{"id":2117,"date":"2023-02-07T20:58:14","date_gmt":"2023-02-07T19:58:14","guid":{"rendered":"https:\/\/aurel.obstacle.ovh\/wordpress\/?page_id=2117"},"modified":"2023-02-11T08:40:12","modified_gmt":"2023-02-11T07:40:12","slug":"import-items","status":"publish","type":"page","link":"https:\/\/aurel.titlepack.io\/index.php\/import-items\/","title":{"rendered":"IMPORT ITEMS"},"content":{"rendered":"\n<div class=\"wp-block-columns alignwide is-style-default is-layout-flex wp-container-core-columns-layout-2 wp-block-columns-is-layout-flex\" style=\"padding-top:0;padding-right:0;padding-bottom:0;padding-left:0\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:100%\">\n<div class=\"wp-block-group is-style-default is-layout-constrained wp-block-group-is-layout-constrained\"><div class=\"wp-block-group__inner-container\">\n<div class=\"wp-block-columns is-style-twentytwentyone-columns-overlap is-layout-flex wp-container-core-columns-layout-1 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:100%\">\n<div id=\"backontop\"><\/div>\n<div class=\"row\">\n<ul class=\"col-md-6\">\n<li><a href=\"#docrelated\">DOCUMENTATION RELATED<\/a><\/li>\n<li><a href=\"#gettingstarted\">GETTING STARTED<\/a><\/li>\n<li><a href=\"#convertassistant\">CONVERT ASSISTANT<\/a><\/li>\n<li><a href=\"#xmlfiles\">XML FILES from HelpTips.txt<\/a><\/li>\n<li><a href=\"#dynamicitem\">DYNAMIC ITEM<\/a><\/li>\n<li><a href=\"#itemtagsattributes\">TAGS &amp; ATTRIBUTES ITEM.XML<\/a><\/li>\n<li><a href=\"#meshtagsattributes\">TAGS &amp; ATTRIBUTES MESH.XML<\/a><\/li>\n<li><a href=\"#matphyid\">MATERIAL PHYSICSID LIST<\/a><\/li>\n<li><a href=\"#tutoriallisting\">TUTORIAL LISTING<\/a><\/li>\n<\/ul>\n<\/div>\n<hr>\n<h3 id=\"docrelated\" style=\"text-align: center;\"><span style=\"color: #0055c4;\"><strong>DOCUMENTATION RELATED<br><\/strong><\/span><\/h3>\n<div style=\"text-align: center;\">\n<hr><\/div>\n<p>Since it already exists an official documentation coming from Developers theirself, here i will list those concerning all around the import.<\/p>\n<p>Refresh the page, if the web page is empty, sometimes, it doesn&#8217;t load it.<br>Some pages, if you visit their whole documentation, are still underconstructions, a message will inform you.<\/p>\n<p><span style=\"color: #ff9900;\"><em><strong>Official Maniaplanet Documentation<\/strong><\/em><\/span><br><a href=\"https:\/\/doc.maniaplanet.com\/customization\/importer\">https:\/\/doc.maniaplanet.com\/customization\/importer<\/a><br><a href=\"https:\/\/doc.maniaplanet.com\/customization\/importer\/import-a-character-skin\">https:\/\/doc.maniaplanet.com\/customization\/importer\/import-a-character-skin<\/a><br><a href=\"https:\/\/doc.maniaplanet.com\/customization\/importer\/import-an-item\">https:\/\/doc.maniaplanet.com\/customization\/importer\/import-an-item<\/a><br><a href=\"https:\/\/doc.maniaplanet.com\/customization\/importer\/import-a-mesh\">https:\/\/doc.maniaplanet.com\/customization\/importer\/import-a-mesh<\/a><br><a href=\"https:\/\/doc.maniaplanet.com\/customization\/importer\/import-a-font\">https:\/\/doc.maniaplanet.com\/customization\/importer\/import-a-font<\/a><\/p>\n<p><a href=\"https:\/\/doc.maniaplanet.com\/nadeo-importer\/getting-started\">https:\/\/doc.maniaplanet.com\/nadeo-importer\/getting-started<\/a><br><a href=\"https:\/\/doc.maniaplanet.com\/nadeo-importer\/import-a-mesh\">https:\/\/doc.maniaplanet.com\/nadeo-importer\/import-a-mesh<\/a><br><a href=\"https:\/\/doc.maniaplanet.com\/nadeo-importer\/how-to-make-a-specularmap-diffusemap-for-objects\">https:\/\/doc.maniaplanet.com\/nadeo-importer\/how-to-make-a-specularmap-diffusemap-for-objects<\/a><br><a