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  #26    
Old November 14th, 2011 (06:23 AM).
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Quote originally posted by Full Metal:


Same here! I've been reading up on C#, and I'm pretty familiar with C and C++, and I've tinkered with VB.NET ( which isn't terribly different than C# evidently.... ). Either way, I'd gladly contribute if you guys needed. Or rather -- I'd try to contribute. I might have to look up some tutorials on 3D rendering and such. :)
If you wish, look at the PG4Map mod. When I got it, it had a few notes in the source, although not too many in number. Plus, I need to IM you when I get the chance.
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  #27    
Old November 15th, 2011 (01:35 AM).
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I found a BUG, is this tool, that hackers complete a map, put the fork off the map, and then point the "1" after the map open map.
The second map mess BUG is open:

After repair I am saying these BUG, I hope you add this tool on the "grass", "high grass", etc.
  #28    
Old December 11th, 2011 (01:32 PM).
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Some news!
A month ago, I decided to inglobate my tool on PG4Map source code, so during this period I was rewriting my tool in C#(Very long work, but necessary)
I wanna give you news about status of new tool.
-Showing NSBMD(100%) (thanks to Sentry)
-Showing only certain polygon(70%).
-Swapping from texture mode to wireframe(70%)
-Loading Verticles and info(100%)
-Loading Movements(100%)
-Loading Object(100%)

Here'ìs an image of the actual new interface.

http://www.imagehost.it/di-MSL6.png

The conversion is still at early stage(I don't know if i convert narc part, is very long...) but i hope to reach beta 003 before 1st january 2012.
Stay tuned!
  #29    
Old December 12th, 2011 (01:44 AM).
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Ah, that can directly modify the map to see? As hackers AM gba map as directly on the map changes? There is no increase in grass, high grass (regular grass, like the 101 truth on that grass, not like you NPRE_b002 change in the grass out of it, is that the dynamic and static grass? Like the grass:



Do not step on the grass past on display here, which is the common grass, not walking past can see the grass here, have this feature?
I hope you can also add other points of texture features.
  #30    
Old December 14th, 2011 (08:55 AM).
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Some new stuff!
I rewritten the whole Nsbmd Function, and for now i decided to set the Opengl view to Wireframe Mode (So we can see better the vertex stuff...)
Moreover, we can now save all the maps parts, without limited capacity(I create separate stream from Movement, Object and Nsbmd... )
I also convert the Movement Table, the Command Table and the Association Table from my old tool.
Screens:

http://www.imagehost.it/di-KXK0.png

http://www.imagehost.it/di-G138.png

Stay tuned!
  #31    
Old December 14th, 2011 (03:05 PM).
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Well, for the time being, I would like to point something out: you have an a s s table. xD
[/immature]
On the other hand, for movement permissions, it may be a good idea to have a way to accurately high-light the area currently being selected? It could easily get confusing otherwise.
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  #32    
Old December 14th, 2011 (03:49 PM).
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Quote originally posted by Full Metal:

On the other hand, for movement permissions, it may be a good idea to have a way to accurately high-light the area currently being selected? It could easily get confusing otherwise.
I need to reflect about...
I tested the object add and delete into the maps. It works very well (The only problem is when you try to reinsert into the narc(The new maps is bigger than the old...))
  #33    
Old December 19th, 2011 (01:56 AM).
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Quote originally posted by pichu2000:
I need to reflect about...
I tested the object add and delete into the maps. It works very well (The only problem is when you try to reinsert into the narc(The new maps is bigger than the old...))


Yes, but it's not a problem with Crystal Tile, right?
We can reinsert each Map with each size, even if the file is bigger

Have you tried with polygons? We can add / remove a simply object but can't add a entire polygon, i think.
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  #34    
Old December 19th, 2011 (09:37 AM).
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We can really add polygon, but we need to update a lot of pointer....
For now i convert almost all the beta 002 from my old Npre, without narc part, but with some new function...
  #35    
Old December 20th, 2011 (04:21 PM).
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Posted beta 1.0!

I added almost all the old function of beta 002, and some other cool stuff...
I can't tested the tool for all the maps of all the game, so it may contain some bugs.
Tell me if you have any suggestion...
  #36    
Old December 20th, 2011 (05:23 PM).
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Does it have texture rendering? I don't have any textures, just wireframe.

