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  #151  
Unread July 27th, 2012, 09:45 AM
pichu2000
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Quote:
Originally Posted by Lugiaz Soul View Post
I get this error when I try to open the map directly from the narc or when i extract it. Does this message actually say what is wrong?

Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at PG4Map.MapEditor.LoadAvailableTextures(Nsbtx nsbtx)
   at PG4Map.MapEditor.reactionModel()
   at PG4Map.MapEditor.mapToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Pokémon DS Map Viewer
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/Zheka/Desktop/DS%20Map%20Ed/NPRE%204.1.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.278 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.282 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.269 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Tao.Platform.Windows
    Assembly Version: 1.0.0.5
    Win32 Version: 1.0.0.5
    CodeBase: file:///C:/Users/Zheka/Desktop/DS%20Map%20Ed/Tao.Platform.Windows.DLL
----------------------------------------
Tao.OpenGl
    Assembly Version: 2.1.0.12
    Win32 Version: 2.1.0.12
    CodeBase: file:///C:/Users/Zheka/Desktop/DS%20Map%20Ed/Tao.OpenGl.DLL
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Seemed that NPRE failed to load Texture File. Do you extract Textures.zip into the right directory?
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  #152  
Unread August 1st, 2012, 09:15 PM
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Lugiaz Soul
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Quote:
Originally Posted by pichu2000 View Post
Seemed that NPRE failed to load Texture File. Do you extract Textures.zip into the right directory?
Thanks. Nobody ever mentioned I had to extract the textures zip. works now!
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  #153  
Unread August 11th, 2012, 10:17 AM
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How's NPRE coming along for ya? I've actually been thinking that the camera view for the map itself probably has something to do with the position staying the same as it is in NSBMD. If this is the case, maybe you could put the map viewer in a separate window at the same size as NSBMD, so that the map viewer would display correctly. At least if it's put in a separate window temporarily, that way it would feel better while looking at the map, while you find out how to change the camera size to the way you want it.
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Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

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  #154  
Unread August 15th, 2012, 03:51 AM
805587804
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How to edit the map?How to move the tree?

Last edited by 805587804; August 15th, 2012 at 04:14 AM.
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  #155  
Unread August 19th, 2012, 06:12 PM
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Quote:
Originally Posted by 805587804 View Post
How to edit the map?How to move the tree?
I'm sorry, it hasn't gotten up to that stage yet. For now... it can only view the maps. We'll probably see something like that in the future.
__________________
[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
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  #156  
Unread August 20th, 2012, 05:00 AM
noah0155's Avatar
noah0155
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Nice tool its very useful and easy to use thanks for the program
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Pokemon Time Warp Info. :
We are almost about done with the Hometown of Ohery!

Un-reaveled Info:
Spoiler:

Pikachu is the starter don't worry you can
catch charmander , squirtle , baulbasaur , and Rattatta's in the grass of
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  #157  
Unread August 20th, 2012, 07:38 AM
pichu2000
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Quote:
Originally Posted by PokémonShinySilver View Post
I'm sorry, it hasn't gotten up to that stage yet. For now... it can only view the maps. We'll probably see something like that in the future.
Hi! Sorry for lack of updates, but I'm in holiday with my family (I will return on September at home). I give a look at tool, but I can't find a way to make easier and user-friendly the vertex editing (Some suggestion will be appreciated...)

But, PokemonShinySilver, the editing is already possible! You can move the tree (with difficulty...)...

Last edited by pichu2000; August 20th, 2012 at 08:57 AM.
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  #158  
Unread August 20th, 2012, 10:51 AM
Michielleus's Avatar
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Hello! I've tested the editor on my Pokemon Black version and it seemed to work fine, though I can only edit the movements, walking over water is fun.

Quote:
Originally Posted by pichu2000 View Post
Hi! Sorry for lack of updates, but I'm in holiday with my family (I will return on September at home). I give a look at tool, but I can't find a way to make easier and user-friendly the vertex editing (Some suggestion will be appreciated...)

