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View Full Version : [Tutorial] Pokémon 4th Gen Mapping (Still in the works, Importing is not done yet)


Team Fail
October 4th, 2012, 06:42 PM
I've finally gotten to know how to do map editing on the DS, although part of it is still touchy. I'll split this into several sections and cover each part of it.

Table of Contents Click on each link below to jump directly to it's respective part!
[alink id="Needs"]1. What you need[/alink id]
[alink id="export"]2. Exporting a map[/alink id]
[alink id="editing"]3. Editing a map[/alink id]
[alink id="importing"]4. Importing a map[/alink id]
[alink id="mpermissions"]5. Movement Permissions and objects[/alink id]
[alink id="matrix"]6. Headers and the Map Matrix[/alink id]
[alink id="fin"]7. Credits and Final Info[/alink id]
[alink id="langs"]8. Other Languages[/alink id]

[a id]Needs[/a id]What you will need
Spiky's DS Map Editor (SDSME) - You can get the latest version from this thread (http://www.pokecommunity.com/showthread.php?t=288625). (Version 1.1 Min. required)
Nintendo NITRO System Kit Plugins for either Maya or Autodesk 3DS Max (You can find these in a copy of the NITRO SDK. You'll have to Google for these, however, as they are copyright Nintendo.) and the program G3DCVTR, also in the NITRO System Kit *Thanks to Bond697 for a tad of clarification here*.
MKDS Track Editor (You can find the required version here (http://florian.nouwt.com/ds/3.0beta4.zip)) NO LONGER NEEDED!
Google Sketchup (Or another similar 3D editor that can import OBJ files. Note: If you're using Sketchup 8, download this (http://www.fluidray.com/downloads?did=10) (Click the orange Download button!) and install it, as it will allow importing of OBJ files.) Note: This is a paid program after the 8-hour limit, so it's up to you on what to do from there.
3DS Max 6 OR Alias Maya versions 5.0, 6.0, 6.5 or 7.0 (Depending on what version of the SDK Plugin you want to use) (Note: These are paid programs, so it's your choice on how you plan to obtain these programs.)

[a id]export[/a id]Exporting a Map
To begin with your map editing, you'll want to export your map. To begin, download and open SDSME, and open your Rom of choice. Wait for it to open the Rom and simply dismiss the Headers Found messagebox. Afterwards, you're free to do whatever you wish, but for our needs, click the Matrix Editor tab, then underneath, click the Map Files sub-tab, as seen in the image below:
http://i.imgur.com/cWVQ1.png
Now, we must find the map you wish to edit. The map matrix is in the shape of the region of the game you're editing, so find the location that it is on that map, then double-click on the location where it is. Large locations are split into multiple maps as well, such as Jubilife City(DPPt) or Goldenrod City(HGSS). From here, we're going to export our map. Click the "Export" button underneath the 3D Model section, then under Save As Type, select "Wavefront OBJ Model Files". Save it to a location of your liking. Now open Google Sketchup (Or whatever program you use to edit models), and import the OBJ file. Congratulations! You've successfully exported your map file!

[a id]editing[/a id]Editing a Map This part is geared towards Google Sketchup 8. Therefore, your mileage may vary.
To import your map into Sketchup 8, ensure the plugin from fluidray is installed first. If not, click the link above to go to the download page, download and install the plugin. Then, restart Sketchup 8. From here, you'll want to start a new project, then delete the person that's standing at the origin of the 3D area, by clicking him/her, then pressing the Delete button on your keyboard. Now, go File -> Import... and select your OBJ file you exported with the MKDS editor. If Obj Files is not in your filetypes list, ensure the fluidray plugin is installed properly.

From here, a window will pop up. Leave everything as it is, except for Flip YZ. If you believe your settings are different, compare them with the settings below:

Units: Meters
Flip YZ?: Yes (Doing so will set the map in the correct orientation. You can say No, and fix this later, but to prevent pains down the road, just set this to Yes.)
Triangulate Polygons?: Yes (And please keep this to Yes. It will prevent pains later on!)
Ignore Material Library?: Set this to No.

Now, after you've clicked OK, the map file, with all it's textures, will be attached to your mouse for you to position. For simplicity's sake, place it on the Origin. You'll know it's on the origin, because it shows "Origin" in a popup window beside your mouse, like in the image below:
http://i.imgur.com/ri1bv.png

From here, you're free to edit your maps. To break it down, select the map, then go Edit -> Component (It's the bottom option), and in the pop-out menu, click Explode. It will break it down into components, which in themselves, can be exploded in the same way. From there, you can select polygons, move them, expand them, add them, remove them, and so on and so forth. Once you're all done, go Export, click on 3D Model in the popout menu, then save it as an OBJ file. You are now done editing the model. We now begin the long, tedious task of importing the model.

[a id]importing[/a id]Importing a Map
(To be added later, as I need to perfect this.)

[a id]mpermissions[/a id]Movement Permissions and objects
Movement permissions are the most essential part of any map. They determine where grass is, where you can surf, where sandy slopes are, and more. To edit movement permissions, head back to the Map Editor tab on your chosen map of question. All the different parts represent movement permissions- whether they can be walked through, or if you can surf on it. The following spoiler contains a partial list of all the movement permissions for Diamond and Pearl (Feel free to document the rest, and for those of other games!)
00 - Any movement
01 - Any movement
02 - Grass
03 - Tall Grass
04 - Any movement
05 - Any movement
06 - Any movement
07 -
08
09
0A
0B
0C
0D
0E
0F
10 - Surf
11 - Surf
12 - Surf
13 - Waterfall (Top of)
14 - Surf
15 - Surf
16 - Splash puddle
17 - Splash Water (For Routes)
18
19
1A
1B
1C
1B
1E
1F
20
21 - Sand
22
23
24
25
26
27
28
29
2A
2B
2C
2D
2E
2F
30
31
32
33
34
35
36
37
38 - Jump Right ledge
39 - Jump Left ledge
3A
3B - Jump down ledge
3C
3D
3E
3F
40
41
42
43
44
45
46
47
48
49
4A
4B
4C - Rock Climb paths
4D
4E
4F
50
51
52
53
54
55
56
57
58
59
5A
5B
5C
5D
5E
5F - Indoor stairs - Highest point
60
61
62
63
64
65
66
67
68
69 - Door entrance
6A
6B
6C
6D
6E
6F
70 - Top/Bottom of sandy slope (Initates movement action, Layer change)
71 - Middle sections of sandy slopes (Layer change, over/under interaction)
72
73 - Bridge with no under interaction
74
75
76 - Single-width bike paths
77
78
79 - Single-width bike paths (U-D, Sand underneath)
7A - Single-width bike paths
7B
7C - Single-width bike paths
7D - Single-width bike paths (L-R, Sand underneath)
7E
7F
80
81
82
83
84
85
86
87
88
89
8A
8B
8C
8D
8E
8F
90
91
92
93
94
95
96
97
98
99
9A
9B
9C
9C
9E
9F
A0 - Berry Soil
A1 - Snow - 1 layer deep
A2 - Snow - 2 layers deep
A3 - Snow - 3 layers deep
A4 - Swamp Walkable
A5 - Swamp Fall-in step
A6
A7
A8 - Snow
A9
AA
AB
AC
AD
AE
AF
B0
B1
B2
B3
B4
B5
B6
B7
B8
B9
BA
BB
BC
BD
BE
BF
C0
C1
C2
C3
C4
C5
C6
C7
C8
C9
CA
CB
CC
CD
CE
CF
D0
D1
D2
D3
D4
D5
D6
D7
D8
D9 - Top of Sandy Slope (Desert)
DA - Bottom of Sandy Slope (Desert)
DB
DC
DD
DE
DF
E0
E1
E2
E3
E4
E5
E6
E7
E8
E9
EA
EB
EC
ED
EE
EF
F0
F1
F2
F3
F4
F5
F6
F7
F8
F9
FA
FB
FC
FD
FE
FF
To edit a movement permission, click on a tile, then change it's value to one in the list above. Press Enter on the keyboard when you're done, and it will set the value of that tile. Of course, you can also set the ability for a tile to be passable or non-passable. To do this, select a tile, then in the top-right part of the window, choose between "Free Passage" or "No Passage". When done editing, click "Save Current" in the lower-left section of the window beside the movement permissions editor to write the changes to the map file. That's all there really is to editing movement permissions, but what about objects, like houses or fountains?

To add a new object (Or edit an existing one), click the "Edit Buildings" button under the "Buildings" header. From here, a models list and a preview window (With your movement permissions) will show up. Select a building. To change what kind of building/model it is, change the Model Index number in the numeric number changer. If you don't know what it looks like, there is a new preview window (As of SDSME 1.5.0) that has a list of all objects in the game, as well as a viewer for the objects. You can also export OBJ/NSBMD object files from here for editing.

You can use that window to preview objects. If the model does not appear in-game, that's because in the header, the textures 2 header byte does not display that object. Edit that header bit to change the model textures. (This will be explained later)

You can change the width/height/length heights as well, with the text fields at the bottom of the Buildings window, and you can change the X/Y/Z co-ordinates of an object. Note, though...