href=\"https:\/\/doc.maniaplanet.com\/nadeo-importer\/how-to-make-a-normalmap\">https:\/\/doc.maniaplanet.com\/nadeo-importer\/how-to-make-a-normalmap<\/a><br><a href=\"https:\/\/doc.maniaplanet.com\/nadeo-importer\/how-to-set-up-custom-lights\">https:\/\/doc.maniaplanet.com\/nadeo-importer\/how-to-set-up-custom-lights<\/a><\/p>\n<p><span style=\"color: #ff9900;\"><em><strong>NadeoImporter :<\/strong><\/em> <\/span><a href=\"http:\/\/files.v04.maniaplanet.com\/setups\/NadeoImporter_2019_10_09.zip\">http:\/\/files.v04.maniaplanet.com\/setups\/NadeoImporter_2019_10_09.zip<\/a><br><span style=\"color: #ff9900;\"><em><strong>Convert Assistant :<\/strong> <\/em><\/span><a href=\"http:\/\/vinummusik.de\/Maxi031\/ConvertAssistant\/Download.html\">http:\/\/vinummusik.de\/Maxi031\/ConvertAssistant\/Download.html<\/a><\/p>\n<p style=\"text-align: center;\"><a href=\"#backontop\">Back on Top<\/a><\/p>\n<hr>\n<h3 id=\"gettingstarted\" style=\"text-align: center;\"><span style=\"color: #0055c4;\"><strong>GETTING STARTED<br><\/strong><\/span><\/h3>\n<hr>\n<p>I&#8217;m autodidact about it, i learnt at the beggining thanks to a video tutorial from the player &#8220;Kana&#8221;.<\/p>\n<p>In parallel, i learnt at a certain level Blender which allows to create your own 3D model.<br>I mainly did Items and Lights even if i would like to know more about Skins for example but i&#8217;m really laking of time.<\/p>\n<p>I will not really explain the whole method to do an item here, maybe later in the futur and in a video.<\/p>\n<p>It exists already some tutorials about it, that you can find in <a href=\"#tutoriallisting\">Tutorial Listing<\/a><strong>.<\/strong><\/p>\n<p>Import stuffs on Maniaplanet is pretty large, it&#8217;s a full domain, people at video games are paid to work at that.<br>So it would be too long to explain how a 3D software works for example.<br>The best for you would be to start slowly yourself.<br>Understand what we can get from the game, read the Maniaplanet documentation, watch tutorials, download and install at the right place files.<br>It will already save you time to start by being organized.<\/p>\n<p>First of all, you have to <em><strong><a href=\"https:\/\/doc.maniaplanet.com\/nadeo-importer\/getting-started\"><span style=\"color: #ff6600;\">download the Importer and Sample files from Nadeo.<\/span><\/a><\/strong> <\/em>And put them where they recommend it.<\/p>\n<p>After that, you can <span style=\"color: #ff9900;\"><a style=\"color: #ff9900;\" href=\"http:\/\/vinummusik.de\/Maxi031\/ConvertAssistant\/Download.html\"><em><strong><span style=\"color: #ff6600;\">download Convert Assistant<\/span><\/strong><\/em><\/a>.<\/span> And put where you want in your computer, i personally put it in Users\\Documents\\ManiaPlanet.<\/p>\n<p>At this step, you have to link Convert Assistant to Nadeo Importer.<\/p>\n<p style=\"text-align: center;\"><a href=\"#backontop\">Back on Top<\/a><\/p>\n<hr>\n<h3 id=\"convertassistant\" style=\"text-align: center;\"><span style=\"color: #0055c4;\"><strong>CONVERT ASSISTANT<br><\/strong><\/span><\/h3>\n<hr>\n<p>Convert assistant is a tool developed by the community, that i personally always used, and which allow you to save time at the importation process, when you have to convert a <span style=\"background-color: #ff6600;\"><span style=\"background-color: #993300;\">.fbx<\/span><\/span> file for example to a Nadeo one like <span style=\"background-color: #993300;\">.Item.Gbx<\/span><\/p>\n<p>It has a better interface than Nadeo Importer and allows to import tons of files with a few clicks.