But, PokemonShinySilver, the editing is already possible! You can move the tree (with difficulty...)...
Wait...
Is this already possible in v4.1? If so, how? I thought 'object editing' was only viewing...
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  #159  
Unread August 21st, 2012, 07:45 AM
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PokémonShinySilver
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Quote:
Originally Posted by pichu2000 View Post
But, PokemonShinySilver, the editing is already possible! You can move the tree (with difficulty...)...
Ah! Thanks for letting me know, I've now realized there's a newer version in the first post.

Wow, I must've not been paying attention to this thread often enough.


Oh my, I didn't know. Sorry. I'll have to check it out and see what I can do with it.
__________________
[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!

Last edited by PokémonShinySilver; August 21st, 2012 at 07:50 AM. Reason: I just realized I already have 4.1.
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  #160  
Unread August 22nd, 2012, 01:56 PM
pichu2000
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Little update.
This morning I'll have enough time to work on my tool, so I use to fix some bug and add new features.
1) Now you can add new (completely new) polygon to the map (Only test on twinleaf town, but seemed work fine). When you click add button, you can choose texture, palette and size of new polygon.
2) Decide to use decimal point value instead of hex (For coordinates I think it's better)
3) Fix bug with Normal and Vtx_10 (Now X, Z, Y are correct).

A screenshot of a completely new polygon added to twinleaf (a path of grass). Note: The other nsbmd polygon are unmodified, like materials, textures, palettes...)

http://img703.imageshack.us/img703/3439/newpolywork.png

Edit: Bump! Seemed that maps not work in Desmume or No$Gba....Working on it...

Last edited by pichu2000; August 22nd, 2012 at 05:04 PM.
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  #161  
Unread August 22nd, 2012, 09:02 PM
Pike15's Avatar
Pike15
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i dont know if wanna ad objects what number should i put in??
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  #162  
Unread August 24th, 2012, 09:36 AM
pichu2000
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I'm tired and angry...
Emulators and Nds refused to load a map when I add a polygon...
But NSBMD viewer, Tinke, MKDS, NPRE and official g3dcvtr.exe are continuing to tell that map's model is OK...
I checked all offsets, all sizes, all f***ing byte without success!
If someone can help me, I appreciated....
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  #163  
Unread August 25th, 2012, 08:26 AM
PokémonShinySilver's Avatar
PokémonShinySilver
The Legendary Master of Light!
 
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Quote:
Originally Posted by pichu2000 View Post
I'm tired and angry...
Emulators and Nds refused to load a map when I add a polygon...
But NSBMD viewer, Tinke, MKDS, NPRE and official g3dcvtr.exe are continuing to tell that map's model is OK...
I checked all offsets, all sizes, all f***ing byte without success!
If someone can help me, I appreciated....
Hm... I wonder if this has something to do with the arm9 binary? I think I remember someone saying that the music offsets and weather offsets for the maps are located somewhere in the arm9 binary.

I also wonder if this might be an issue with Tinke? 'Cause I have experienced an .sdat corruption when inserting any SSEQ, SBNK, SWAR or STRM file into the .sdat on a second attempt, which makes only the sound that I've inserted play, while all the other sounds are either glitched or don't work. Which is why I would close Tinke when I've saved the changes, then open it up again. It's a bug that probably needs to be fixed.
__________________
[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
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  #164  
Unread August 26th, 2012, 02:48 AM
805587804
Togepi
 
Join Date: Dec 2010
Quote:
Originally Posted by pichu2000 View Post
Little update.
This morning I'll have enough time to work on my tool, so I use to fix some bug and add new features.
1) Now you can add new (completely new) polygon to the map (Only test on twinleaf town, but seemed work fine). When you click add button, you can choose texture, palette and size of new polygon.
2) Decide to use decimal point value instead of hex (For coordinates I think it's better)
3) Fix bug with Normal and Vtx_10 (Now X, Z, Y are correct).