X - Move an object left or right
Y - Move an object higher or lower from the surface of the map
Z - Move an object up or down

When done, click "Save Current", then just click the X in the top corner.

[a id]matrix[/a id]Headers and the Map Matrix
Headers are what allows you to choose what song plays on a map, weather, script sets, and more. To choose the proper map's header, head to the Matrix Editor, then click the Map Headers sub-tab.
http://i.imgur.com/zq5qd.png
This also, like the map data tab, looks like the region of the map in your respective version. Find that map, then double-click on it. It will bring you to the headers tab with the respective header for that map highlighted.

For the weather tab, you can replace that number with any of the following values (DPPt Only!) :
0 Normal
1 Cloudy
2 Rain
3 Heavy Rain
4 Thunderstorm with Heavy Rain
5 Snow
6 Hail
7 Blizzard
8 White Background
9 Volcanic Ash
10 Sandstorm
11 Diamond Dust
12 Rising Rocks
13 Purple and Black Background
14 Gradiant White Fog
15 Gradiant Black Fog
16 Dark Area (Requires Flash)
17 Thunderstorm with No Rain
18 Light Fog
19 Thick Fog
20 Rainbow
21 Hail
22 Sandstorm
23 Tree Shade
24 Very Dark Area
25 Very Dark Area
26 Black Layer
27 Cyan Layer
28 Red Layer
29 Blue Layer
30 Black Layer
31 Crash Upon Entering
32 Rain, Heavy Rain or Thunderstorm with Heavy Rain
33 Normal, Cloudy or Rain
34 Hail or Blizzard
35 Hail or Snow
36 Normal, Snow or Diamond Dust
37 - 255 Cycles through weather effects 32, 33, 34 and 35 with each value from 37 to 255.
Music can be any of the following DP values (I'm too lazy to translate) :
1000: Mysterious zone
1001: Nothing
1004: Twinleaf town
1005: Sandgem town
1006: Floa
1007: Trostu/Weideburg (Day)
1008: Kahlberg (Outside) Route 225/226/227 (Day)
1009: Erholungsgebiet/Kühnheitsufer/Route 213 (Day)
1010: Jubilife city (Day)
1011: Fleetburg (Day)
1012: Erzelingen (Day)
1013: Elyses/Ewigenau (Day)
1014: Herzhofen (Day)
1015: Trostu/Weideburg (Day)
1016: Schleide (Day)
1017: Sonnenwik
1018: Blizzard
1019: Pokémon league (day)
1020: Battle area/Survival area (Day)
1021: Route 201
1022: Route 203/218 (Day)
1023: Route 205/West-211 (Day)
1024: Route 206 (Day)
1025: Route (Day)
1026: Route East-211 (Day)
1027: Route 216 (Day)
1028: Route 228/229 (Day)
1029: Prof. Rowan's labor
1030: Search for the red Gyarados
1031: Ewigenau
1032: Route 205
1033: Twinleaf town
1034: Sandgem town
1035: Flori
1036: Trostu/Weideburg (Night 2)
1037: Kahlberg (outside) Route 225/226/227 (Night)
1038: Erholungsgebiet/Kühnheitsufer/Route 213 (Night)
1039: Jubilife city (Night)
1040: Fleetburg (Night)
1041: Erzlingen (Night)
1042: Elyses/Ewigenau (Night)
1043: Herzhofen (Night)
1044: Trostu/Weideburg (Night)
1045: Schleide (Night)
1046: Sonnenwik (Night)
1047: Blizzach (Night)
1048: Pokémon league (Night)
1049: Battle area/Survival area (Night)
1050: Route 201
1051: Route 203/218 (Night)
1052: Route 205/West-211/Valley windworks(Night)
1053: Route 206 (Night)
1054: Route (Night)
1055: Route Ost-211 (Night)
1056: Route 216 (Night)
1057: Route 228/229 (Night)
1058: Elyses/Ewigenau (Special)
1059: Route 205 (Special)
1060: Underground
1061: Basis-Fahne geklaut!
1062: Siegesstrasse
1063: Secret melody
1064: Grusel-song
1065: Trio cave
1066: Platz der Treue
1067: Team Galactic 1
1068: Team Galactic 2
1069: Grossmor
1070: Trio lake
1071: Kraterberg
1072: Speersäule
1073: Kahlberg
1074: Cave 1
1075: Cave 2
1076: Pokémon League(inside)
1077: Hall of fame
1084: Prof. Rowans laboratory
1085: Pokémon Center (day)
1086: Pokémon Center (Night)
1087: Gym
1088: Ruhmeshalle
1089: Knursperei/Contest hall
1090: Pokémon Mart
1091: Game Corner
1092: Duellturm
1093: Jubilife city TV station
1094: Secret laboratory (Team Galactic)
1100: Trainer spotted! (Teenager)
1101: Trainer spotted! (Planscher)
1102: Trainer spotted! (Rocker/Policeman/Psychic/Schwarzgurt)
1103: Trainer spotted! (Team galactic grunt)
1104: Trainer spotted! (Umbrella lady/Beauty)
1105: Trainer spotted! (Runemaniac/Explorer)
1106: Trainer spotted! (Gambler)
1107: Trainer spotted! (Angler/Sailer)
1108: Trainer spotted! (Forscher/PKMN-Sammler)
1109: Trainer spotted! (Ass-Trainer/PKMN-Ranger)
1113: Elite four battle!
1114: Champion Cynthia battle!
1116: Wild Pokémon
1117: Gym theme
1118: Trio
1119: Trainer
1120: Team galactic boss: Cyrus
1121: Dialga/Palkia
1122: Champion Cynthia
1123: Galactic Rüpel
1124: Rivale
1125: The god pokémon: arceus
1126: Legendary Pokémon
1127: Pokémon caught
1128: Trainer sighted
1129: Gym leader meeting
1130: Champion Cynthia meeting
1131: Team glactic Commander/Rüpel meeting
1132: Team galctit boss: Cyrus
1133: Elite four meeting
1134: Team galactic Commander: Jupiter/Mars/Saturn
1136: Elite four
1138: No Chase
1139: Rival spotted!
1140: Verbrecher!
1141: Pokémon trade
1144: Dialga/Palkia enters our Dimension 1
1145: Dialga/Palkia enters our Dimension 2
1150: Poké-Radar
1151: Surf song
1152: Bicycle Theme
1169: Knursp-House
1171: Ruhmeshalle 2
1172: Intro
1173: Titlescreen
1174: Wi-Fi 1
1175: Wi-Fi 2
1176: Contest dancing-song 1
1177: Contest dancing-song 1
1178: Contest dancing-song 1
1179: Contest dancing-song 2
1180: Contest dancing-song 2
1181: Contest Price ceremony
1182: Contest Winner
1183: Knurspe backen
1186: Credits
1187: Knurspe backen
Camera can use these values (DPPt Only) :
00 - Basic 3D
04 - Basic 2D
05 - 3D Like on Spear Pillar
08 - 3D Camera high placed, like on Stark Mountain
09 - 3D Better sight, like in the Eterna City arena
14 - 3D Little dwarfs in a world of giants, like in Hall of Origin
Note: If you use the "Music Modifier", Weather Modifier, or Motion 3D Action Replay codes, the value you input into the calculator will be the same value you can use in these tabs.
Note 2: Be sure to press the "Enter" or "Return" key on your keyboard or select another cell in the editor before you save your changes, or else SDSME will not actually save the new header values.

And with that, this concludes the DS Mapping Tutorial.

[a id]fin[/a id]Credits and Final Info
I'd like to give my thanks to a few people and groups:
Spiky-Eared Pichu/Markitus95 for the amazing editor and for telling me some of these bits of info that got this tutorial going
Gericom for the MKDS Track Editor
The creator of the NSBMD viewer
Nintendo for the super-useful plugins
Google for Sketchup
Alias for Maya
Autodesk for 3DS Max
Kodewerx (http://www.kodewerx.org/wiki/Pok%C3%A9mon_Diamond_and_Pearl_(U)/Action_Replay) for the Header values
Platinum Lucario for the completed list of weather values and SDSME Header Editor warning

Changelog:
4/10/12: Changed a setting to ensure confusion does not come about concerning importing, and reworded the reposting bit at the bottom.
4/10/12: Added a disclaimer.
11/25/12: Added info regarding SDSME 1.5.0.

[a id]langs[/a id]Other Languages
German (Provided by Gfe (http://www.pokecommunity.com/member.php?u=333505) [PENDING THREAD LINK])
Italian (Provided by xalien95 (http://www.pokecommunity.com/member.php?u=251813) [Link (http://pokemonmakers.altervista.org/forum/index.php?/topic/32-mapping-pokemon-4a-generazione/)]
Spanish (Provided by mikelan98 (http://www.pokecommunity.com/member.php?u=300773) [Link (http://wahackforo.com/t-super-logro-mapeando-en-la-4-generacion)]

This tutorial was written by Team Fail. If you wish to publish this tutorial on another site, please PM or VM me and we can discuss such options. In saying so, please do not post without express permission from me. If you find any unauthorized copies of this thread on the internet, please PM me at http://www.pokecommunity.com/private.php?do=newpm&u=150187.