<br>So normally, when you open it for the first time, it should ask you about to find and select Nadeo Importer, so if you followed properly the previous step, you should reminder where Nadeo Importer is findable.<br>If you missed to select it properly, in Convert Assistant just go to Options &gt; Change Importer Location then select it again.<\/p>\n<p>Now click to &#8220;Objects&#8221; menu then check &#8220;Overwrite Item xml&#8221; and &#8220;Overwrite Mesh xml&#8221;.<\/p>\n<p>In Convert Assistant, 2 folders are important to know, meshParamTemplates and xmlItemTemplates.<br>If you look directly in Convert Assistant, you have 2 selectable menus Item xml template and Mesh xml template, those are directly links with folders ennounced previously.<\/p>\n<p>You can already see that some <span style=\"background-color: #993300;\">.xml <\/span>are available like for example DefaultTemplate for Item, LinkedMaterialTemplate for Mesh.<\/p>\n<p>From the Sample folder that we downloaded before, we will get more <span style=\"background-color: #ff6600;\"><span style=\"background-color: #993300;\">.xml<\/span><\/span><br>You have to check what it interests yourself, you can take them all, is it as you want. Then put them into the right Convert Assistant folder.<br>Restart Convert Assistant, then you should see them appear in the selectable menus right now.<\/p>\n<p>Convert Assistant is now ready with a list of existing <span style=\"background-color: #993300;\">.xml<\/span> samples as start.<\/p>\n<p style=\"text-align: center;\"><a href=\"#backontop\">Back on Top<\/a><\/p>\n<hr>\n<h3 id=\"xmlfiles\" style=\"text-align: center;\"><span style=\"color: #0055c4;\"><strong>XML FILES from HelpTips.txt<br><\/strong><\/span><\/h3>\n<hr>\n<p><span style=\"color: #ff6600;\"><strong><em>I drop you here the HelpTips.txt from Convert Assistant concerning the item xml files<br>You don&#8217;t have everything here, you should look for the proper section for that<br><\/em><\/strong><\/span><\/p>\n<p><strong>item-type-(Text:StaticObject, DynaObject) <\/strong>This is type of item you are converting, or use $Type and convert assistant will do it<br><strong>item-collection-(Text:Common, SMCommon, Storm, Canyon, Stadium, Valley) <\/strong>Here you write the name of the game this item is for, or use $Collection and convert assistant will do it<br><strong>moveshape-type-(Text)<\/strong> Put mesh here<br><strong>moveshape-file-(Text)<\/strong> Here goes location of the shape file created previously with importer, or use $ShapeFile and convert assistant will do it<br><strong>mesh-file-(Text) <\/strong>Here goes location of the mesh file created previously with importer, o ruse $MeshFile and convert assistant will do it<br><strong>gridsnap-hstep-(Number)<\/strong> This is how many X steps to take when moving item in editor<br><strong>gridsnap-vstep-(Number)<\/strong> This is how many Y steps to take when moving item in editor<br><strong>levitation-vstep-(Number)<\/strong> This is how many Z steps to take when moving item in editor<br><strong>levitation-ghostmode-(true,false)<\/strong> allows to place your item anywhere in the mapeditor avoiding any collisions with existing block<br><strong>options-manualpivotswitch- (true,false)<\/strong> no need to explain<br><strong>pivot-position-(3 Numbers separated by space)<\/strong> x z y location of the item pivot, item is positioned at mouse cursor based on this pivot, and rotated around it<\/p>\n<p style=\"text-align: center;\"><a href=\"#backontop\">Back on Top<\/a><\/p>\n<hr>\n<h3 id=\"dynamicitem\" style=\"text-align: center;\"><span style=\"color: #0055c4;\"><strong>DYNAMIC ITEM<br><\/strong><\/span><\/h3>\n<hr>\n<p>In that example, we will use the <span style=\"background-color: #993300;\">SampleArmor<\/span> from NadeoImporterSamples.