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\*.
