NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

Moderator: NADEO

BK-ZD50
Posts: 265
Joined: 25 Nov 2011, 18:55
Location: 29646 Bispingen

Re: NadeoImporter [update 2013/08/21]

Post by BK-ZD50 »

Hello,
can i make an objekt with 2 materials?
I would like too make an obkekt like this:Image

and the inporter say alwals: not enough UvLayers for material (1 < 2)
i have two layers in the model:
1)LightMap
2)Material
Material = StadiumGrass
User avatar
xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: NadeoImporter [update 2013/08/21]

Post by xrayjay »

I´m using a little different UV names:
1) BaseMaterial
2) Lightmap

make sure you set the right material name with the physical id at the last

_TDSN_ItemName_PhysicalID
(_D _S _N textures needed here, non stock textures)

or stock textures just use

MaterialName

But stock textures probably don´t work in the common library (watch at the fbx import with the nadeo importer that you set the right environment), should work this way
User avatar
TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: NadeoImporter [update 2013/08/21]

Post by TitiShu »

Yes... I've used multi material on my kits...

In 3DSMax you just have to select your poly and apply the material on it...

But your Item should only have 2 UVs Layers (Basematerial and Lightmap)
OS:Windows 8.1 x64
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
BK-ZD50
Posts: 265
Joined: 25 Nov 2011, 18:55
Location: 29646 Bispingen

Re: NadeoImporter [update 2013/08/21]

Post by BK-ZD50 »

ah ok,
i make a probe with "BaseMaterial" and "LightMap"
must i conroll of the Big and small letters? (A/a)

sorry but error: not enoge layer^^
i used the newerst blender
User avatar
maxi031
Posts: 378
Joined: 17 Jul 2011, 00:55

Re: NadeoImporter [update 2013/08/21]

Post by maxi031 »

My specs:
MOBO: MB AM3+ 970 Gigabyte GA-970A-DS3P
CPU: AM3+ AMD FX-8320E
GPU: Nvidia GeForce GTX750-Ti ASUS 2GB DDR5
RAM: DDR3 8GB 1866MHz Kingston HyperX
SSD: SATA3 120gb SanDisk
OS: Ubuntu 19.04
TY MICMO
BK-ZD50
Posts: 265
Joined: 25 Nov 2011, 18:55
Location: 29646 Bispingen

Re: NadeoImporter [update 2013/08/21]

Post by BK-ZD50 »

:roflol: I have found my misstake:
It was the Object-name:
my name was only "_Lod0" but it must be "{Name}_Lod0"

thank you very much^^ :thx:
User avatar
Suma
Posts: 62
Joined: 22 Feb 2012, 04:00
Contact:

Re: NadeoImporter [update 2013/08/21]

Post by Suma »

As the Importer is not written for coders it would be a nice improvement if the error messages go more into details. In this example: "the Lightmap layer is missing." would be easier to understand.

@Nadeo: is TDSNI for static Meshes already on the ToDo list? TIA for any infos :thumbsup:
BK-ZD50
Posts: 265
Joined: 25 Nov 2011, 18:55
Location: 29646 Bispingen

Re: NadeoImporter [update 2013/08/21]

Post by BK-ZD50 »

Hello Community,
i have a problem to open the normal dds files (*N.dds)
my paint.net editor can't read this file, but it can read the other .dds files...

need hlep...

edit: i have found a viewer to convert it #öpö:
https://developer.nvidia.com/legacy-texture-toolsWindows Texture Viewer
User avatar
meuh21
Posts: 1266
Joined: 15 Jun 2010, 17:00
Location: Dans mon champ...
Contact:

Re: NadeoImporter [update 2013/08/21]

Post by meuh21 »

Gimp works well with a his dds plugin (or with dxtbmp for dds with alpha channel). And Gimp is free and seems to have much more possibilities ;)
User avatar
darmaya
Posts: 203
Joined: 08 Sep 2011, 14:20

Re: NadeoImporter [update 2013/08/21]

Post by darmaya »

Compressonator read, edit and save _N.dds,
http://developer.amd.com/resources/arch ... essonator/
as originally suggested here.
It does batch conversions too.
Image
Post Reply

Return to “Title Pack & Custom Data Creation”

Who is online

Users browsing this forum: No registered users and 1 guest