<\/p>\n<p>So get the <span style=\"background-color: #993300;\">SampleArmor.Item.xml<\/span> and put it in <span style=\"background-color: #993300;\">xmlItemTemplates<\/span> folder coming from Convert Assistant.<br>Do the same for the <span style=\"background-color: #993300;\">.Mesh<\/span>, put <span style=\"background-color: #993300;\">SampleArmor.MeshParams.xml<\/span> to <span style=\"background-color: #993300;\">meshParamTemplates<\/span><\/p>\n<p>The <span style=\"background-color: #993300;\">SampleArmor.FBX<\/span> is your model file, that one is used to be droped directly into Convert Assistant for the importation.<\/p>\n<p>You can try it, then press the &#8220;Convert Button&#8221;.<br>Be sure than the &#8220;More Info&#8221; button be displayed.<br>The 3 first line should be Green which means, no error at this point, but the last 4 th line should be Red. So here there is an error that they never fixed.<\/p>\n<p>Let&#8217;s go to fix it !<\/p>\n<p>You have a button aside of each <span style=\"background-color: #993300;\">.xml<\/span> , it open the file for all eventual editions.<br>Don&#8217;t forget to save after each changes.<\/p>\n<p>So we will edit first the <span style=\"background-color: #993300;\">SampleArmor.Item.xml<\/span> :<br>at the line <span style=\"background-color: #993300;\">&lt;Mesh File=&#8221;Meshes\/SampleArmor.Mesh.gbx&#8221;\/&gt;<\/span><br>change to <span style=\"background-color: #993300;\">&lt;Mesh File=&#8221;SampleArmor.Mesh.gbx&#8221;\/&gt;<br><\/span><\/p>\n<p>You can try now, to Convert again, and everything should be green, which means, the Item has been imported with success.<\/p>\n<p>You can check it ingame if you want, but not everything is perfect. The icon will not appears.<\/p>\n<p>So what is advice you is to have that :<\/p>\n<table style=\"border-collapse: collapse; width: 100%;\">\n<tbody>\n<tr>\n<td style=\"width: 33.3333%; text-align: center;\"><span style=\"color: #ff6600;\"><strong>MAINFOLDER<\/strong><\/span><\/td>\n<td style=\"width: 33.3333%; text-align: center;\"><span style=\"color: #ff6600;\"><strong>SUBFOLDER<\/strong><\/span><\/td>\n<td style=\"width: 33.3333%; text-align: center;\"><strong><span style=\"color: #ff6600;\">SUBFOLDER<\/span><\/strong><\/td>\n<\/tr>\n<tr>\n<td style=\"width: 33.3333%; text-align: left;\">YourFolderItem &gt;&gt;&gt;<\/td>\n<td style=\"width: 33.3333%; text-align: left;\">Icon Folder &gt;&gt;&gt;<\/td>\n<td style=\"width: 33.3333%; text-align: left;\">the .tga icon<\/td>\n<\/tr>\n<tr>\n<td style=\"width: 33.3333%; text-align: left;\">&nbsp;<\/td>\n<td style=\"width: 33.3333%; text-align: left;\">Texture Folder &gt;&gt;&gt;<\/td>\n<td style=\"width: 33.3333%; text-align: left;\">all .tga textures<\/td>\n<\/tr>\n<tr>\n<td style=\"width: 33.3333%; text-align: left;\">&nbsp;<\/td>\n<td style=\"width: 33.3333%; text-align: left;\">the .fbx file<\/td>\n<td style=\"width: 33.3333%; text-align: left;\">&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>With that order, Icon and Texture will work properly.<br>Try yourself with the SampleArmor as example.