A screenshot of a completely new polygon added to twinleaf (a path of grass). Note: The other nsbmd polygon are unmodified, like materials, textures, palettes...)

http://img703.imageshack.us/img703/3439/newpolywork.png

Edit: Bump! Seemed that maps not work in Desmume or No$Gba....Working on it...
I have a few questions would like to ask
1、This version of the NDS Pokemon the hacker Map tools released?
2、You how mobile hackers The tree?

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  #165  
Unread August 26th, 2012, 12:18 PM
pichu2000
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Quote:
Originally Posted by 805587804 View Post
I have a few questions would like to ask
1、This version of the NDS Pokemon the hacker Map tools released?http://img703.imageshack.us/img703/3439/newpolywork.png
2、You how mobile hackers The tree?
http://img849.imageshack.us/img849/9752/twinleaf.png
http://img9.imageshack.us/img9/8050/provadesmume.png
1 No. I've problem adding polygon (Emulator give error)
2 Yes. You can with 4.1 edit existing polygon (It's explained on README file).

Status: I've stopped working on map for now, and I'm working again on script. We can save script now (Not fully tested), and I've started adding HGSS text and script support.
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  #166  
Unread September 18th, 2012, 10:47 PM
PokémonShinySilver's Avatar
PokémonShinySilver
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It surely has been a while since anyone has last posted in here. And I see that you're working on the scripting function. It'll be interesting to see what has improved with the tool in the future.

But I do indeed have a question, how can you tell where the actual terrain model data begins? 'Cause I'd like to extract the data and turn it into a .obj file so I can edit it in 3ds Max.
__________________
[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
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  #167  
Unread September 19th, 2012, 10:15 AM
pichu2000
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Quote:
Originally Posted by PokémonShinySilver View Post
It surely has been a while since anyone has last posted in here. And I see that you're working on the scripting function. It'll be interesting to see what has improved with the tool in the future.

But I do indeed have a question, how can you tell where the actual terrain model data begins? 'Cause I'd like to extract the data and turn it into a .obj file so I can edit it in 3ds Max.
I don't undertand well what do you ask.
The actual model data starts with BMD0 magic number and end with BDHC (or with end of file)
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  #168  
Unread September 19th, 2012, 08:01 PM
Team Fail's Avatar
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Quote:
Originally Posted by pichu2000 View Post
I don't undertand well what do you ask.
The actual model data starts with BMD0 magic number and end with BDHC (or with end of file)
I think what he's asking is where the data starts for the physical geometry of the map.
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  #169  
Unread September 19th, 2012, 09:10 PM
pichu2000
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Quote:
Originally Posted by Team Fail View Post
I think what he's asking is where the data starts for the physical geometry of the map.
The packed bone command start after polygon definition. There's a preliminary table that contain start offset, size, header size, flag (0x10 for each entry table).
Then there's packed bone command (each polygon usually start with 0x40 (BEGIN_VTXS)). There are a sequence of 4 command id, then there's parameters for each command, then other 4 command id, then the parameters and so on. The polygon usually end with 0x41 (END_VTXS).
I hope I give you the right answer!
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  #170  
Unread September 22nd, 2012, 12:14 AM
PokémonShinySilver's Avatar
PokémonShinySilver
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Quote:
Originally Posted by pichu2000 View Post
I don't undertand well what do you ask.
The actual model data starts with BMD0 magic number and end with BDHC (or with end of file)
Quote:
Originally Posted by pichu2000 View Post
The packed bone command start after polygon definition. There's a preliminary table that contain start offset, size, header size, flag (0x10 for each entry table).
Then there's packed bone command (each polygon usually start with 0x40 (BEGIN_VTXS)). There are a sequence of 4 command id, then there's parameters for each command, then other 4 command id, then the parameters and so on. The polygon usually end with 0x41 (END_VTXS).
I hope I give you the right answer!
Thanks! This information will indeed help, so I can change it into an .obj file and edit the map with 3D model editor such as Autodesk 3ds Max and then re-compile it back into the ROM.
__________________
[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
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  #171  
Unread September 22nd, 2012, 02:29 AM
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Quote:
Originally Posted by PokémonShinySilver View Post
Thanks! This information will indeed help, so I can change it into an .obj file and edit the map with 3D model editor such as Autodesk 3ds Max and then re-compile it back into the ROM.
Would you be able to try converting it into another type, like Google Sketchup or something? I don't like having to crack 3DS Max when I don't need to, not to mention I screwed up when I was cracking it, and it slows down my computer a lot when it's running.
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  #172  
Unread September 22nd, 2012, 06:15 AM
PokémonShinySilver's Avatar
PokémonShinySilver
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Quote:
Originally Posted by Team Fail View Post
Would you be able to try converting it into another type, like Google Sketchup or something? I don't like having to crack 3DS Max when I don't need to, not to mention I screwed up when I was cracking it, and it slows down my computer a lot when it's running.
Well I can try... but I would recommend Autodesk 3ds Max 8 if you're using 3ds Max. But remember... 3ds Max 8 interface is more designed for Windows XP, but it does work on Windows 7 and can work fine, but it's normal for it to force Windows into the basic display, 'cause it doesn't have the aero compatibility.
__________________
[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
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  #173  
Unread September 22nd, 2012, 06:31 AM
Team Fail's Avatar
Team Fail
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Quote:
Originally Posted by PokémonShinySilver View Post
Well I can try... but I would recommend Autodesk 3ds Max 8 if you're using 3ds Max. But remember... 3ds Max 8 interface is more designed for Windows XP, but it does work on Windows 7 and can work fine, but it's normal for it to force Windows into the basic display, 'cause it doesn't have the aero compatibility.
That happened to be the one I screwed up on. That's why I thought of a free alternative, even just something Sketchup can open natively.
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  #174  
Unread September 23rd, 2012, 12:09 AM
PokémonShinySilver's Avatar
PokémonShinySilver
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Quote:
Originally Posted by pichu2000 View Post
The packed bone command start after polygon definition. There's a preliminary table that contain start offset, size, header size, flag (0x10 for each entry table).
Then there's packed bone command (each polygon usually start with 0x40 (BEGIN_VTXS)). There are a sequence of 4 command id, then there's parameters for each command, then other 4 command id, then the parameters and so on. The polygon usually end with 0x41 (END_VTXS).
I hope I give you the right answer!
Oh yes, I also forgot to mention that I was trying to convert the map data from B2/W2 (which is the same as B/W).

