
2. How can I charge planets for stuff? The pack thing or whatever I remember from early beta, doesn't exist anymore if I'm right.

Greetings Frezap

Re: NadeoImporter [update 2013/08/21]

Posted: 06 Nov 2013, 20:40
by DivingDuck
Moin,

on import the path gets stored with the item. That´s why the game CTDs when you move the object´s folder to a different place.

re 1.
Why should/would you create locators for the textures? The game engine just looks for the needed textures in the objects texture subfolder.

re 2.
You can still create titles. Just press <PAGE UP> in title selection screen. A little menu will open at the bottom. There you can go for pack and title creation.


Regards,
DD

Re: NadeoImporter [update 2013/08/21]

Posted: 06 Nov 2013, 20:55
by Frezap
Thanks for the reply! I thought that it was titlepack only.

That it CTDs is pretty stupid...

In one titlepack (don't remember which one) I saw how objects were downloaded when I started a map. And generally it would be useful to let the client download stuff automatically.

Re: NadeoImporter [update 2013/08/21]

Posted: 08 Nov 2013, 19:18
by Frezap
Wait... how can i include objects in my packs when I can't chose any .shape.gbx files?! (Or... what am I doing wrong?!)