<\/p>\n<p>If you want to know a bit more about the Item.xml, you should check that official page &gt; <span style=\"background-color: #993300;\">https:\/\/doc.maniaplanet.com\/customization\/importer\/import-an-item<\/span><\/p>\n<p><span style=\"color: #ff6600;\"><em><strong>How it goes with Blender ?<br><\/strong><\/em><\/span>You can check and learn from the .fbx sample file.<br>For that, open Blender, then import the .fbx<br>If you develop level of your Object, you will find the _TDSNI_Armor Material<br>_TDSNI_ here is model of material used TDSNI. You can find each texture of it in the Texture Folder.<br>The name &#8220;Armor&#8221; just after _TDSNI_ is important to name it as your texture.<\/p>\n<p>By using the prefix of the Material, it avoid you to declare it in the <span style=\"background-color: #ff6600;\">mesh.xml<br><\/span>In case in the .fbx file, the name of your Material is for example Armor without the prefix, you will have to declare in the <span style=\"background-color: #ff6600;\">mesh.xml<\/span><\/p>\n<p>Look at the section <a href=\"#meshtagsattributes\">TAGS &amp; ATTRIBUTES MESH.XML<\/a>&nbsp; for more information about Materials \/ Textures.<\/p>\n<p><\/p>\n<hr>\n<h3 id=\"itemtagsattributes\" style=\"text-align: center;\"><span style=\"color: #0055c4;\"><strong>TAGS &amp; ATTRIBUTES ITEM.XML<br><\/strong><\/span><\/h3>\n<hr>\n<p>Here you have all Tags &amp; Attributes coming from the official documentation for the <span style=\"color: #ff6600;\">Item.xml<\/span> and concerning <span style=\"color: #ff6600;\">Dynamic Item.<\/span><\/p>\n<ul>\n<li><span style=\"color: #ff6600;\">&lt;Phy&gt;<\/span>\n<ul>\n<li><span style=\"color: #ffff00;\">&lt;DynaPointModel&gt;<\/span> : this tag allow the object to move according to the &#8220;point dynamics&#8221; (a ball not rolling).<br>attributes :\n<p><\/p>\n<ul>\n<li><span style=\"color: #00ffff;\">Center<\/span> : relative center of the dynamic point<\/li>\n<li><span style=\"color: #00ffff;\">Radius<\/span> : fake ball radius in meters<\/li>\n<li><span style=\"color: #00ffff;\">Restitution<\/span> : restitution coef, between 0 and 1<\/li>\n<li><span style=\"color: #00ffff;\">Friction<\/span> : friction coef, between 0 and 1<\/li>\n<li><span style=\"color: #00ffff;\">GravityCoef<\/span> : coef to make objects fall faster or slower<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"list-style-type: none;\">\n<ul>\n<li><span style=\"color: #ffff00;\">&lt;TriggerShape&gt;<\/span> : the shape (currently AABB only) that will be used for object interaction. when a player touches this box, a event will be sent to the script.\n<ul>\n<li><span style=\"color: #00ffff;\">Type<\/span> : currently only AABB<\/li>\n<li><span style=\"color: #00ffff;\">Min<\/span> : min coord of AABB (in case of AABB)<\/li>\n<li><span style=\"color: #00ffff;\">Max<\/span> : max coord of AABB (in case of AABB)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li><span style=\"color: #ff6600;\">&lt;Vis&gt;<\/span>\n<ul>\n<li><span style=\"color: #ffff00;\">&lt;Mesh&gt;<\/span> : the displayed mesh.\n<ul>\n<li><span style=\"color: #00ffff;\">File<\/span> : the mesh filename. ex : &lt;<span style=\"color: #ffff00;\">Mesh<\/span> <span style=\"color: #00ffff;\">File<\/span>=&#8221;SampleArmor.Mesh.gbx&#8221;\/&gt;<br><strong>Tips<\/strong> : Is it possible to call it &lt;<span style=\"color: #ffff00;\">Mesh<\/span> <span style=\"color: #00ffff;\">File<\/span>=&#8221;$Name + .Mesh.gbx&#8221;\/&gt; , in that way you will never be concerned to change it yourself, it will automatically get it from the name from the .fbx<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"list-style-type: none;\">\n<ul>\n<li><span style=\"color: #ffff00;\">&lt;LightBallSimple&gt;<\/span> : a simple light following the dynamic object.