Pike15
October 5th, 2012, 07:50 AM
Awsome thanks this was really helpfull. Gonna upload my maps soon ;D

Team Fail
October 5th, 2012, 09:08 AM
Awsome thanks this was really helpfull. Gonna upload my maps soon ;D

Best of luck editing them!

I plan to add the inserting bit soon, not too sure when. I also want to add a bit more info on the Map Matrix later too, as I haven't done everything on the Map Matrix yet.

Pike15
October 5th, 2012, 09:11 AM
The only thins is that Autodesk is not free. Or can i get it for free??

Team Fail
October 5th, 2012, 09:22 AM
The only thins is that Autodesk is not free. Or can i get it for free??

I think they have a program for schooling that allows you to get it, but I'm not sure how it works. Or else, you can just get a cracked version. It's up to you.

Pike15
October 5th, 2012, 09:25 AM
i want a cracked versio but i dont know where to get one.

Team Fail
October 5th, 2012, 09:31 AM
i want a cracked versio but i dont know where to get one.

I can't help you there, but I can say that Google is your friend here.

Pike15
October 5th, 2012, 09:32 AM
ok i gonna give it a try mate. But can you post me any of your maps wanna see what you are able to do with this hack ;D Thanks by hand.

Team Fail
October 5th, 2012, 09:40 AM
ok i gonna give it a try mate. But can you post me any of your maps wanna see what you are able to do with this hack ;D Thanks by hand.

I've got myself a custom map already, I'm just trying to master inserting it.

Pike15
October 5th, 2012, 09:41 AM
ok awsome. But if you gonna get a autodesk 3ds max free trial you gotta have your own bussnies. You got any idea pm me

Team Fail
October 5th, 2012, 09:55 AM
ok awsome. But if you gonna get a autodesk 3ds max free trial you gotta have your own bussnies. You got any idea pm me

I have a cracked copy of Maya 6 on my computer so I'm fine. Try Googling for some of this as you may find something to your liking.

Pike15
October 5th, 2012, 09:58 AM
ok then i know that cracked version is possible. But how is it going with inserting maps??

Team Fail
October 5th, 2012, 10:16 AM
ok then i know that cracked version is possible. But how is it going with inserting maps??

You use Maya/3DS Max with the NITRO SDK plugins. The plugins, you WILL have to torrent/download. Here's how they're used:

Export from Sketchup as OBJ -> Open in Maya/3DS Max as OBJ -> Export as .IMD (Only can be done through SDK plugins, as the programs do not support IMD natively) -> Convert in G3DCVTR -> Insert using SDSME

It's pretty close to that, but I'm still missing something, as my maps don't insert properly. =\

Pike15
October 5th, 2012, 10:19 AM
Ok but can you please show one of your maps??

Team Fail
October 5th, 2012, 10:48 AM
Ok but can you please show one of your maps??

Pardon the massive resolution.

http://i.imgur.com/g9VGR.jpg

That's the map in Sketchup.

http://i.imgur.com/XcTkC.png

Here's a wireframe copy of that map in Maya 6. Note that it has NINTENDO NITRO-System added to the context menu, which is a result of the SDK plugins.

Pike15
October 5th, 2012, 10:50 AM
is it hard to edit the maps??. And nice maps. And is it twinleaf??

Team Fail
October 5th, 2012, 10:54 AM
is it hard to edit the maps??. And nice maps. And is it twinleaf??

Not really. Just moving objects, adding new surfaces, etc etc. And the map is for my hack, Pokemon Aqua Sapphire.

Pike15
October 5th, 2012, 10:56 AM
Awsome are you working on a rse remake?? and which route/city have remake and is it hg ss or dpp??

Team Fail
October 5th, 2012, 11:09 AM
Awsome are you working on a rse remake?? and which route/city have remake and is it hg ss or dpp??

http://www.pokecommunity.com/showthread.php?t=256890

Anyways, getting back on topic, I'm waiting for someone to get on MSN so I can get these final details for inserting, and once I come up with feasible results, I'll be adding it in.

I may add the matrix bit today or tomorrow, depends on when I feel like it.

Platinum Lucario
October 5th, 2012, 11:19 AM
Thanks so much for the tutorial, for a while I was using Autodesk 3ds Max 8... which I have actually learned how to use some of it's functions except for assigning new material to a newly added polygon... which I'd really like to learn how to do that.

As far as I'm concerned... I have fixed the material on Nuvema Town after importing the .obj into 3ds Max 8 and got it's textures working correctly, just by simply going to material editor, which is that box with the four coloured balls on it. Once you've opened it, in where it says "Self-Illumination"... click on the square on the right, then double click bitmap and select the texture you'd like, then click "Show Map in Viewport", which has an icon that looks like a cube with squares on it.

However... I've tried that with a newly added polygon and it doesn't work, if someone is able to tell me before I learn how to, I would be greatly appreciated. ^^

Anyways, if anyone is trying to extract the model data of a map in Black/White or Black2/White2, you will have to use a hex editor for it and your intelligence. First you start off at where it says in the text "BMD0", which is the title of the BMD0 header, then select the bytes all the way down to where there is Euro cent symbols in the text, once you get there, look in the hexadecimal bytes area... and look for a "20 00 20", if you find it... stop the selection before those bytes, 'cause that area marks the header for (what I assume is) the movement permissions. After you've done that... copy those bytes and paste them onto a new file and save it as .nsbmd.

Pike15
October 5th, 2012, 11:21 AM
Awsome dude i support you and keep up all you´re good work

Srry for double post. But how do i open .obj files in autodesk??

Team Fail
October 5th, 2012, 11:42 AM
Awsome dude i support you and keep up all you´re good work

Srry for double post. But how do i open .obj files in autodesk??

I'm not using Autodesk, so I'm not too sure. But to make it of any use to you, you'll have to get the NITRO SDK for the Nintendo DS before it's of any use.

Pike15
October 5th, 2012, 11:46 AM
ok but im downloading maya6.0 with keygen right now is that the deal you´re running on??

Team Fail
October 5th, 2012, 11:47 AM
ok but im downloading maya6.0 with keygen right now is that the deal you´re running on??

That's what I'm using, yes. You'll still need the SDK plugins though.

Pike15
October 5th, 2012, 11:50 AM
Sure i go google after them right now ;D

Platinum Lucario
October 5th, 2012, 11:56 AM
Also when using B/W or B2/W2, once you've compiled an .imd file into .nsbmd using G3DCVTR, you can import the model of the map manually with a hex editor, in the same way as you've extracted it manually. I think I should make a guide on how to edit maps in B/W and B2/W2, 'cause it's done in the same way.

Another thing you can do before compiling an .imd into .nsbmd, you can open up the .imd using NNS_3D_Material_Editor, which is another official Nintendo development tool for Nintendo DS game development in the Nitro SDK.

NNS_3D_Material_Editor can be found on some websites, but Google is your friend for that. Though I have to admit... it is very hard to find though. lol Almost no one would be able to find it. Maybe I'll have to upload the Nitro SDK to some torrent sites, so that people searching Google will be able to find them.

Pike15
October 5th, 2012, 12:49 PM
this seems so complicated. If anyone could make a step by step guide for dummies like me. i would be very greatfull. Thanks by hand ;D

Platinum Lucario
October 5th, 2012, 03:14 PM
this seems so complicated. If anyone could make a step by step guide for dummies like me. i would be very greatfull. Thanks by hand ;D

Yeah, I'll start up a guide on how to edit 5th generation maps. Since there isn't any tool to extract them... I will have to teach everyone to do it manually via a hex editor... and I will do everything I can to help people with extracting the data of the 3D map model and put it into a single file with a hex editor with saving it as .nsbmd and also... to teach people where to select in the map binary to copy and paste the bytes.

droomph
October 5th, 2012, 06:34 PM
Yeah, I'll start up a guide on how to edit 5th generation maps. Since there isn't any tool to extract them... I will have to teach everyone to do it manually via a hex editor... and I will do everything I can to help people with extracting the data of the 3D map model and put it into a single file with a hex editor with saving it as .nsbmd and also... to teach people where to select in the map binary to copy and paste the bytes.

Oh please do. Unless you provide a torrent or download of NitroSDK that actually works that's the way for me to go.

Pike15
October 6th, 2012, 03:29 AM
Oh please do. Unless you provide a torrent or download of NitroSDK that actually works that's the way for me to go.

Yes im also want the torrent for NitroSDK

VERGUNDAI
October 6th, 2012, 04:45 AM
I wonder if I can upload all these stuff to Mediafire since everyone needs them, and I have all of the nintendo plugins tools plus 3DS Max 6, Maya.

My problem is I cant import obj files on 3DS Max 6 so that i can transfer them into imd files.

message me [email protected] for nns plugins

Platinum Lucario
October 6th, 2012, 05:47 AM
I wonder if I can upload all these stuff to Mediafire since everyone needs them, and I have all of the nintendo plugins tools plus 3DS Max 6, Maya.