I'm not sure if I did it correctly, 'cause there isn't any BDHC in the BW map files. So I stopped at the area before where it has many 00 bytes and some 80 and 81 bytes, I wonder if that area is the movement permissions area? 'Cause it doesn't have any 40 or 41 bytes in that area.

But I did try to open up the BMD0 data that I extracted in NSBMD.exe, but it appeared and disappeared quickly when I dragged it to the program.


Nevermind, I managed on my own. The bytes for the BMD0 end at where the "0x20" bytes are, just right before (what I think is) the movement permissions.

I'll see what I can do with this model now, time to convert it into a compatible format using 3dvia Printscreen. A new program I discovered on some Mario Kart DS hacking forum.
__________________
[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!

Last edited by PokémonShinySilver; September 23rd, 2012 at 04:42 AM.
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  #175  
Unread September 23rd, 2012, 08:19 PM
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Link_971
French Rom-Hacker
 
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Quote:
Originally Posted by pichu2000 View Post
http://img703.imageshack.us/img703/3439/newpolywork.png

Edit: Bump! Seemed that maps not work in Desmume or No$Gba....Working on it...

Yes, i have the same error.
It doesn't work on real DS too.


Quote:
Originally Posted by pichu2000 View Post
I'm tired and angry...
Emulators and Nds refused to load a map when I add a polygon...
But NSBMD viewer, Tinke, MKDS, NPRE and official g3dcvtr.exe are continuing to tell that map's model is OK...
I checked all offsets, all sizes, all f***ing byte without success!
If someone can help me, I appreciated....

Viewers are not completely accurate, they can display all errors and corrupted polygons.

You can't add manually a polygon, it's too complex.
But... you can only use a tool like Autodesk and compare all bytes after reinsertion.

Maybe that can help you.
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