NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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meuh21
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Re: Custom Objects Specifications

Post by meuh21 »

jonthekiller wrote:
meuh21 wrote:
xrayjay wrote:, f.e. just download a custom block to ...UserData/Blocks/Canyon (or Storm) and than the blocks are ready to use without creating a new title pack or something like that.
It works like that ( i just test it) :thumbsup:
It's not possible to online games because you need to have these blocks to play the map. If you haven't the blocks, how the game will work (kick the player, play the map without blocks, download blocks during the loading (can be very long and doesn't work if P2P disabled).
I forgot to write : In the editor :oops:

Then, online it works with a title pack. Each title can choose the best objects for his atmosphere. But i don't know when you put a object in a map of the solo campaign if the block will be automatically in the title (it works like that for a mod). Or do you have to add it in the title like for a image or a car ?
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spaii
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Re: Custom Objects Specifications

Post by spaii »

I've got one technical question on creation of objects.

With Blender, i've got 3 textures (Diffuse, Specular and Normal), and 2 UV Map (Material, Lihtmap), it's ok.

But i don't know whick texture to associate with UV Map
I think Diffuse -> Material, ok
but is this Specular -> Material or Specular -> Lightmap ?
And Normal -> Material or Normal -> Lihtmap ?

Screenshot : http://spaii.trackmania-forever.net/Can ... rUVMap.jpg

Faserg1 : if this can help : http://spaii.trackmania-forever.net/Can ... alList.txt
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faserg1
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Re: Custom Objects Specifications

Post by faserg1 »

Thanks, spaii!
Есть вопросы? Только скайп - faserg1.
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xrayjay
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Re: Custom Objects Specifications

Post by xrayjay »

Doesn´t work for me in the editor by placing the files in UserData/Blocks/Canyon, always receive "No Objects available", same for makro blocks, may it´s the maniaplanet build i use? (build 18/09/2012 18:35)
Only tested this with Canyon (editor thing). Creating a pack and than add blocks works fine.

edit: Problem is solved, just unzip the custom blocks to UserData\Blocks\Canyon\ and they can be used in the editor :yes:
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TMarc
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Re: Custom Objects Specifications

Post by TMarc »

Great work, and it is only the beginning :yes:

Will cars/players always collide with those objects?
What about open doors or arches? Can one pass beneath safely then?
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jojoba007
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Re: Custom Objects Specifications

Post by jojoba007 »

Testing my new model :thumbsup:

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faserg1
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Re: Custom Objects Specifications

Post by faserg1 »

very good, nice work! :clap:
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MPeti
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Joined: 14 Sep 2011, 16:31

Re: Custom Objects Specifications

Post by MPeti »

meuh21 wrote:
damien wrote: - objects availability :
* in map editor, you have access to all objects in the current title, plus all objects on your Blocks folder (Common + current collection)
* in all other contexts, you have only access to objects that are part of the current title.
for multiplayer, it's the choice we made so that everyboy can play the maps (as they own the title, they have access to all objects).
So i don't know if it is so useful to have a title "Maniapark". It would be useful only to play maps out the editor (so maps from others players with a password). With a update every 2 or 3 days it will consume bandwith. I prefer if Maniapark host other title packs ;)
The problem with that is that it means we'll have a load of titles for a couple of objects each, and hardly any titles with a variety of objects. The maniapark title would contain pretty much ALL usermade objects.
eyebo wrote:
Ouwe wrote:Canyon was, is and will be the last item I bought from Nadeo. :yes:
I know, it's hard to improve on perfection. :thumbsup:
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Macgta
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Re: Custom Objects Specifications

Post by Macgta »

Has anyone else been able to get a model into the game using one of the ingame materials? I've followed the tutorial and tried loads of variations of the material name.

As i test i named the model's material: "ArenaDam", And upon compile it tells me it can't find the material; If i put "_ArenaDam_ArenaDam_Stone" (Following the TDSN naming convention) It doesn't work either. Can anyone help?
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TMarc
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Re: Custom Objects Specifications

Post by TMarc »

Perhaps the material has to be in the same folder as the object (with Textures as subfolder).
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