My problem is I cant import obj files on 3DS Max 6 so that i can transfer them into imd files.

message me [email protected] for nns plugins

You will also need a plugin in order to import .obj files into Discreet 3ds Max 6. Which should be somewhere, it's called OBJ to MAX, there's also it's export counterpart called MAX to OBJ.

I would recommend creating torrents of the NNS plugins, and give it a good enough title for everyone to be able to find it, like "Nitro Developer Plugins" or "Nitro 3ds Max and Maya plugins". You can also upload them to ROM sites as well, ones that will accept SDKs and plugins.

I've gotta say, Discreet 3ds Max 6 is also rather hard to find, I managed to find an ISO of it, I will indeed create a torrent of Discreet 3ds Max 6 that contains it's keygen and the Nitro Plugins alongside it. It will indeed help people to creating ROM hacks for Generation IV and V.

Pike15
October 6th, 2012, 08:42 AM
Team fail. How is it going with inserting maps??

droomph
October 6th, 2012, 10:07 AM
I think he said somewhere that he's working on getting the textures (ie what you actually see) to work properly, so that's where he's at.

Pike15
October 6th, 2012, 10:18 AM
I think he said somewhere that he's working on getting the textures (ie what you actually see) to work properly, so that's where he's at.

ok i whish him all luck to fix it ^^

VERGUNDAI
October 6th, 2012, 12:51 PM
Awesome, ShinySilver...

- Thanks for the OBJ to MAX...

- Some ROM hack sites aren't responding to my uploads at all..

Pike15
October 6th, 2012, 02:39 PM
Awesome, ShinySilver...

- Thanks for the OBJ to MAX...

- Some ROM hack sites aren't responding to my uploads at all..

Are you working on a hack?? and can i see some of your maps??

thanethane98
October 6th, 2012, 06:54 PM
Hey, thanks for the tutorial! It's very useful for people trying to understand how to use these tools. :)

Anyways, I was wondering, is there anyway that you can add how to set up warps to the tutorial? I'm at a loss for how to do so with ds maps...

VERGUNDAI
October 6th, 2012, 07:44 PM
Yes, I'm working on Multiple Hacks testing maps...

Problems:
- some maps fail at texture so when you add new polygons it always ends up in different textures(while in the game.)

Problem is that 3DS Max 6 has nitro plugins working with 3d material editor but the obj2max import plugin is really messy or loads wrong textures.

*If anyone knows how to install nitro-sdk on Max 8 please tell me!
--> when i install the nitro plugin into Max 8 it loads plugin errors, but some people were able to install it onto Max 8.

* Why Max 8 or 2010, you can load textures without fail and edit it.

Also I might soon post my RomHack of Platinum/ or Heartgold.

Team Fail
October 6th, 2012, 08:29 PM
Hey, thanks for the tutorial! It's very useful for people trying to understand how to use these tools. :)

Anyways, I was wondering, is there anyway that you can add how to set up warps to the tutorial? I'm at a loss for how to do so with ds maps...
Warps are done in PPRE. You can move warps around with SDSME, but I haven't used it yet.
Team fail. How is it going with inserting maps??
I'm currently trying to figure out how to assign textures in Maya 6/3DS Max 6 and have it properly export.

NOTE: The plugins you have will ONLY WORK ON THE VERSIONS THEY WERE MADE FOR. Trying to run them on a different version of the program will cause errors and will cease to work properly. Ensure you have the correct version of the program!

Platinum Lucario
October 7th, 2012, 04:54 AM
Yes, I'm working on Multiple Hacks testing maps...

Problems:
- some maps fail at texture so when you add new polygons it always ends up in different textures(while in the game.)

Problem is that 3DS Max 6 has nitro plugins working with 3d material editor but the obj2max import plugin is really messy or loads wrong textures.
Yes, I'm having this problem too, I'm also having difficulty exporting the files with the plugin as well. It comes up with an error saying "An error has occurred and the application will now close. Do you want to save a copy of the current scene?", after saving or not saving... it then comes up with the Discreet Error Report.

*If anyone knows how to install nitro-sdk on Max 8 please tell me!
--> when i install the nitro plugin into Max 8 it loads plugin errors, but some people were able to install it onto Max 8.

* Why Max 8 or 2010, you can load textures without fail and edit it.

Also I might soon post my RomHack of Platinum/ or Heartgold.

When I tried loading it on Max 8, it showed the NINTENDO NITRO-System option. But when trying to export the file, it wouldn't work.

droomph
October 7th, 2012, 07:44 PM
Hey, thanks for the tutorial! It's very useful for people trying to understand how to use these tools. :)

Anyways, I was wondering, is there anyway that you can add how to set up warps to the tutorial? I'm at a loss for how to do so with ds maps...

That's taken care of by the map header and preliminary information, I think you should go check that out.

VERGUNDAI
October 7th, 2012, 09:45 PM
Yes that is the problem,

- I wonder if Spiky knows how to install the Plugins successfully.

Pike15
October 7th, 2012, 11:35 PM
I wanna see some maps please

VERGUNDAI
October 8th, 2012, 01:34 AM
I will upload some soon, if my computer stops being lousy..

Pike15
October 8th, 2012, 02:17 AM
ok awsome dude are you working in rse remake ??

Spiky-Eared Pichu
October 8th, 2012, 05:54 AM
Amazing tutorial, I really hope it opens the path to 4th Gen hacking to even more people!

Someone asked about how to install the plugins. There's a pdf file included with the plugins (or at least it should be) that has official instructions. Also, the 3ds max plugins work with versions 6, 7 and 8. 8 is the last version to work, newer ones don't.

Team Fail
October 8th, 2012, 07:14 AM
Amazing tutorial, I really hope it opens the path to 4th Gen hacking to even more people!

Someone asked about how to install the plugins. There's a pdf file included with the plugins (or at least it should be) that has official instructions. Also, the 3ds max plugins work with versions 6, 7 and 8. 8 is the last version to work, newer ones don't.

The ones in the SDK are a bit confusing, so I plan to add a simplified copy of the instructions here.

As for the 3DS Max plugins, that's good to know. The installation instructions should be the same for all three. c:

VERGUNDAI
October 9th, 2012, 06:48 PM
I thought of it, about RSE remake and I made littleroot town.
Then again I thought about LOL this won't make any difference.

Since I used HGSS, i used the build from Pallet Town to start off, since it had the Pallet Town 3D Building data. But I also wanted to use the New Bark 3D building datas which had the appropriate models to load the houses.

And the models from New Bark won't load on Pallet Town.

thanethane98
October 9th, 2012, 07:04 PM
Warps are done in PPRE. You can move warps around with SDSME, but I haven't used it yet.

Yeah, I've been trying to with both programs, but so far it's done nothing. Every time I set the warp to just the map I want, it won't actually go to this location when I use the warp in game. I've verified quite a few times that I have the right place and the right warp, but nothing seems to be working. :(

Pike15
October 10th, 2012, 01:00 AM
I thought of it, about RSE remake and I made littleroot town.
Then again I thought about LOL this won't make any difference.

Since I used HGSS, i used the build from Pallet Town to start off, since it had the Pallet Town 3D Building data. But I also wanted to use the New Bark 3D building datas which had the appropriate models to load the houses.

And the models from New Bark won't load on Pallet Town.

i wanna some of you´re maps please sir. Becuase i wanna see what you can do with this tools ;)

Beike
October 25th, 2012, 12:33 PM
Hey, I'd like to say thanks for the tutorial, it's really clear and helpful. However, I have a small problem. Your maps seem to open with textures automatically in Sketchup. Well, mine don't... :nervous: For the record, I'm using HGSS maps. I've tried several, but none of them work. I'm using Sketchup 8, the free version. Anyone would happen to know the solution to this?

Team Fail
October 25th, 2012, 12:38 PM
Hey, I'd like to say thanks for the tutorial, it's really clear and helpful. However, I have a small problem. Your maps seem to open with textures automatically in Sketchup. Well, mine don't... :nervous: For the record, I'm using HGSS maps. I've tried several, but none of them work. I'm using Sketchup 8, the free version. Anyone would happen to know the solution to this?

They should. Make sure that Ignore Material Library?: is set to No when you are importing the map. Setting this to Yes will make it be all white.

VERGUNDAI
October 25th, 2012, 08:35 PM
There's a bug sometimes, you need to reinstall it, or clear the Skecthup caches.

Team Fail
October 25th, 2012, 08:39 PM
There's a bug sometimes, you need to reinstall it, or clear the Skecthup caches.

I never knew that it had a cache in the first place. But just try playing a bit with your settings.

Beike
October 26th, 2012, 09:54 AM
Afraid the suggestions didn't solve my problem. Ignore Material Library is set to no, I've tried reinstalling both the plugin and Google Sketchup itself, but I still get all black/white textures. I am sure these maps have textures because they show up in MKDS. Any suggestions :cross-eye?

