Page 84 of 103

Re: NadeoImporter [update 2013/08/21]

Posted: 29 Jan 2014, 12:03
by Tatsuto
I'm just gonna post this again since some of you seem not to know about it:

MaterialIDs

Common:
Metal
NotCollidable (as it sounds, no collisions, good for little anoying rocks or details)
Concrete (the most used in TM)
Asphalt (the second most used in TM)
Pavement (Orginates from rally, mostly)
WetAsphalt (rally )
WetPavement (rally)
Grass (the third most used in TM)
WetGrass (rally mostly)
Ice (snow mostly or on glass objects)
Snow (snow mostly)
Glass
Sand (mostly island I think)
Dirt (another very common material)
DirtRoad
WetDirtRoad (mostly rally, some underwater of storm)
Rubber (mostly stadium)
Rock (sliding when the slope is too vertical (to avoid cliff climb hacking in storm. Side effect : the player slides on some rocks)
Stone (mostly Storm castle, adds walljump in storm)
Wood (wood structures, bridges, etc..)
Water (the activation of the water gameplay is linked to a waterheight stored in the environment parameters, so colliding a water surface at another height and in a block not flaged as "has water" will probably don't give the results you may expect (I think it's already the case with blockmixing when you place water blocks at another height)
WaterGround
Trunk (trees)
ResonantMetal (the containers of desert, the tech towers of storm)
MetalTrans
Turbo
Turbo2
TurboRoulette

Storm:
Tech (blue pads = powerpath)
TechArmor (regen pads)
TechSafe (invulnerability (green pads)
TechLaser (rail weapon pads)
TechArrow (arrow weapon pads (blocks not available yet)
TechGround (floor of the new flying blocks : stamina jump)
TechWall (walls of the new flying block : bounce rockets and big wall jump)
TechHook (grappling hook spheres)
Bumper (the storm bumpers, the directional bumpers have special properties stored in the blockinfo, not in the material)
WallJump (may be non functional. stone physid is walljumpable however)
PlayerOnly (I remember someone asking for this one : will block the player but not the weapons, usefull for loopholes or for avoiding dangerous areas where the player will get stuck)
SlidingWood (storm)
OffZone (never added it in a block, I don't know how this will react)

Canyon:
SlidingRubber (Probably)

Re: NadeoImporter [update 2013/08/21]

Posted: 31 Jan 2014, 18:08
by Harrison_rus
Nadeo, please add export for all TM enviroments (TMCommon) and support for .dae or .fbx from blender for cars. (if it possible) :roll:

Re: NadeoImporter [update 2013/08/21]

Posted: 31 Jan 2014, 19:05
by xrayjay
Harrison_rus wrote:Nadeo, please add export for all TM enviroments (TMCommon)
I guess that´s already possible, i import all my objects as "Common" (by using the ConvertAssistant which uses the nadeo importer) :thumbsup:

Re: NadeoImporter [update 2013/08/21]

Posted: 01 Feb 2014, 09:11
by Harrison_rus
Yes, I know that I can export "common". But this exporter converted object for all games TM2 Canyon, Valley, Stadium and Storm
I want see "TMCommon". This export converting object for all TM2 titles. Without titles for SM.

Re: NadeoImporter [update 2013/08/21]

Posted: 28 Feb 2014, 21:43
by bern
my English is bad :-(

Can anyone tell where I can acquire native blocks stadium in *. Fbx?

Thank you!

Re: NadeoImporter [update 2013/08/21]

Posted: 01 Mar 2014, 00:12
by TMarc
You mean the original Stadium blocks? This is not possible, and Nadeo will most certainly not give the original 3D models away.
If you only want to create your own blocks, there are already a few tutorials (even video).

Re: NadeoImporter [update 2013/08/21]

Posted: 02 Mar 2014, 09:58
by bern
I understand you do not want to give their Nadeo 3d blocks, but not to modify the blocks but to create new blocks and fit them with current.

I need the exact measurements of the existing or original blocks Nadeo

Greetings :-)

Long live the game! :thumbsup: :clap:

Re: NadeoImporter [update 2013/08/21]

Posted: 17 Mar 2014, 20:48
by darkpuddle1
I'm having a problem with pivots in stadium.

basically I made a cube and I used grid snaps.
I set the first pivot to 0.0 which should lay it flat on the grass.
but when i check in stadium the block is 1.0 underneath the grass.
this messes up everything else when i move the block up as it is always 1.0 lower than what it should be.

Any help?

Re: NadeoImporter [update 2013/08/21]

Posted: 17 Mar 2014, 21:55
by Suma
darkpuddle1, for what you want it's probably best to adjust the 2nd value in your Item.xml:

Code: Select all

  <Pivots>
    <Pivot Pos = "0 0 0" />
  </Pivots>
I went the opposite way and overtook the z values in CAD according to what I had messured earlier in the editor, with help of Pivot Pos even quite fast.

Re: NadeoImporter [update 2013/08/21]

Posted: 17 Mar 2014, 22:05
by darkpuddle1
Suma wrote:darkpuddle1, for what you want it's probably best to adjust the 2nd value in your Item.xml:

Code: Select all

  <Pivots>
    <Pivot Pos = "0 0 0" />
  </Pivots>
I went the opposite way and overtook the z values in CAD according to what I had measured earlier in the editor, with help of Pivot Pos even quite fast.
Hey suma, I have done this and it is successful, however when i place the object on top of another object, there is a small gap from where i offsetted the pivot.
basically i want the first pivot at ground level, then the second pivot on the second level with no gap :p

here is my xml:

Code: Select all

<Item Type="StaticObject" Collection="Stadium">
   <Phy>
      <MoveShape Type="mesh" File="Items/StadiumExtra/GrassRamp.Shape.gbx"/>
   </Phy>
   <Vis>
      <Mesh File="Items/StadiumExtra/GrassRamp.Mesh.gbx"/>
   </Vis>
   <GridSnap HStep="32" VStep="8"/>
  <Options ManualPivotSwitch="true" />
  <Levitation VStep="8"/>
  <Pivots>
	<Pivot Pos="0 0 0" />
  </Pivots>
  </Item>