<br>attributes :\n<ul>\n<li><span style=\"color: #00ffff;\">Radius<\/span> : radius in meters<\/li>\n<li><span style=\"color: #00ffff;\">sRgb<\/span> : color in sRgb<\/li>\n<li><span style=\"color: #00ffff;\">Pos<\/span> : relative position of the light, vector in meters<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"list-style-type: none;\">\n<ul>\n<li><span style=\"color: #ffff00;\">&lt;LocAnimSimple&gt;<\/span> : simple rotation+translation animation (used for pickups). attributes :\n<ul>\n<li><span style=\"color: #00ffff;\">RotPeriod<\/span> rotation period in milliseconds<\/li>\n<li><span style=\"color: #00ffff;\">TransPeriod<\/span> translation period milliseconds<\/li>\n<li><span style=\"color: #00ffff;\">TransY<\/span> translation distance in meters<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><span style=\"color: #ff6600;\"><strong><em>Example from the SampleArmor Item.xml (A pick up Armor Item Rotating)<br><\/em><\/strong><\/span><\/p>\n<p>&lt;Item Type=&#8221;DynaObject&#8221; Collection=&#8221;SMCommon&#8221; AuthorName=&#8221;NadeoSamples&#8221;&gt;<\/p>\n<p style=\"padding-left: 40px;\"><span style=\"color: #ff6600;\">&lt;Phy&gt;<\/span><\/p>\n<p style=\"padding-left: 80px;\">&lt;<span style=\"color: #ffff00;\">TriggerShape<\/span> Type=&#8221;AABB&#8221; min=&#8221;-0.4 0 -0.4&#8243; max=&#8221;0.4 0.8 0.4&#8243;\/&gt;<\/p>\n<p style=\"padding-left: 40px;\"><span style=\"color: #ff6600;\">&lt;\/Phy&gt;<\/span><br><span style=\"color: #ff6600;\">&lt;Vis&gt;<\/span><\/p>\n<p style=\"padding-left: 80px;\">&lt;<span style=\"color: #ffff00;\">Mesh <span style=\"color: #00ffff;\">File<\/span><\/span>=&#8221;SampleArmor.Mesh.gbx&#8221;\/&gt;<br>&lt;<span style=\"color: #ffff99;\"><span style=\"color: #ffff00;\">LightBallSimple<\/span> <span style=\"color: #00ffff;\">Radius<\/span><\/span>=&#8221;2&#8243; sRgb=&#8221;0 1 0&#8243; Pos=&#8221;0 0.3 0&#8243;\/&gt;<br>&lt;<span style=\"color: #ffff00;\">LocAnimSimple<\/span> <span style=\"color: #00ffff;\">RotPeriod<\/span>=&#8221;1000&#8243; TransPeriod=&#8221;1000&#8243; TransY=&#8221;0.1&#8243;\/&gt;<\/p>\n<p style=\"padding-left: 40px;\"><span style=\"color: #ff6600;\">&lt;\/Vis&gt;<\/span><\/p>\n<p>You have also access to <span style=\"color: #ff6600;\">Placement parameters<\/span>, which are general Tag and Attributes, not only for what we learn, i invit you to check the chapter 3 of that page <a href=\"https:\/\/doc.maniaplanet.com\/customization\/importer\/import-an-item\">https:\/\/doc.maniaplanet.com\/customization\/importer\/import-an-item<\/a><\/p>\n<p><\/p>\n<p style=\"text-align: center;\"><a href=\"#backontop\">Back on Top<\/a><\/p>\n<hr>\n<h3 id=\"meshtagsattributes\" style=\"text-align: center;\"><span style=\"color: #0055c4;\"><strong>TAGS &amp; ATTRIBUTES ITEM.XML<br><\/strong><\/span><\/h3>\n<hr>\n<p>I don&#8217;t know exactly why, and until where the relation between item.xml and mesh.xml is possible but you have to know that you can have a dynamic item, with a static mesh.<br>From tests i did, while you item is dynamic, you will not have any collision, you will only have the triggering box that you have declared.<\/p>\n<p>The fact to have the possibility to use a static mesh allows to have more Materials available like the <strong>TDOBSN<\/strong>, which allows you to have Transparency in your item.