Team Fail
October 26th, 2012, 09:56 AM
Perhaps it might be because I've seen that Sketchup was changed to Trimble Sketchup. I'll see if there is a plugin for that.

Platinum Lucario
October 27th, 2012, 12:57 AM
Perhaps it might be because I've seen that Sketchup was changed to Trimble Sketchup. I'll see if there is a plugin for that.

Actually, it has nothing to do with the name. 'Cause I've used Trimble Sketchup (the free version) with the same plugin that you're using, and it imported all the textures into the map.

Afraid the suggestions didn't solve my problem. Ignore Material Library is set to no, I've tried reinstalling both the plugin and Google Sketchup itself, but I still get all black/white textures. I am sure these maps have textures because they show up in MKDS. Any suggestions :cross-eye?

The reason why your map doesn't have any textures showing up in it... is quite simple: You didn't export the NSBMD with the textures. The only way to do so is by using SDSME and under "3D Model", click on "Export with Textures". Then you'll be able to export the NSBMD with the textures, then open it up in MKDS Course Modifier and export as .obj.

Beike
November 7th, 2012, 08:50 AM
Actually, it has nothing to do with the name. 'Cause I've used Trimble Sketchup (the free version) with the same plugin that you're using, and it imported all the textures into the map.



The reason why your map doesn't have any textures showing up in it... is quite simple: You didn't export the NSBMD with the textures. The only way to do so is by using SDSME and under "3D Model", click on "Export with Textures". Then you'll be able to export the NSBMD with the textures, then open it up in MKDS Course Modifier and export as .obj.

Sadly, it's not that simple. I double-checked it by exporting it again using that option, and on top of that, the textures show up in MKDS Converter, so I am sure they are there. It's not the game either, since I tried DPP maps as well, and they won't open with textures either :(

Edit: It doesn't seem to be Sketchup? Textures won't open in Blender either...

Edit2: Not my computer's fault, doesn't work on other computers either. I've tried about everything I could think of, so I'm pretty much stuck... I'm still getting the models all white (and squarey) and the ground all grey. Anyone willing to upload a correctly textured HGSS map (or DPP if you want to) to see if I can open that?

Would anyone be able to help me?

Team Fail
November 11th, 2012, 06:19 PM
Sadly, it's not that simple. I double-checked it by exporting it again using that option, and on top of that, the textures show up in MKDS Converter, so I am sure they are there. It's not the game either, since I tried DPP maps as well, and they won't open with textures either :(

Edit: It doesn't seem to be Sketchup? Textures won't open in Blender either...

Edit2: Not my computer's fault, doesn't work on other computers either. I've tried about everything I could think of, so I'm pretty much stuck... I'm still getting the models all white (and squarey) and the ground all grey. Anyone willing to upload a correctly textured HGSS map (or DPP if you want to) to see if I can open that?

Would anyone be able to help me?

Are you sure you're exporting your map with textures?

Beike
November 12th, 2012, 07:11 AM
Are you sure you're exporting your map with textures?

The textures show up in both SDSME and MKDS Converter, so yeah, I think I can say I'm sure enough. I'm thinking it has to do something with MKDS Converter, but I've got no clue what I would be looking for.

Edit: Just read Spiky got an OBJ converter working. I guess I'll wait for that and try out whether that does work.

Team Fail
November 17th, 2012, 07:16 AM
The textures show up in both SDSME and MKDS Converter, so yeah, I think I can say I'm sure enough. I'm thinking it has to do something with MKDS Converter, but I've got no clue what I would be looking for.

Edit: Just read Spiky got an OBJ converter working. I guess I'll wait for that and try out whether that does work.

Well, when I get a copy of the program that exports .obj, I'll be sure to update the tutorial.

Beike
November 24th, 2012, 01:04 PM
So, I downloaded the new version of Spiky's DS Map Editor and tried opening a directly exported OBJ in Sketchup and Blender...still doesn't work. I'll post a link to a picture of what I'm getting, if that's OK. I think it's something trivial, but who knows...
http://img27.imageshack.us/img27/1268/sketchupissue.png

Team Fail
November 25th, 2012, 10:36 AM
I've updated the tutorial to SDSME 1.5.0, so be sure to check out the revised portion for exporting maps!
So, I downloaded the new version of Spiky's DS Map Editor and tried opening a directly exported OBJ in Sketchup and Blender...still doesn't work. I'll post a link to a picture of what I'm getting, if that's OK. I think it's something trivial, but who knows...
http://img27.imageshack.us/img27/1268/sketchupissue.png

Unless your textures aren't exporting correctly, I don't know what could cause it. Are there textures in the same folder as the model?

Team Fail
November 30th, 2012, 06:12 PM
I've added a link to an Italian translation, and I've also found a third plugin for a 3D modelling program called "Softimage3D". I'm not documenting how it's used, as I'm not downloading a third program to add to the tutorial, but if someone wants to, provide me instructions for it and I'll add it later on when I include model importing.

TheWaffleKiing
December 2nd, 2012, 06:10 AM
is this really hard cause i wnana get into making my own hack for a game :)

andibad
December 15th, 2012, 09:10 PM
thank you teamfail, you always give good tutorial (and also for all was researching this part) . well is seems work for me (yeah is need SDK)....

for now i not focused in this part so i can't help :/, i focused on my course XD
but is seems awesome i will try it later :3

and on 3ds max 7 , the plugin is seems working ....

if i have a lot time, i try update my youtube channel again XD,and maybe try map hacking (is seems interesting). i have all for this so no need searching again XP

Team Fail
December 15th, 2012, 09:17 PM
Thanks. I'm currently working on importing models. I'm getting close, but I'm not getting the textures to display properly. It's kinda getting to me.

SolusX
December 26th, 2012, 04:48 AM
Is the importing section near completion? I'm having a bit of trouble.
I'm not sure what specific question to ask, but I'm having problems with the end result. When I create the final .nsbmd it seems to be a little bit off of where it should be axiswise and the tilesets don't appear like they once did on that particular edit

Some notes on it:
When I run NNS_Batch_Export_Maya70 it produced an error stating: "Error: n3be file is not specified." However I do see "NINTENDO NITRO system" in Maya and can export as .imd with it. Occasionally it gives a file length error as well.
I'm using Maya 7.0.1 for the conversion from .obj to .imd
I'm not moving any maps when loaded in Google Sketchup or Maya (as an attempt to keep it aligned within the axis)
Altered previews tiles (Tileset 2 normally displayed the town fine; now it shows flower bushes on the preview and a glitchy floor)
There is a black floor when the ROM is loaded, movement permissions not aligned with the map (or so it'd seem since I cannot approach the water in New Bark Town, as if there was a 4x4 obstacle)

edit: I apologize if I am asking in the wrong place.

Team Fail
December 26th, 2012, 05:46 AM
Is the importing section near completion? I'm having a bit of trouble.
I'm not sure what specific question to ask, but I'm having problems with the end result. When I create the final .nsbmd it seems to be a little bit off of where it should be axiswise and the tilesets don't appear like they once did on that particular edit

Some notes on it:
When I run NNS_Batch_Export_Maya70 it produced an error stating: "Error: n3be file is not specified." However I do see "NINTENDO NITRO system" in Maya and can export as .imd with it. Occasionally it gives a file length error as well.
I'm using Maya 7.0.1 for the conversion from .obj to .imd
I'm not moving any maps when loaded in Google Sketchup or Maya (as an attempt to keep it aligned within the axis)
Altered previews tiles (Tileset 2 normally displayed the town fine; now it shows flower bushes on the preview and a glitchy floor)
There is a black floor when the ROM is loaded, movement permissions not aligned with the map (or so it'd seem since I cannot approach the water in New Bark Town, as if there was a 4x4 obstacle)

edit: I apologize if I am asking in the wrong place.

I'm still working on it, as I've gotten the model to import, but it's textureless. I've been told why, so I still have to check it out and investigate. As well, I'm not using 7.0 myself, so I'm not sure what the errors are about. As for the off-centeredness, I'll have to see what could be causing that, and movement permissions would have to be modified to cause that, so check your movement permissions.

SolusX
December 26th, 2012, 05:56 AM
I'm still working on it, as I've gotten the model to import, but it's textureless. I've been told why, so I still have to check it out and investigate. As well, I'm not using 7.0 myself, so I'm not sure what the errors are about. As for the off-centeredness, I'll have to see what could be causing that, and movement permissions would have to be modified to cause that, so check your movement permissions.

I've managed to get it back to the center. I just have the same problem that you're having so I'll wait on your expertise to solve it while tinkering with the programs myself. It was merely my fault. I wasn't positioning map correctly.

gatarda
December 27th, 2012, 01:40 PM
Maybe, Spiky-Eared Pichu/Markitus95 will make an OBJ to NSBMD tool soon, so we don't have to pay for something anymore!