And I think Full Metal and I should get a touch of credit for adding the WASD and version detection in the original PG4Map before you merged it with your program. It's kinda fair.
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  #37    
Old December 21st, 2011 (01:52 AM).
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About texture rendering, i have some problem...
When i rewrite from scratch nsbmd load, i change structures and i lost some old parameter used for showing texture...I hope I adjust it in next version...
For credits, i added in first post...
About the tool, it works well or not?
  #38    
Old December 21st, 2011 (02:01 AM).
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Quote originally posted by pichu2000:
About texture rendering, i have some problem...
When i rewrite from scratch nsbmd load, i change structures and i lost some old parameter used for showing texture...I hope I adjust it in next version...
For credits, i added in first post...
About the tool, it works well or not?
Ok. Thanks.

The program works quite well, and I like how you have a better version-identification form. But, you should make it a different control, because it was confusing at first. Perhaps a button for each version would be better instead of a radial and no confirm dialog.
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  #39    
Old December 22nd, 2011 (02:08 AM).
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I loaded a gold heart and soul silver map, there has been a selection pearl / diamond / gold heart and soul silver / black and white in a box, is not the OK button. So I can not load the map hackers.
  #40    
Old December 22nd, 2011 (05:51 AM).
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You need to select the Source, and after simply close the Choose Box.
  #41    
Old December 22nd, 2011 (09:35 AM).
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Quote originally posted by pichu2000:
You need to select the Source, and after simply close the Choose Box.
Would you be able to change that? It was a bit confusing at first.
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  #42    
Old December 22nd, 2011 (10:54 AM).
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How come this isn't working for my Pokemon White ROM? I downloaded NPRE beta 002 because .rars don't work on my computer and it's not working. I'd like to note that this ROM has been tampered with to change the Wild Pokemon.
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  #43    
Old December 22nd, 2011 (11:01 AM). Edited December 22nd, 2011 by pichu2000.
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Quote originally posted by Rayziken 2:
How come this isn't working for my Pokemon White ROM? I downloaded NPRE beta 002 because .rars don't work on my computer and it's not working. I'd like to note that this ROM has been tampered with to change the Wild Pokemon.
You must first extract a 0 0 8.narc with another tool, renaming it as bw_land.narc. Npre don't support direct Rom editing.
If you use last release, you need to extract from a 0 0 8.narc all the file and open one of them.
  #44    
Old December 23rd, 2011 (01:50 AM).
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NPPRE 1.0 after I saved the open, I found where hackers changed back to the original, this tool can not save, hackers saved the file and then open the map, or no change, which is a tool BUG it? Yes please fix next.
  #45    
Old January 2nd, 2012 (10:38 AM).
pichu2000 pichu2000 is offline
 
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Hi! Some news!

The tool writing proceed very well, and i insert NARC File support(Loading is Ok, but i have problem regarding saving part...)
But the most important thing is the reimplementation of Texture Viewing. I can load almost every NDS Maps with texture(without changing materials.txt every time). There're some problem regarding certain texture, but i wish to fix them soon.
A question:
I can make an alpha right now, but you can't edit directly maps into narc(You can try either, but is buggy...). If you open single maps file instead, the editing function works(It's identically at Npre 1.0 code).
You wanna a "preview beta" or not?
Give me your response, it's very important! :)

At the end, some screen.

--- DPP Map Rendering.

http://www.imagehost.it/di-ACD3.png

http://www.imagehost.it/di-SW81.png

--- HGSS Map Rendering

http://www.imagehost.it/di-M21O.png

--- BW Map Rendering

http://www.imagehost.it/di-V5GL.png

http://www.imagehost.it/di-YM8A.png
  #46    
Old January 2nd, 2012 (10:49 AM).
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The texture rendering looks good, but the only issue is just like what I had with my modified viewer - the textures aren't correct on some maps. We need to see why, but this editor is becoming more and more powerful by the update!

Will you be incorporating the ability to view models (ie Houses and buildings) on the maps anytime soon?
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  #47    
Old January 2nd, 2012 (12:02 PM).
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Quote originally posted by Team Fail:

Will you be incorporating the ability to view models (ie Houses and buildings) on the maps anytime soon?
I try, but i don't know how....
  #48    
Old January 2nd, 2012 (12:05 PM).
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Quote originally posted by pichu2000:
I try, but i don't know how....
I know that Yet Another Map Viewer by Knizz (I think) has this ability. I can't remember if the program is open-source though, but I do know that the model files have the geometry and the textures all incorporated into the file.
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  #49    
Old January 2nd, 2012 (03:33 PM).
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Link.
Lol. Anything he does in RH he has made open source.
In fact, outside of his job, I don't think he does any closed-source work.
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  #50    
Old January 3rd, 2012 (04:37 AM).
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Thanks for the link, Full Metal.
A good news! After a morning spending on it, I fixed the Black Texture Error in Bw maps! (See Castelia).
I don't know if is exactly the original map, but it's a step towards the correct form.

http://www.imagehost.it/di-VYCD.png
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