<br>I tested myself <strong>TDSNI<\/strong> as dyna mesh, which say in the official documentation, we can have transparency but it never works for me. So just try &#8220;Static&#8221; instead of &#8220;Dyna&#8221;, you can look lower which materials are available to you.<\/p>\n<p>That&#8217;s also a reason why i&#8217;m sharing you here tested that i did. I spend many times to figure out what is working or not, even if i didn&#8217;t test everything. Only for what i was working for.<\/p>\n<p>Static items are the most simple to create, but here the real capital gain is we are able to have a Dynamic Item with a transparent mesh, a triggering area for any events from the code which is nice.<\/p>\n<p><span style=\"color: #ff6600;\"><strong><em>Summary of Textures available :<\/em><\/strong><\/span><\/p>\n<p><strong>Diffuse :<\/strong> {BaseTextureName}_D.tga 24bits, RGB (32bits binary alpha if using Opacity)<br><strong>Specular :<\/strong> {BaseTextureName}_S.tga 24bits, FIE (Fresnel, Intensity, Exponent)<br><strong>Normal :<\/strong> {BaseTextureName}_N.tga 24bits, NxNyNz<br><strong>SelfIllum :<\/strong> {BaseTextureName}_I.tga 24Bits, RGB (selfillum)<br><strong>Energy :<\/strong> {BaseTextureName}_E.tga 24bits, greyscale (0=&gt; no energy 1=&gt; full energy) (colorized by gameplay)<br><strong>TeamMask :<\/strong> {BaseTextureName}_M.tga 24bits, binary mask (black =&gt; not colorizable, white=&gt;colorizable)<\/p>\n<p><strong><span style=\"color: #ff6600;\"><em>Dynamic mesh material models :<\/em><\/span><\/strong><\/p>\n<p><strong>TDSNI :<\/strong> Diffuse \/ Specular \/ Normal \/ SelfIllum<br><strong>TI :<\/strong> SelfIllum<br><strong>TDSNE :<\/strong> Diffuse \/ Specular \/ Normal \/ Energy<br><strong>TE :<\/strong> Energy<\/p>\n<p><strong><span style=\"color: #ff6600;\"><em>Static mesh material models :<\/em><\/span><\/strong><\/p>\n<p><strong>TDSN :<\/strong> Diffuse \/ Specular \/ Normal<\/p>\n<p><strong>TDOSN (100% or 0% Opacity)<\/strong> : DiffuseOpacity (alpha channel needed) \/ Specular \/ Normal&nbsp;<strong><br><\/strong><\/p>\n<p><strong>TDOBSN (All % Opacity possible)<\/strong> : DiffuseOpacity (alpha channel needed) \/ Specular \/ Normal&nbsp;<\/p>\n<p><strong>TDSNE :<\/strong>Diffuse \/ Specular \/ Normal \/ Energy<\/p>\n<p><strong>TDSNI :<\/strong> Diffuse \/ Specular \/ Normal \/ SelfIllum<\/p>\n<p><strong>TDSNI_Night :<\/strong> Diffuse \/ Specular \/ Normal \/ SelfIllum (night only)<\/p>\n<p><span style=\"color: #ff6600;\"><strong><em>Character mesh material models :<\/em><\/strong><\/span><\/p>\n<p><strong>TDSNEM :<\/strong>Diffuse \/ Specular \/ Normal \/ Energy \/ TeamMask<\/p>\n<p><strong>TE :<\/strong> Energy<\/p>\n<p><strong>TDOSN (100% or 0% Opacity)<\/strong> : DiffuseOpacity (alpha channel needed) \/ Specular \/ Normal&nbsp;<\/p>\n<p><strong>TDOBSN (All % Opacity possible)<\/strong> : DiffuseOpacity (alpha channel needed) \/ Specular \/ Normal&nbsp; (i personally didn&#8217;t test it, but it probably works)<\/p>\n<p>TDOS : DiffuseOpacity (alpha channel needed) \/ Specular<\/p>\n<p><\/p>\n<p style=\"text-align: center;\"><a href=\"#backontop\">Back on Top<\/a><\/p>\n<hr>\n<h3 id=\"matphyid\" style=\"text-align: center;\"><span style=\"color: #0055c4;\"><strong>MATERIAL PHYSICSID LIST<br><\/strong><\/span><\/h3>\n<hr>\n<p>I invit you to look to the chapter 3.2 of the official documentation to have the list of Materials available :<br><a href=\"https:\/\/doc.maniaplanet.com\/customization\/importer\/import-a-mesh\">https:\/\/doc.maniaplanet.com\/customization\/importer\/import-a-mesh<\/a><\/p>\n<p