SolusX
December 28th, 2012, 02:34 AM
I've been doing a lot of testing and have come up with an area to focus on fixing. What I most suspect to be the problem with this is Maya and the Nitro plugin OR G3DCVTR. Considering G3DCVTR has been in use for a long time, it could be Maya and/or the Nitro Plugin. I just obtained 3DS Max 6 and the Nitro plugin for that and will test it momentarily. I'd say if it has the same problem, there could be a bug with importing in the program.

edit: Hitting a dead end. 3DS Max 6 doesn't run on Windows 7, and it's giving me issues on an XP Virtual machine. I have no way to test it.

Trifindo
January 3rd, 2013, 09:06 AM
Hello I´m not very good at english but I think that this can help you.

There is a programme called SM64DSe, you can download it here: http://kuribo64.cjb.net/archive/board/thread.php?id=12
It can import .obj files in SUPER MARIO 64 DS roms and the results are really good!
You can check an old video I made: http://www.youtube.com/watch?v=qF98OwnnK9w&list=UUqmrpUDHWBUrwskKMr_aI_w&index=1
Well I don´t know if it is posible to do it in a Pokemon rom. =/

Thanks a lot for the tutorial!!

Team Fail
January 3rd, 2013, 09:14 AM
Hello I´m not very good at english but I think that this can help you.

There is a programme called SM64DSe, you can download it here: http://kuribo64.cjb.net/archive/board/thread.php?id=12
It can import .obj files in SUPER MARIO 64 DS roms and the results are really good!
You can check an old video I made: http://www.youtube.com/watch?v=qF98OwnnK9w&list=UUqmrpUDHWBUrwskKMr_aI_w&index=1
Well I don´t know if it is posible to do it in a Pokemon rom. =/

Thanks a lot for the tutorial!!

I've heard of the editor before, but I don't think the 3D Model types are the same. Since the games were developed at different times, newer filetypes have been made, so the formats would be vastly different. As well, the 3D engines in each game are vastly different, so one model probably wouldn't work on the other.

It'd be interesting to see if the creator of SM64DSe could perhaps make a model importer tool for the Pokémon DS games though.

VERGUNDAI
January 5th, 2013, 11:17 AM
I've been doing a lot of testing and have come up with an area to focus on fixing. What I most suspect to be the problem with this is Maya and the Nitro plugin OR G3DCVTR. Considering G3DCVTR has been in use for a long time, it could be Maya and/or the Nitro Plugin. I just obtained 3DS Max 6 and the Nitro plugin for that and will test it momentarily. I'd say if it has the same problem, there could be a bug with importing in the program.

edit: Hitting a dead end. 3DS Max 6 doesn't run on Windows 7, and it's giving me issues on an XP Virtual machine. I have no way to test it.

Try 3DS Max 8, not 2008. It supports the plugins very well.
Quote: Originally Posted by Trifindo http://www.pokecommunity.com/images/templates/delibird/button/viewpost.gif (http://www.pokecommunity.com/showthread.php?p=7468739#post7468739)
Hello I´m not very good at english but I think that this can help you.

There is a programme called SM64DSe, you can download it here: http://kuribo64.cjb.net/archive/board/thread.php?id=12
It can import .obj files in SUPER MARIO 64 DS roms and the results are really good!
You can check an old video I made: http://www.youtube.com/watch?v=qF98O...r_aI_w&index=1 (http://www.youtube.com/watch?v=qF98OwnnK9w&list=UUqmrpUDHWBUrwskKMr_aI_w&index=1)
Well I don´t know if it is posible to do it in a Pokemon rom. =/

Thanks a lot for the tutorial!!

I've heard of the editor before, but I don't think the 3D Model types are the same. Since the games were developed at different times, newer filetypes have been made, so the formats would be vastly different. As well, the 3D engines in each game are vastly different, so one model probably wouldn't work on the other.

It'd be interesting to see if the creator of SM64DSe could perhaps make a model importer tool for the Pokémon DS games though.Yes they are way different, expecially when you hex edit them.....

BTW Team Fail, I've almost completed the land narc up to Route 103, and a beta of Petalburg City. Now I just need to fix some permissions and import some of the other maps. I'm still trying to fix some hex editing textures I meesed up. An Spiky is helping me with some 3DS Max errors, 3DS MAX 6 gives me alot of errors, but 3DS Max 8 is doing ok. I feel like something else is not completed yet.Therefore you have to wait sometime before I finish this...

Team Fail
January 5th, 2013, 12:31 PM
Try 3DS Max 8, not 2008. It supports the plugins very well.
All the plugins I know of that I have go up to Max 8. Just be sure you're using the version of the program the plugin was designed for so you don't run into problems.
BTW Team Fail, I've almost completed the land narc up to Route 103, and a beta of Petalburg City. Now I just need to fix some permissions and import some of the other maps. I'm still trying to fix some hex editing textures I meesed up. An Spiky is helping me with some 3DS Max errors, 3DS MAX 6 gives me alot of errors, but 3DS Max 8 is doing ok. I feel like something else is not completed yet.Therefore you have to wait sometime before I finish this...
Alright. No problems. Just PM me the land data file and any other texture files when you're done.

Fuglemand
January 6th, 2013, 10:43 AM
When is the importing section going to be finished?

PS. awesome tutorial :)

Platinum Lucario
January 6th, 2013, 12:41 PM
Hm... there is something I'd actually like to be added into this tutorial, which is...

"Note: Remember, if you ever notice that SDSME is not saving the header data for you, that means you didn't click somewhere else on the header table or pressing enter after changing the header value. Always after changing the value, you must click elsewhere on the header table or press enter, 'cause if you don't... then the header data in that particular area won't save."

Oh and something you should also change in this tutorial... is the weather values. 'Cause I've found alot more Weather Effects than 17 in the ROM itself, I'd recommend copy and pasting this to replace the one that's already there, here they are:

0 Normal
1 Cloudy
2 Rain
3 Heavy Rain
4 Thunderstorm with Heavy Rain
5 Snow
6 Hail
7 Blizzard
8 White Background
9 Volcanic Ash
10 Sandstorm
11 Diamond Dust
12 Rising Rocks
13 Purple and Black Background
14 Gradiant White Fog
15 Gradiant Black Fog
16 Dark Area (Requires Flash)
17 Thunderstorm with No Rain
18 Light Fog
19 Thick Fog
20 Rainbow
21 Hail
22 Sandstorm
23 Tree Shade
24 Very Dark Area
25 Very Dark Area
26 Black Layer
27 Cyan Layer
28 Red Layer
29 Blue Layer
30 Black Layer
31 Crash Upon Entering
32 Rain, Heavy Rain or Thunderstorm with Heavy Rain
33 Normal, Cloudy or Rain
34 Hail or Blizzard
35 Hail or Snow
36 Normal, Snow or Diamond Dust
37 - 255 Cycles through weather effects 32, 33, 34 and 35 with each value from 37 to 255.

Team Fail
January 6th, 2013, 05:54 PM
Hm... there is something I'd actually like to be added into this tutorial, which is...

"Note: Remember, if you ever notice that SDSME is not saving the header data for you, that means you didn't click somewhere else on the header table or pressing enter after changing the header value. Always after changing the value, you must click elsewhere on the header table or press enter, 'cause if you don't... then the header data in that particular area won't save."

Oh and something you should also change in this tutorial... is the weather values. 'Cause I've found alot more Weather Effects than 17 in the ROM itself, I'd recommend copy and pasting this to replace the one that's already there, here they are:

0 Normal
1 Cloudy
2 Rain
3 Heavy Rain
4 Thunderstorm with Heavy Rain
5 Snow
6 Hail
7 Blizzard
8 White Background
9 Volcanic Ash
10 Sandstorm
11 Diamond Dust
12 Rising Rocks
13 Purple and Black Background
14 Gradiant White Fog
15 Gradiant Black Fog
16 Dark Area (Requires Flash)
17 Thunderstorm with No Rain
18 Light Fog
19 Thick Fog
20 Rainbow
21 Hail
22 Sandstorm
23 Tree Shade
24 Very Dark Area
25 Very Dark Area
26 Black Layer
27 Cyan Layer
28 Red Layer
29 Blue Layer
30 Black Layer
31 Crash Upon Entering
32 Rain, Heavy Rain or Thunderstorm with Heavy Rain
33 Normal, Cloudy or Rain
34 Hail or Blizzard
35 Hail or Snow
36 Normal, Snow or Diamond Dust
37 - 255 Cycles through weather effects 32, 33, 34 and 35 with each value from 37 to 255.

I'll add the weather codes, and I'll add a warning for the header editor.

HackChu
January 18th, 2013, 02:13 PM
Im getting heavily annoyed at 3DS Max 6. I have the plugins installed correctly but I don't know how to import the OBJ from Spiky's DS Map editor. And I can't seem to find the plugin that allows Max 6 to import and export the OBJ files...

VERGUNDAI
January 18th, 2013, 03:06 PM
Im getting heavily annoyed at 3DS Max 6. I have the plugins installed correctly but I don't know how to import the OBJ from Spiky's DS Map editor. And I can't seem to find the plugin that allows Max 6 to import and export the OBJ files...

