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  #101    
Old October 18th, 2012, 08:20 AM
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Quote:
Originally Posted by Pike15 View Post
Spiky how is it going. i am really looking forward the next update buddy
Please be patient. I have a Wild Pokémon Editor 50% done and I'm working on text editing, something really hard. Don't worry, I won't abandon this tool at this point, because there's still a lot to do.
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  #102    
Old October 18th, 2012, 10:53 AM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
Please be patient. I have a Wild Pokémon Editor 50% done and I'm working on text editing, something really hard. Don't worry, I won't abandon this tool at this point, because there's still a lot to do.
Ok thats awsome how far have you came with the actually Map editing?? And can i be a beta tester for this tool??
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  #103    
Old October 19th, 2012, 10:03 AM
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Well done!, I hope you keep devolving it and make it easy to use just as the Advance map!
Really great thing from you, Thanks!
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  #104    
Old October 21st, 2012, 07:37 AM
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I've finally imported a custom object on here while attempting to make a Littleroot Town remake.
I edited the Pokemon lab from pallet town to look like the one from RSE.

-only problems
the materials(if changed/recolor) replace some textures inside of ROM which glitches up a lot of Tex data.
- sometimes the custom object shows no texture at all.
-sometimes the ROM freezes at certain point when running after coming out of doors.

If anyone want to try this use MKDS editor's import to obj. You can also edit the title screen pokemon too!(Giratina, Dialga,Palkia, etc.)
Some 3D data from pokemon xd works if you know how to import them into BMD files.

To edit just open them in Sketchup 8, or 3DS Max

* I need help 3DS Max 2008 shows no material when being imported, but works fine on 3DS Max 6.
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  #105    
Old October 21st, 2012, 07:50 AM
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Quote:
Originally Posted by VERGUNDAI View Post
I've finally imported a custom object on here while attempting to make a Littleroot Town remake.
I edited the Pokemon lab from pallet town to look like the one from RSE.

-only problems
the materials(if changed/recolor) replace some textures inside of ROM which glitches up a lot of Tex data.
- sometimes the custom object shows no texture at all.
-sometimes the ROM freezes at certain point when running after coming out of doors.

If anyone want to try this use MKDS editor's import to obj. You can also edit the title screen pokemon too!(Giratina, Dialga,Palkia, etc.)
Some 3D data from pokemon xd works if you know how to import them into BMD files.

To edit just open them in Sketchup 8, or 3DS Max

* I need help 3DS Max 2008 shows no material when being imported, but works fine on 3DS Max 6.
What file is the title screen model located in? I'm trying to find it atm.
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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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  #106    
Old October 21st, 2012, 09:28 AM
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Spiky still working on this wonderfull thing?? And what´s the progress so far`??
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  #107    
Old October 21st, 2012, 12:12 PM
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I wonder how well SDSME is going? I'm looking forward to seeing more stuff implemented.

Quote:
Originally Posted by Team Fail View Post
What file is the title screen model located in? I'm trying to find it atm.
I can't remember which one it was, but I do know that I did see a Black/White Kyurem in one BMD0 model, which looked the same as the Black/White Kyurem used for the cut-scene. It was while I was searching for the opening cinematic files (which I couldn't find at the time).
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  #108    
Old October 21st, 2012, 01:05 PM
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Quote:
Originally Posted by PokémonShinySilver View Post
I wonder how well SDSME is going? I'm looking forward to seeing more stuff implemented.



I can't remember which one it was, but I do know that I did see a Black/White Kyurem in one BMD0 model, which looked the same as the Black/White Kyurem used for the cut-scene. It was while I was searching for the opening cinematic files (which I couldn't find at the time).
I know I once found it in BW, but I'm not sure about DPPt.
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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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  #109    
Old October 21st, 2012, 01:21 PM
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Team fail how long have you came in aqua sapphire?? how much progress do you have??
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  #110    
Old October 22nd, 2012, 02:25 AM
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I want to upload the New romhack of Pokemon Hoen.nds but I don't know how much post we need to upload one.
Also:
- I will upload a Narc.doc for Pokemon Black and White 2 next weekend.
- I already have the narc data.doc for Diamond and Pearl.
I'll probably upload it on a new thread with a tut.
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  #111    
Old October 22nd, 2012, 04:58 AM
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Quote:
Originally Posted by Team Fail View Post
I know I once found it in BW, but I'm not sure about DPPt.
They can be found in "\demo\title\titledemo.narc" as NSBMD models with texture animations.
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  #112    
Old October 22nd, 2012, 05:37 AM
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i really wanna see you´re hack. And spiky how much progress do you have in the tool so far??
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  #113    
Old October 24th, 2012, 01:20 PM
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I have a small update for you. I have been working on a native 3D renderer based on PG4Map and MKDS Course Modifier. Currently, maps can't be loaded with textures, only untextured or wireframed. Here's a picture of it:

Spoiler:


Next version will include that renderer (hopefully with texture support), a text viewer and a wild pokémon editor. Some glitches will be fixed as well
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  #114    
Old October 24th, 2012, 01:24 PM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
I have a small update for you. I have been working on a native 3D renderer based on PG4Map and MKDS Course Modifier. Currently, maps can't be loaded with textures, only untextured or wireframed. Here's a picture of it:

Spoiler:


Next version will include that renderer (hopefully with texture support), a text viewer and a wild pokémon editor. Some glitches will be fixed as well
Are you gonna be able to edit maps in next update??
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  #115    
Old October 24th, 2012, 07:41 PM
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I registered here just so I can tell you how awesome this is! You are doing something that will be appreciated by all Pokemon fans.
Will we be able to fully edit maps in a 3d viewer? I hope so! I would love to see that! Adding models, removing models and such would be very cool.
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  #116    
Old October 25th, 2012, 04:33 PM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
I have a small update for you. I have been working on a native 3D renderer based on PG4Map and MKDS Course Modifier. Currently, maps can't be loaded with textures, only untextured or wireframed. Here's a picture of it:

Spoiler:


Next version will include that renderer (hopefully with texture support), a text viewer and a wild pokémon editor. Some glitches will be fixed as well
Wow that's wicked! Great work with the progress your making here. One thing that bugs me right now about the program is the map names. They're labeled as Map 0 and Map 1 and Map 2 and so on. It gets difficult to find the maps I'm looking for. Is it possible to put actual map names in a future update?
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  #117    
Old October 25th, 2012, 04:54 PM
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You are making extraordinary progress with this program ! I give you 5 *'s (If PC had the ability to.. so i'll just like your first post)
I think i'll hold off on this at the moment though as I'm not the type of person to keep up with updates and new features !
Good luck to you though !
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  #118    
Old October 25th, 2012, 08:41 PM
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After transferring my romhacking files to my laptop which had better 3D render-er and graphics card, my HGSS ROM doesn't work anymore when you load up the ROM you can play only to the name change. So i'm going to use a new HG ROM. In the meantime good luck to all those who are hacking 3D NDS Rom. I'm hoping in 2 weeks I might release Pokemon Hoen.nds! I've only loaded some maps through hex editing, but some maps are still white textured.
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  #119    
Old October 25th, 2012, 08:47 PM
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Quote:
Originally Posted by VERGUNDAI View Post
After transferring my romhacking files to my laptop which had better 3D render-er and graphics card, my HGSS ROM doesn't work anymore when you load up the ROM you can play only to the name change. So i'm going to use a new HG ROM. In the meantime good luck to all those who are hacking 3D NDS Rom. I'm hoping in 2 weeks I might release Pokemon Hoen.nds! I've only loaded some maps through hex editing, but some maps are still white textured.
In two weeks will we have a hoenn remake then?? Or wil it just be some changes??
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  #120    
Old October 26th, 2012, 05:35 AM
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Quote:
Originally Posted by arpeejajo View Post
Wow that's wicked! Great work with the progress your making here. One thing that bugs me right now about the program is the map names. They're labeled as Map 0 and Map 1 and Map 2 and so on. It gets difficult to find the maps I'm looking for. Is it possible to put actual map names in a future update?
Displaying map names in the map editor combobox is impossible, because maps are just files, which are later connected to a header that defines their in-game name. The closest workaround I could make is to display the map files' internal names. It would be shown in the format "Map Index: Internal Name". What do you say?
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  #121    
Old October 26th, 2012, 05:53 AM
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Spiky when are you gonna upload the update??
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  #122    
Old October 26th, 2012, 09:15 AM
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I've just finished adding internal names to map list. I tried my best. Here's a picture of it working:



Quote:
Originally Posted by Pike15 View Post
Spiky when are you gonna upload the update??
The update will be uploaded when it's stable enough. That means:
  • Fixing the event editor
  • Adding wild support to HGSS
  • Adding something new to the matrix editor that I can't reveal yet
It will include the new 3D renderer in wireframe mode, as well as the old nsbmd viewer. When texture support is finished, the old viewer will be discarded.
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  #123    
Old October 26th, 2012, 09:18 AM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
I've just finished adding internal names to map list. I tried my best. Here's a picture of it working:





The update will be uploaded when it's stable enough. That means:
  • Fixing the event editor
  • Adding wild support to HGSS
  • Adding something new to the matrix editor that I can't reveal yet
It will include the new 3D renderer in wireframe mode, as well as the old nsbmd viewer. When texture support is finished, the old viewer will be discarded.
Ok are you gonna be able to edit the map then??
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  #124    
Old October 27th, 2012, 02:06 PM
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I'm glad to announce the release of version 1.2.0, which adds plenty of features to the tool:
  • Event editor fixed
  • Added a 3D renderer and a wild pokémon editor
  • Added a preliminary text editor (doesn't save yet)
  • Fixed Japanese DP support (it was broken)
You can get it here: http://www.mediafire.com/?kq77b55j47mr18l
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  #125    
Old October 27th, 2012, 04:40 PM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
Displaying map names in the map editor combobox is impossible, because maps are just files, which are later connected to a header that defines their in-game name. The closest workaround I could make is to display the map files' internal names. It would be shown in the format "Map Index: Internal Name". What do you say?
If it isn't too much trouble for you, I'd definitely like this. Thanks so much for this program and the recent update is excellent!
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