NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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jojoba007
Posts: 68
Joined: 03 May 2012, 15:34
Location: Nehterlands

Re: Custom Objects Specifications

Post by jojoba007 »

Hello, I've got an question.
Is it possible that someone from Nadeo can explain how we can make a checkpoint from our models. This would be so awesome :3 :thumbsup: .

I can understand that this is maybe to much asked for now, but can you imagine what we can do with this, O boy o boy o boy. :D
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Custom Objects Specifications

Post by Hylis »

It is not in the short term list of things to do. And this list is already quite big.

So, it would have to wait, even if aerial checkpoints are nice here ^^ Respawns shall have different rules, but they are. :thx:
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kapsubm
Posts: 238
Joined: 16 Aug 2011, 23:38
Location: Vienna, Austria
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Re: Custom Objects Specifications

Post by kapsubm »

would it be possible to load object via locator file ?
(example: TMCanyon a map with 3 "new Objects" - object not on client side - load from server or locator ?
that really would be nice , and wont force people to build a pack for each object they want to share.
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jojoba007
Posts: 68
Joined: 03 May 2012, 15:34
Location: Nehterlands

Re: Custom Objects Specifications

Post by jojoba007 »

Hylis wrote:It is not in the short term list of things to do. And this list is already quite big.

So, it would have to wait, even if aerial checkpoints are nice here ^^ Respawns shall have different rules, but they are. :thx:
Thanks, no problem. I know you guys are working very hard to get maniaplanet
in its complete shape! I'm allready very happy with the importer as it is for now. :thumbsup:
SiH13
Posts: 1072
Joined: 15 Jun 2010, 11:54

Re: Custom Objects Specifications

Post by SiH13 »

I give up, I will never understand how to even import the blocks that others have made..
Image
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Alinoa
Posts: 4582
Joined: 14 Jun 2010, 11:55
Location: France, Paris
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Re: Custom Objects Specifications

Post by Alinoa »

SadHik wrote:for the moment you have to create a title to play with objects.

it's a little confusing cause for the moment everybody will try to make objects and we'll have many titles for just one or two objects.

what i propose is to setup a maniapark title with all objects sent to the site, i'll update it every two or three days for the beginning and maybe week after week for the future. With this, everyone will be able to have fun with many different styles of objects and setup servers with only one title. I think it's the only way to make custom objects successful for the moment. Maybe when serious global mods will be make that'll be different but i think that we must have a global base for all objects.
What are you thinking about that all of you here ? :oops:
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pastis..51
Posts: 24
Joined: 21 Jul 2011, 12:24
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Re: Custom Objects Specifications

Post by pastis..51 »

Hello

I agree with Alinoa.
Never If link hosting the object is broken! we have big problems playing our track. :x
Question:
Can we create objects with boost? :D
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Teardrop
Posts: 95
Joined: 02 Dec 2011, 19:47

Re: Custom Objects Specifications

Post by Teardrop »

SiH13 wrote:I give up, I will never understand how to even import the blocks that others have made..
You just have to copy the directory containing your object in "My Documents/ManiaPlanet/Blocks/Common/"

Image

Then you'll find them in the map editor (F4 to open the Object Mode)
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jojoba007
Posts: 68
Joined: 03 May 2012, 15:34
Location: Nehterlands

Re: Custom Objects Specifications

Post by jojoba007 »

What is the maximum texture size? Can I make one with a resolution of 4096x4096? :?:
Atomic.Boi
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Joined: 02 Jun 2012, 16:54
Location: Moscow, Russia
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Re: Custom Objects Specifications

Post by Atomic.Boi »

If be serious, I understood nothing here... Maybe I've missed something... hey guys , explain to a noob at modeling blocks, please. :teub:

1) If I got Maniaplanet.exe at D:/ , the folder "WorkBlocks/Canyon/***/" must be on C:/ or on D:/ too?

2) For example I want to make a simple fence for dirt tracks and I called my ".max" file as "Fence1.max" and want is exported to "F1.FBX" ( :D ) with "Fence1_D(_S and _N).dds"s . In 3dsMax, do I need to name the mesh as "***_Lod0" or "_Lod0", and if first, "***" must be a "_TDSN_MetalPlate_Ice"? (question what to put on the "MetalPlate" too...)

3) Does game crashes when using custom block with TM2Unlimiter?

4) Is "NotCollidable" means "DriveThrough"?

5) Also, before exporting, am I need to create both UV maps as like modifiers? ("Material" and "LightMap".)

6) Maxbox is still left as like for cars?

:pop:
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