I can help you, message me kylegungeon@gmail.c[email protected]
or [email protected]

HackChu
January 18th, 2013, 03:25 PM
I can help you, message me [email protected]
or [email protected]

Actually, I just replied to your email, nouzonglee..

Thanks for your help in regards to that torrent, but I have a new problem and I just messaged you.

RockeTODAMoon
February 2nd, 2013, 07:16 AM
I am trying to export my edited version of New Bark Town to a IMD file, but when I click on Nitro export I get a Bitmap error:
"Failed to open texture on material tree1 at path: untitled/tree1.png".
Please help me.

VERGUNDAI
February 2nd, 2013, 04:51 PM
I am trying to export my edited version of New Bark Town to a IMD file, but when I click on Nitro export I get a Bitmap error:
"Failed to open texture on material tree1 at path: untitled/tree1.png".
Please help me.


Thats true, keep those files of the edited maps, and try to edit different maps, some maps have png errors and some don't. I think its because only some were exported correctly in 16 colors, while some are exported and 253 colors.

This error usually occurs on 3DS Max 8......FYI

RockeTODAMoon
February 8th, 2013, 08:18 AM
Thats true, keep those files of the edited maps, and try to edit different maps, some maps have png errors and some don't. I think its because only some were exported correctly in 16 colors, while some are exported and 253 colors.

This error usually occurs on 3DS Max 8......FYI

Thanks, I found out what my error was.
I had to add my map with textures to the library.
Now I have a new error, when I try to convert the .IMD file to a NSMBD.
I get a error in CMD;

An exception occured! Type:TranscodingException, Message:An invalid multi-byte
source text sequence was encountered
g3dcvtr ERROR: Read error 'Golden.imd'
file useifp.h, line 108

Trifindo
February 21st, 2013, 06:56 AM
Hello, thanks a lot for the tutorial!
I have imported a map and changed the movement permissions but the sprite doesn´t go up the stairs:

http://www.youtube.com/watch?v=ObkWElhyKY8&list=UUqmrpUDHWBUrwskKMr_aI_w&index=1

Do you know how to solve this? Thanks. ;)

RockeTODAMoon
February 23rd, 2013, 07:22 AM
Help, 9/10 textures are moving.
I've talked about it with SpikyearedPichu, but he wasn't 100% able to help me.
I am hacking Heart Gold, and I use 3DS Max 6.

Team Fail
February 27th, 2013, 06:47 PM
Hello, thanks a lot for the tutorial!
I have imported a map and changed the movement permissions but the sprite doesn´t go up the stairs:

http://www.youtube.com/watch?v=ObkWElhyKY8&list=UUqmrpUDHWBUrwskKMr_aI_w&index=1

Do you know how to solve this? Thanks. ;)
I haven't tried that before, but I presume there's a byte to enable use of stairs. I'd check on other maps and see how they're done. Perhaps another map's permissions might show you how it's done.

Nice map, by the way :D
Help, 9/10 textures are moving.
I've talked about it with SpikyearedPichu, but he wasn't 100% able to help me.
I am hacking Heart Gold, and I use 3DS Max 6.
What do you mean by the textures "moving"?

RockeTODAMoon
February 28th, 2013, 12:56 PM
I haven't tried that before, but I presume there's a byte to enable use of stairs. I'd check on other maps and see how they're done. Perhaps another map's permissions might show you how it's done.

Nice map, by the way :D

What do you mean by the textures "moving"?

With moving textures I mean the textures were moving likes the Sea texture (From the lower left corner to the upper right). But whatever I found the solution to fix it last night. :D

VERGUNDAI
March 1st, 2013, 10:56 AM
I haven't tried that before, but I presume there's a byte to enable use of stairs. I'd check on other maps and see how they're done. Perhaps another map's permissions might show you how it's done.



I know that part, the stairs, u need to edit the terrain settings, but ATM that is not possible yet..

Iceangelwolf
March 2nd, 2013, 08:20 AM
Hello and thanks for all the fantastic work you guys have been doing. It is extremely impressive.

There is one think I'd like to ask. If I've understood correctly, Maya or 3DS max is needed to convert .obj files into .nsbmd, as Spiky's map editor can't import .nsbmd files. Is that right? Also, are there absolutely no other options than Maya or 3DS max? I can't bear to, umm, obtain either one of those programs (don't want to be a pirate).

You guys totally rock, please keep on working. You make great things possible for us who can't do miracles with computers.

Team Fail
March 2nd, 2013, 10:55 AM
Hello and thanks for all the fantastic work you guys have been doing. It is extremely impressive.

There is one think I'd like to ask. If I've understood correctly, Maya or 3DS max is needed to convert .obj files into .nsbmd, as Spiky's map editor can't import .nsbmd files. Is that right? Also, are there absolutely no other options than Maya or 3DS max? I can't bear to, umm, obtain either one of those programs (don't want to be a pirate).

You guys totally rock, please keep on working. You make great things possible for us who can't do miracles with computers.

You use Maya/3DS Max to convert the model into what is known as a NITRO Intermediate Format, then you use g3dcvtr to convert them into NSBMD. You must have one of the two programs, but someday soon, someone may write a program that converts OBJ directly to NSBMD without need for the NITRO plugins. And SDSME can import NSBMD, it knows how to remove the textures and insert it as a proper map in the various DS games.

RockeTODAMoon
March 2nd, 2013, 11:47 AM
What do you mean by the textures "moving"?

Sorry, I thought I solved the error.
But after I finished the map and loaded it back in Soul Silver, the textures were moving, again!!!

Here a link how it looks ingame:

8D_vyvZQKYc

Team Fail
March 2nd, 2013, 11:51 AM
Now that, I've never seen. I'll have to ask Spiky on that one. That's just bizarre.

RockeTODAMoon
March 2nd, 2013, 12:03 PM
Now that, I've never seen. I'll have to ask Spiky on that one. That's just bizarre.

Yeah, Spiky also doesn't know the solution :/

Iceangelwolf
March 3rd, 2013, 06:01 AM
You use Maya/3DS Max to convert the model into what is known as a NITRO Intermediate Format, then you use g3dcvtr to convert them into NSBMD. You must have one of the two programs, but someday soon, someone may write a program that converts OBJ directly to NSBMD without need for the NITRO plugins. And SDSME can import NSBMD, it knows how to remove the textures and insert it as a proper map in the various DS games.

Sorry, I of course meant to say that SDSME can't import .obj files. D'oh. Well anyway, thanks for the answer. I'll just keep waiting and hoping someone will write a converter then.

Team Fail
March 3rd, 2013, 08:03 AM
Sorry, I of course meant to say that SDSME can't import .obj files. D'oh. Well anyway, thanks for the answer. I'll just keep waiting and hoping someone will write a converter then.

Well, based upon one of the latest posts in his thread, it could be a feature he intends to add soon, so I'd keep your eyes open and watch that thread from time to time.

VERGUNDAI
March 3rd, 2013, 10:49 AM
Sorry, I thought I solved the error.
But after I finished the map and loaded it back in Soul Silver, the textures were moving, again!!!

Hey! I know that, I wonder if you edited the tileset wrong, or movement permissions changed...
How did you edit the tree? By which way did you edit the trees...before you imported them onto the nsbtx..

Team Fail
March 3rd, 2013, 10:51 AM
Hey! I know that, I wonder if you edited the tileset wrong, or movement permissions changed...
How did you edit the tree? By which way did you edit the trees...before you imported them onto the nsbtx..

HGSS have different trees than DP has. Trees are easier to edit in HGSS that way.

RockeTODAMoon
March 3rd, 2013, 11:19 AM
Hey! I know that, I wonder if you edited the tileset wrong, or movement permissions changed...
How did you edit the tree? By which way did you edit the trees...before you imported them onto the nsbtx..

I can send you the Map and the textures, so you can take a look at it.
I will include the NSMBD, NSBTX, the .3DS file and the textures, Okay?

VERGUNDAI
March 4th, 2013, 01:25 PM
I can send you the Map and the textures, so you can take a look at it.
I will include the NSMBD, NSBTX, the .3DS file and the textures, Okay?

Sure why not, I'm always free to check the errors & problems anyways.

email: [email protected]

RockeTODAMoon
March 5th, 2013, 07:45 AM
Sure why not, I'm always free to check the errors & problems anyways.

email: [email protected]

No skype?
It's easier for me to keep contact and talk about the problem :3

Chaos Rush
March 14th, 2013, 11:52 PM
I'm getting pretty frustrated with this problem I've been having for quite awhile now; basically every time I import an edited map into Spiky's DS Map Editor, the textures are completely messed up, and sometimes the map is horizontally inverted. I solved the inverted problem by exporting from Google Sketchup as a .dae file, then importing the .dae file into Blender, then exporting as .obj from there.