style=\"text-align: center;\"><a href=\"#backontop\">Back on Top<\/a><\/p>\n<hr>\n<h3 id=\"tutoriallisting\" style=\"text-align: center;\"><span style=\"color: #0055c4;\"><strong>TUTORIAL LISTING<\/strong><\/span><code class=\"language-xml\"><code class=\"language-xml\"><\/code><\/code><\/h3>\n<div style=\"text-align: center;\">\n<hr><\/div>\n<p><span style=\"color: #ff9900;\"><em><strong>Tutorial &#8220;Create a Character&#8221; series by Benjiken<br><\/strong><\/em><\/span><a href=\"https:\/\/youtu.be\/dmdc3DcGuck\">Create a Character #1 &#8211; Importing a Character<\/a><br><a href=\"https:\/\/youtu.be\/1tU0DgtPO8Y\">Create a Character #2 &#8211; Texturing and Materials<\/a><br><a href=\"https:\/\/youtu.be\/Z_8tgrvzDuM\">Create a Character #2.1 &#8211; Editing Textures in GIMP<\/a><br><a href=\"https:\/\/youtu.be\/m5Ees4fLJFY\">Create a Character #3 &#8211; Rigging and Painting<\/a><br><a href=\"https:\/\/youtu.be\/JuvmFeeMNjk\">Create a Character #3.1 &#8211; Modifying a Rig<\/a><br><a href=\"https:\/\/youtu.be\/ziWcTSXM6-M\">Create a Character #4 &#8211; Exporting<\/a><br><a href=\"https:\/\/youtu.be\/lxFi_i1ovZw\">Create a Character #4.1 &#8211; Animations in MotionBuilder<\/a><\/p>\n<p><code class=\"language-xml\"><code class=\"language-xml\"><\/code><\/code><\/p>\n<p><em><strong><span style=\"color: #ff9900;\">Tutorial &#8220;Custom Items&#8221; series by Crash<br><\/span><\/strong><\/em><a href=\"https:\/\/youtu.be\/LDO3sVhGvqY\">Custom Items | #1 Preparing<\/a><br><a href=\"https:\/\/youtu.be\/YyAh2BfCX64\">Custom Items | #2 Ingame Material<\/a><\/p>\n<p><code class=\"language-xml\"><code class=\"language-xml\"><\/code><\/code><\/p>\n<p><a href=\"https:\/\/www.youtube.com\/watch?v=4kibE-Ka-hs\"><span style=\"color: #ff9900;\"><em><strong>How to make &#8220;custom items&#8221; in with Blender by Kana<\/strong><\/em><\/span><\/a><\/p>\n<p><code class=\"language-xml\"><code class=\"language-xml\"><\/code><\/code><\/p>\n<p style=\"text-align: center;\"><a href=\"#backontop\">Back on Top<\/a><\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>DOCUMENTATION RELATED GETTING STARTED CONVERT ASSISTANT XML FILES from HelpTips.txt DYNAMIC ITEM TAGS &amp; ATTRIBUTES ITEM.XML TAGS &amp; ATTRIBUTES MESH.XML MATERIAL PHYSICSID LIST TUTORIAL LISTING DOCUMENTATION RELATED Since it already exists an official documentation coming from Developers theirself, here i will list those concerning all around the import. Refresh the page, if the web page&hellip; <a class=\"more-link\" href=\"https:\/\/aurel.titlepack.io\/index.php\/import-items\/\">Continue reading <span class=\"screen-reader-text\">IMPORT ITEMS<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"_links":{"self":[{"href":"https:\/\/aurel.titlepack.io\/index.php\/wp-json\/wp\/v2\/pages\/2117"}],"collection":[{"href":"https:\/\/aurel.titlepack.io\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/aurel.titlepack.io\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/aurel.titlepack.io\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/aurel.titlepack.io\/index.php\/wp-json\/wp\/v2\/comments?post=2117"}],"version-history":[{"count":182,"href":"https:\/\/aurel.titlepack.io\/index.php\/wp-json\/wp\/v2\/pages\/2117\/revisions"}],"predecessor-version":[{"id":2325,"href":"https:\/\/aurel.titlepack.io\/index.php\/wp-json\/wp\/v2\/pages\/2117\/revisions\/2325"}],"wp:attachment":[{"href":"https:\/\/aurel.titlepack.io\/index.php\/wp-json\/wp\/v2\/media?parent=2117"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}