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  #26    
Old October 5th, 2012 (11:56 AM).
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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.
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  #27    
Old October 5th, 2012 (12:49 PM).
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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
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  #28    
Old October 5th, 2012 (03:14 PM).
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Quote originally posted by Pike15:
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.
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  #29    
Old October 5th, 2012 (06:34 PM).
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Quote originally posted by PokémonShinySilver:
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.
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  #30    
Old October 6th, 2012 (03:29 AM).
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Quote originally posted by droomph:
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
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  #31    
Old October 6th, 2012 (04:45 AM). Edited October 6th, 2012 by VERGUNDAI.
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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
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  #32    
Old October 6th, 2012 (05:47 AM).
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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.
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  #33    
Old October 6th, 2012 (08:42 AM).
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Team fail. How is it going with inserting maps??
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  #34    
Old October 6th, 2012 (10:07 AM).
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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.
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  #35    
Old October 6th, 2012 (10:18 AM).
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Quote originally posted by droomph:
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
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  #36    
Old October 6th, 2012 (12:51 PM).
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Awesome, ShinySilver...

- Thanks for the OBJ to MAX...

- Some ROM hack sites aren't responding to my uploads at all..
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  #37    
Old October 6th, 2012 (02:39 PM).
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Quote originally posted by VERGUNDAI:
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??
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  #38    
Old October 6th, 2012 (06:54 PM).
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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...
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  #39    
Old October 6th, 2012 (07:44 PM). Edited October 6th, 2012 by VERGUNDAI.
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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.
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  #40    
Old October 6th, 2012 (08:29 PM).
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Quote originally posted by thanethane98:
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.
Quote originally posted by Pike15:
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!
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  #41    
Old October 7th, 2012 (04:54 AM).
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Quote originally posted by VERGUNDAI:
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.
Quote originally posted by VERGUNDAI:
*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.
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  #42    
Old October 7th, 2012 (07:44 PM).
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Quote originally posted by thanethane98:
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.
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  #43    
Old October 7th, 2012 (09:45 PM).
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Yes that is the problem,

- I wonder if Spiky knows how to install the Plugins successfully.
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  #44    
Old October 7th, 2012 (11:35 PM).
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I wanna see some maps please
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  #45    
Old October 8th, 2012 (01:34 AM).
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I will upload some soon, if my computer stops being lousy..
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  #46    
Old October 8th, 2012 (02:17 AM).
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ok awsome dude are you working in rse remake ??
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  #47    
Old October 8th, 2012 (05:54 AM).
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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.
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  #48    
Old October 8th, 2012 (07:14 AM).
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Quote originally posted by Spiky-Eared Pichu:
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:
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  #49    
Old October 9th, 2012 (06:48 PM). Edited October 9th, 2012 by VERGUNDAI.
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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.
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  #50    
Old October 9th, 2012 (07:04 PM).
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Quote originally posted by Team Fail:
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.
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