Anyways, here is what I am doing:
1. Export obj from SDSME
2. Edit map in Google Sketchup
3. Export as .dae (This is because the obj plugin I found for it has pretty bad results, and I can't find a better one)
4. Open the .dae in Blender
5. Export as .obj

From here on, I do either set of these:
6. Open .obj with Maya 7.0
7. Convert to .imd
8. Give .imd a UV fix with MKDS
9. Convert .imd to .nsbmd
10. import into SDSME

OR

6. Using MKDS (the most recent one that has an obj-->nsbmd converter), give the .obj a UV fix
7. Convert fixed .obj to .nsbmd (the latest MKDS lets you do that)
8. Import into SDSME


No matter what I do, I end up with terrible results. Here is what my test map is supposed to look like (in Google Sketchup):
http://i48.tinypic.com/2q31ao4.png

But this is what Spiky's DS Map Editor thinks it's supposed to look like:
http://i48.tinypic.com/10xv91f.png


Anyone know what I'm doing wrong? Most tutorials I see say to use 3DS Max 6, but the problem with that is that 3DS Max 6 doesn't work on Windows 7, and even though 3DS Max 8 does, the plugins are designed for 3DS Max 6. So basically 3DS Max isn't an option for me, but if anyone knows how to get the final result looking how its supposed to in SDSME, I would appreciate it.

but someday soon, someone may write a program that converts OBJ directly to NSBMD without need for the NITRO plugins.
That day has finally come, though its definitely not perfect, using my picture above as an example.

By the way, here's the version of MKDS that has an OBJ ---> NSBMD converter:
http://www.cw-games.org/forum/index.php?/files/file/29-mkds-course-modifier/

You have to register to download it however (lol just register, download it, and then never log on again)

Iceangelwolf
March 15th, 2013, 05:22 AM
It seems I'm having a bit of a problem with Blender. I just downloaded and installed it to try out the .dae format (Sketchup exports .obj files very badly), however when I export as .dae in Sketchup and try to open the file in Blender I can't see any textures. Otherwise the model looks like as it should, only with all surfaces grey. Not caring about this at first, I tried to convert it to .obj a couple of times and open it in MKDS course modifier but it gave me an index error of some sort. Is there a simple solution to this or have I messed up something?

Cooldudepoke
March 15th, 2013, 10:06 AM
I'm getting pretty frustrated with this problem I've been having for quite awhile now; basically every time I import an edited map into Spiky's DS Map Editor, the textures are completely messed up, and sometimes the map is horizontally inverted. I solved the inverted problem by exporting from Google Sketchup as a .dae file, then importing the .dae file into Blender, then exporting as .obj from there.

Anyways, here is what I am doing:
1. Export obj from SDSME
2. Edit map in Google Sketchup
3. Export as .dae (This is because the obj plugin I found for it has pretty bad results, and I can't find a better one)
4. Open the .dae in Blender
5. Export as .obj

From here on, I do either set of these:
6. Open .obj with Maya 7.0
7. Convert to .imd
8. Give .imd a UV fix with MKDS
9. Convert .imd to .nsbmd
10. import into SDSME

OR

6. Using MKDS Beta 0.9 (the most recent one that has an obj-->nsbmd converter), give the .obj a UV fix
7. Convert fixed .obj to .nsbmd (the latest MKDS lets you do that)
8. Import into SDSME


No matter what I do, I end up with terrible results.

You need to hex-edit the NSBMD file :)
Basically it exports with incorrect pallets and textures
compare with NSBMDs that work but have the correct textures.
then fix yours and boom. done.

Chaos Rush
March 15th, 2013, 04:19 PM
You need to hex-edit the NSBMD file :)
Basically it exports with incorrect pallets and textures
compare with NSBMDs that work but have the correct textures.
then fix yours and boom. done.
Well here's my results:

If I import the NSBMD by using MKDS's new obj-->nsbmd converter, and then edit the texture and palette names to be correct, then I can successfully view my edited map in SDSME:
http://i47.tinypic.com/142a4co.png
But there's multiple problems:
1) The map is too small in comparison to other maps (this is as large as MKDS will let me enlarge it)

2) The game freezes when I'm still in Twinleaf Town, and if I reach halfway through the town, then the game freezes, and a stretched out grass texture appears all over the screen.

3) MKDS's obj to NSBMD converter doesn't let me enlarge the map to the correct size, the maximum it will allow me to do is x1000.0000, which makes it slightly smaller than all the other maps when viewed through SDSME.

4) If I enlarge the map to x64 like the 5th Gen Map tutorial thread says to do so, then the map is waaaay too small, and has weird stretched out polygons (and the game still freezes)

If I try "the classic way", which is converting the obj to imd, and then to nsbmd (rather than directly to nsbmd, which is possible now), then I can get the correct size! But then the textures appear really dark, and not only that, but when I view the nsbmd with Tinke, it says nsbmd doesn't even have textures within it (wtf!?!?)

Either way, I still end up with a game freeze.

EDIT: To clarify, I use Maya 7.0 to convert OBJ files to IMD. Every 4th/5th Gen Mapping tutorial I've found says you can use either 3DS Max 6 or Maya 7. (though it appears that everyone that has had success used 3DS Max 6 -_-)

Cooldudepoke
March 16th, 2013, 05:13 AM
Well here's my results:

If I import the NSBMD by using MKDS's new obj-->nsbmd converter, and then edit the texture and palette names to be correct, then I can successfully view my edited map in SDSME:
--I can't post links yet--
But there's multiple problems:
1) The map is too small in comparison to other maps (this is as large as MKDS will let me enlarge it)

2) The game freezes when I'm still in Twinleaf Town, and if I reach halfway through the town, then the game freezes, and a stretched out grass texture appears all over the screen.

3) MKDS's obj to NSBMD converter doesn't let me enlarge the map to the correct size, the maximum it will allow me to do is x1000.0000, which makes it slightly smaller than all the other maps when viewed through SDSME.

4) If I enlarge the map to x64 like the 5th Gen Map tutorial thread says to do so, then the map is waaaay too small, and has weird stretched out polygons (and the game still freezes)

If I try "the classic way", which is converting the obj to imd, and then to nsbmd (rather than directly to nsbmd, which is possible now), then I can get the correct size! But then the textures appear really dark, and not only that, but when I view the nsbmd with Tinke, it says nsbmd doesn't even have textures within it (wtf!?!?)

Either way, I still end up with a game freeze.

EDIT: To clarify, I use Maya 7.0 to convert OBJ files to IMD. Every 4th/5th Gen Mapping tutorial I've found says you can use either 3DS Max 6 or Maya 7. (though it appears that everyone that has had success used 3DS Max 6 -_-)

Hm. I haven't tried the new converter. Although I use 3DS Max 8 and it works fine. I did run into the problem where maps appear darker, however sadly I can't remember how to fix it :|

I know one thing I do is use the mtl file of the exported nsbmd from sdsme with changes to the material names to match the sketchup obj. You can try that but i'm not sure...

I'll post if I can find out how to fix it.

Edit: I just tried using the new obj to nsbmd converter and it appears very buggy. You should continue to use 3DS max 8. (I had the same problem as you with the new converter)

Platinum Lucario
March 25th, 2013, 12:28 AM
Well here's my results:

If I import the NSBMD by using MKDS's new obj-->nsbmd converter, and then edit the texture and palette names to be correct, then I can successfully view my edited map in SDSME:
http://i47.tinypic.com/142a4co.png
But there's multiple problems:
1) The map is too small in comparison to other maps (this is as large as MKDS will let me enlarge it)

2) The game freezes when I'm still in Twinleaf Town, and if I reach halfway through the town, then the game freezes, and a stretched out grass texture appears all over the screen.

3) MKDS's obj to NSBMD converter doesn't let me enlarge the map to the correct size, the maximum it will allow me to do is x1000.0000, which makes it slightly smaller than all the other maps when viewed through SDSME.

4) If I enlarge the map to x64 like the 5th Gen Map tutorial thread says to do so, then the map is waaaay too small, and has weird stretched out polygons (and the game still freezes)

If I try "the classic way", which is converting the obj to imd, and then to nsbmd (rather than directly to nsbmd, which is possible now), then I can get the correct size! But then the textures appear really dark, and not only that, but when I view the nsbmd with Tinke, it says nsbmd doesn't even have textures within it (wtf!?!?)

Either way, I still end up with a game freeze.

EDIT: To clarify, I use Maya 7.0 to convert OBJ files to IMD. Every 4th/5th Gen Mapping tutorial I've found says you can use either 3DS Max 6 or Maya 7. (though it appears that everyone that has had success used 3DS Max 6 -_-)

OK, it's really simple. Never ever compile an .imd file into an .nsbmd with the textures. You must always compile the .imd into .nsbmd using the command that only compiles it into an .nsbmd as a model without textures, which is this:
g3dcvtr.exe [name].imd -emdl [output name].nsbmd

Otherwise, the thing is that since the game already loads the textures from a single .nsbtx file located elsewhere in the ROM itself, making the game load both the ones in the .nsbmd and the .nsbtx at the same time in the same location results in a crash due to a forced memory overflow. Makes sense?

That's why you only need the model in the .nsbmd, it must not contain any textures assigned to it at all. ;)

DastardlyDuck
May 17th, 2014, 04:49 PM
Is it required to torrent in order to get the NITRO SDK? Last time I used one of those things it messed up my computer :P