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[HOW2] How to create your own nfm-terrain

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Old   #1
 
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[HOW2] How to create your own nfm-terrain

Hey there,

I decided now to write a small "How to" for some requests how to create your own nfm-terrainfile.

What you need:

-installed ( that's the version I use)-
--
- a dumped Client or any readable nfm-file for the nfm-painter -


1.
Install Blender

2.
Open nfm-painter (it's possible that your anti-virus-prog will give a warning, but I didn't notice anything since I'm using the tool, so you can ignore that....ofc you needn't if it's too suspicious for ya )

3.
Load a readable .nfm-file

4.
Save the terrain as .dae

5.
Now open Blender, mark the cube, delete the cube-mesh (if you don't change it in start-settings) and import your saved .dae.

6.
Then change your mode to "Edit Mode", and enable Proportional Editing

7.
You have a list of possible area-changing tools, which you can use all to edit your terrain.

8.
Mark a point,vertex or fieldpart with right-click. (or for a bigger area, press "c", change the size of the circle with mousewheel and then just mark with leftclick)

9.
Now you can change the area, depending on what of (7) you've chosen, when you click'n hold on the blue arrow to change the heights.
DON'T FORGET! You're just allowed to change the height of any point/part of your terrain! Otherwise the nfm-painter won't load it, or your client crashs

10.
then export your new terrain as .dae again, and load it into the nfm-painter to save it as .nfm again.


Also nice to know:
If you intend to edit more of your new map, I'd suggest you to save your map as .blend-file as a backup.
When you want to edit your map again, just open your .blend-file instead of unsafe reconverting or re-import of .nfm/.dae (I've already recognized problems with that)
Or if you want to try something difficult, it's always better to make such a backup BEFORE you do anything curious
I already made a complete map just to get an error by nfm-painter while loading the .dae-file because I made a mistake somewhere xD

if you use an already exported .dae, be sure you have quads and not triangles on your field. otherwise mark the whole map,
go to "Mesh -> Faces -> Tris to quads" to solve that

to make a flat map, press: "a" (to mark everything), "s" (for scale-option), "z" (to scale just on z-axis) , "0" (for 0 difference between each point on the z-axis)

if you press "Shift"+ "F" you enable the flight-mode to "Fly" over the terrain via WASD


As I said, it's just a small "How to", but I think for some ppl this could be already enough help to get started with that or solving problems.
Maybe I'll add some pictures to make it easier to understand each point, but I won't promise that.

Greetz,

LamiaCore



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Old   #2
 
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thank you very much lamiaCore i'll test steps then back with result later
thanks again


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÷_÷ not helpfull
Just kidding i want to ask you how to make the terrain prop work xD wich you add from the nfm editor

÷_÷ not helpfull
Just kidding i want to ask you how to make the terrain prop work xD wich you add from the nfm editor
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Quote:
Originally Posted by elbatouri View Post
÷_÷ not helpfull
Just kidding i want to ask you how to make the terrain prop work xD wich you add from the nfm editor

÷_÷ not helpfull
Just kidding i want to ask you how to make the terrain prop work xD wich you add from the nfm editor
I already told ya on fb that I had/have too much trouble in reallife to check why your prop isn't working! xD
I just wrote the how-to really fast and added some pics on laptop while I had a break xD

But to exclude some mistakes, I'll pm you some questions

Ah and btw, this topic should be just to explain how you can create the terrain.
Editing props would be the next step when this one is understandable enough.


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amazing !
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thanks for the great work ^^ .
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@
sadly still the same problem

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here is the files
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Quote:
Originally Posted by colonelx View Post
@
sadly still the same problem

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here is the files
Your tata.blend-file:
Your tata.dae looks the same as the blend-file.

So, your problem is somewhere while converting .dae to .nfm,
possibly a corrupted nfm-painter by your anti-virus-prog.
Redownload it and don't let an anti-virus-prog kill it

Pls check if that works.
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lamiaCore actually i dnt have any antivirus cuz i hate it , for me antivirus is a virus it self hehe , anyway can you upload the nfm painter you used?
i started to feel its a hardware problem haha

and as i understand there is no problem with me while working in blender


---update---
i have installed nfm painter from thread here but still the same
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Quote:
Originally Posted by colonelx View Post
lamiaCore actually i dnt have any antivirus cuz i hate it , for me antivirus is a virus it self hehe , anyway can you upload the nfm painter you used?
i started to feel its a hardware problem haha

and as i understand there is no problem with me while working in blender
haha, okay

Your blend-backup is fine, and your .dae,too.
So yeah, it shouldn't be a blender-problem.
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Quote:
Originally Posted by colonelx View Post
---update---
i have installed nfm painter from thread here but still the same
Converted now your .dae to .nfm by myself and reconverted back to .dae.
It still looked fine in Blender then...
So, I don't get why your new converted nfm is **** XD

Have you already tried to clean up your pc via CCleaner or something like that?
Before you redownloaded/unpacked/used nfm-painter
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Quote:
Originally Posted by LamiaCore View Post
Converted now your .dae to .nfm by myself and reconverted back to .dae.
It still looked fine in Blender then...
So, I don't get why your new converted nfm is **** XD

Have you already tried to clean up your pc via CCleaner or something like that?
Before you redownloaded/unpacked/used nfm-painter
more even i tried it on pure formatted windows and still the same
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Once you import them to Blender and do changes , is it possible to export them as FBX ?
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Quote:
Originally Posted by .BlackCat. View Post
Once you import them to Blender and do changes , is it possible to export them as FBX ?
I've never tried that,but should be possible.
I think if you follow the rule just to change the height of points as fbx,too,reconverting to dae/nfm shouldn't make problems.
I'm sorry I can't check that 'til monday :/


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