Note: If you use Blender, you’ll want to use the Blender plugin created by Skyslide instead.
This step-by-step guide assumes you have already imported/created your 3D mesh and are somewhat familiar with your 3D software.
Create your mesh as you would for any other game.
In future steps you need to refer to your 3D software material names, so it’s good practice to give your mesh’s assigned materials proper names.
Nadeo Importer needs two UV layers; UV1
for BaseMaterial
typically mapped as your Diffuse texture. UV2
for the Lightmap
, which is used to calculate and bake lighting in the Trackmania map editor.
Basic materials (e.g RoadTech
, ItemBarrier
etc.) require UV1
for the texture information, and UV2
for lightmap information.
Custom materials(e.g CustomRock
, CustomPlastic
etc.) only rely on UV2
since they are projected materials.
You need to set these up correctly and efficiently or risk getting shadow artifacts on your items. Read our Texture coordinates guide for an in-depth look and best practices.
Nadeo Importer needs the UVs to be named or it will fail the exports. UV1
should be named BaseMaterial
and UV2
should be called Lightmap
(they’re case sensitive).
Nadeo Importer only feeds on .fbx
files. Luckily almost every 3D software can now export as this file type.
Export your .fbx
file as MESH-NAME.FBX
to Documents\Trackmania\Work\Items\PROJECT-NAME\Mesh\
.
If you don’t want to bother with manually setting up files, there are two tools that make the process a lot easier:
.xml
files and run console commands. You can find the documentation and download links on the Github repository.Setting up the Nadeo Importer files is very simple. Make sure you have the NadeoImporterMaterialLib.txt
file in your game directory after installing Nadeo Importer to get the correct link names.
1. Go to (or create) Documents\Trackmania\Work\Items\PROJECT-NAME\
.
2. Create a new text file in any text editor and paste this in. Make sure you adjust the AuthorName
value (this name shows up on TMX in the item list):
<Item Type="StaticObject" Collection="Stadium" AuthorName="YOUR-AUTHOR-NAME">
<MeshParamsLink/>
</Item>
3. Save this file as MESH-NAME.item.xml
in Documents\Trackmania\Work\Items\PROJECT-NAME\
.
4. Go to (or create) Documents\Trackmania\Work\Items\PROJECT-NAME\Mesh\
.
5. Create another new text file in any text editor and paste this in. This time, make sure you adjust the Material
names to fit the ones in your 3D software:
<MeshParams MeshType="Static" Collection="Stadium" Scale="1"
<Materials>
<Material Name="A" Link="Name1FromTheMaterialLib" Color="F00"/>
<Material Name="B" Link="Name2FromTheMaterialLib" Color="F00"/>
<Material Name="C" Link="Name3FromTheMaterialLib" Color="F00"/>
</Materials>
</MeshParams>
6. Save this file as YOURMESHNAME.MeshParams.xml
in Documents\Trackmania\Work\Items\PROJECT-NAME\Mesh\
.
.MeshParams.xml
and .item.xml
files for other meshes! Just copy, paste and rename the .MeshParams.xml
and .Item.xml
files and change attributes in the new .MeshParams.xml
only! Parameters in .Item.xml
files never change!Scale
, Color
,PhysicsID
etc. For a full list, refer to the official Nadeo Importer documentation.This final part is where the Nadeo Importer tool comes into play.
If you haven’t already, download the latest Nadeo Importer version from the official website.
Go to the folder where your Trackmania.exe
and NadeoImporter.exe
files are located. While in this folder, press SHIFT + RIGHT CLICK
on empty space inside the folder window and click “Open PowerShell window here”. If you’re on Windows 11, you’ll find the option under “Show more options”.
Paste the following command into PowerShell and adjust it according to your own mesh name: .\NadeoImporter Item Items\PROJECT-NAME\MESH-NAME.item.xml
.
Now hit ENTER
on your keyboard. If you did all the steps correctly your item should now be located in Users\you\Documents\Trackmania\Items\PROJECT-NAME\
.
If you have a lot of items you’d like to export at once, you can type *
instead of MESH-NAME.item.xml
and it’ll export all files within that folder.
For example, this exports all files it finds in the PROJECT-NAME
directory: Items\PROJECT-NAME\*
.