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  #76    
Old January 5th, 2013, 11:17 AM
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VERGUNDAI
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Quote:
Originally Posted by SolusX View Post
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:
Quote: Originally Posted by Trifindo
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
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...
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  #77    
Old January 5th, 2013, 12:31 PM
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Quote:
Originally Posted by VERGUNDAI View Post
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.
Quote:
Originally Posted by VERGUNDAI View Post
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.
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
[05:42.20] <diegoisawesome> Team_Fail: Sounds like a bunch of unmotivated people that still want to try to take over the world
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  #78    
Old January 6th, 2013, 10:43 AM
Fuglemand
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When is the importing section going to be finished?

PS. awesome tutorial
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  #79    
Old January 6th, 2013, 12:41 PM
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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:

Code:
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.
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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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  #80    
Old January 6th, 2013, 05:54 PM
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Quote:
Originally Posted by PokémonShinySilver View Post
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:

Code:
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.
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
[05:42.20] <diegoisawesome> Team_Fail: Sounds like a bunch of unmotivated people that still want to try to take over the world
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  #81    
Old January 18th, 2013, 02:13 PM
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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...
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  #82    
Old January 18th, 2013, 03:06 PM
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Quote:
Originally Posted by HackChu View Post
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 [email protected]
or [email protected]
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  #83    
Old January 18th, 2013, 03:25 PM
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Quote:
Originally Posted by VERGUNDAI View Post
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.
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  #84    
Old February 2nd, 2013, 07:16 AM
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RockeTODAMoon
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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.
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  #85    
Old February 2nd, 2013, 04:51 PM
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VERGUNDAI
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Quote:
Originally Posted by RockeTODAMoon View Post
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
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  #86    
Old February 8th, 2013, 08:18 AM
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Quote:
Originally Posted by VERGUNDAI View Post
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;

HTML Code:
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
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  #87    
Old February 21st, 2013, 06:56 AM
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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=ObkWE...r_aI_w&index=1

Do you know how to solve this? Thanks.
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  #88    
Old February 23rd, 2013, 07:22 AM
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RockeTODAMoon
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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.
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  #89    
Old February 27th, 2013, 06:47 PM
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Quote:
Originally Posted by Trifindo View Post
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=ObkWE...r_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
Quote:
Originally Posted by RockeTODAMoon View Post
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"?
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
[05:42.20] <diegoisawesome> Team_Fail: Sounds like a bunch of unmotivated people that still want to try to take over the world
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  #90    
Old February 28th, 2013, 12:56 PM
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Quote:
Originally Posted by Team Fail View Post
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
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  #91    
Old March 1st, 2013, 10:56 AM
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VERGUNDAI
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Quote:
Originally Posted by Team Fail View Post
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..
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  #92    
Old March 2nd, 2013, 08:20 AM
Iceangelwolf
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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.
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  #93    
Old March 2nd, 2013, 10:55 AM
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Quote:
Originally Posted by Iceangelwolf View Post
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.
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
[05:42.20] <diegoisawesome> Team_Fail: Sounds like a bunch of unmotivated people that still want to try to take over the world
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  #94    
Old March 2nd, 2013, 11:47 AM
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RockeTODAMoon
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Quote:
Originally Posted by Team Fail View Post
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:

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  #95    
Old March 2nd, 2013, 11:51 AM
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Now that, I've never seen. I'll have to ask Spiky on that one. That's just bizarre.
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
[05:42.20] <diegoisawesome> Team_Fail: Sounds like a bunch of unmotivated people that still want to try to take over the world
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  #96    
Old March 2nd, 2013, 12:03 PM
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RockeTODAMoon
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Quote:
Originally Posted by Team Fail View Post
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 :/
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  #97    
Old March 3rd, 2013, 06:01 AM
Iceangelwolf
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Quote:
Originally Posted by Team Fail View Post
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.
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  #98    
Old March 3rd, 2013, 08:03 AM
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Quote:
Originally Posted by Iceangelwolf View Post
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.
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
[05:42.20] <diegoisawesome> Team_Fail: Sounds like a bunch of unmotivated people that still want to try to take over the world
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  #99    
Old March 3rd, 2013, 10:49 AM
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VERGUNDAI
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Quote:
Originally Posted by RockeTODAMoon View Post
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..
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  #100    
Old March 3rd, 2013, 10:51 AM
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Quote:
Originally Posted by VERGUNDAI View Post
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.
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
[05:42.20] <diegoisawesome> Team_Fail: Sounds like a bunch of unmotivated people that still want to try to take over the world
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