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  1. #1

    NadeoImporter - CustomMaterials use UV1 as lightmap now, causing issues

    I noticed that CustomMaterials exported with NadeoImporter now use UV1 for the lightmaps for some reason. This wasn't the case in earlier builds

    This is causing a lot of issues when mixing items that use both CustomMaterials and regular materials, since regular materials can scale/tile however you want and can go outside of UV 0 to 1 space.

    You'd essentially need to split down the item into CustomMaterials which are projected and should only use UV2, and regular materials which require UV1 + UV2.

    Here's an image demonstrating CustomMaterials ignore UV2 and uses UV1 instead.
    https://cdn.discordapp.com/attachmen...06/lightm1.jpg

    Here's an image demonstrating why it's an issue when exporting projected materials + regular materials. As you can see the regular materials do use UV2 as lightmap, it's just the CustomMaterials that don't.
    https://cdn.discordapp.com/attachmen...7-14-45-30.jpg

  2. #2
    Ubi-Thrupney's Avatar Ubisoft Support Staff
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    Mar 2021
    Posts
    628
    Thanks for sending this across, htimh. Not going to lie, I didn't fully understand it, but I've passed on your report to our game team, who I'm sure will be able to get it looked into

  3. #3
    Ubi-Thrupney's Avatar Ubisoft Support Staff
    Join Date
    Mar 2021
    Posts
    628
    Hey htimh,

    Our team has asked me to double-check if the NadeoImporter issue is resolved on your end. Can you try the latest version and see if the issue persists?

    These forums are now marked as read only, so if you'd like to respond to this, please do so by creating a new thread on the Discussions platform, linking to this archived thread, so I can find your reply there. Sorry for the inconvenience with that.