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  #176    
Old November 24th, 2012 (5:11 PM). Edited November 24th, 2012 by xalien95.
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    Quote:
    Originally Posted by Team Fail View Post
    You can convert OBJ to NSBMD through some Nintendo tools, but as for direct editing of the NSBMD, I don't think that is possible yet.
    Nintendo Tools.. could you post them, please?

    EDIT: I found some tools ;D

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      #177    
    Old November 25th, 2012 (7:58 AM).
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    Quote:
    Originally Posted by xalien95 View Post
    Nintendo Tools.. could you post them, please?

    EDIT: I found some tools ;D

    Even though you may have found them, I can't link to them. If they're Nintendo's tools, they're copyrighted.

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      #178    
    Old November 27th, 2012 (12:47 PM).
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      Hello all!
      I am a problem with the edit of the terrain...
      How i convert the terrain file?
      Where i can find the nintendo tools?
      Help please
      p.s= Thanks for the program Spiky-Eared Pichu!

      (Sorry for the probally bad English but i'm an Italian boy )

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        #179    
      Old November 27th, 2012 (1:28 PM).
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        Team Fail what about a little hint then?? That cant be forbidden

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          #180    
        Old November 27th, 2012 (1:31 PM).
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        I'll tell you that in the beginning of my tutorial, there is a set of words you can Google.

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          #181    
        Old November 27th, 2012 (10:20 PM).
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          Quote:
          Originally Posted by XxBestOnXx View Post
          Hello all!
          I am a problem with the edit of the terrain...
          How i convert the terrain file?
          Where i can find the nintendo tools?
          Help please
          p.s= Thanks for the program Spiky-Eared Pichu!

          (Sorry for the probally bad English but i'm an Italian boy )

          hint the name, link or whatever to that tools is not allowed. actually Team Fail tutorial was have a few word is can be key on google search.

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            #182    
          Old November 28th, 2012 (6:11 AM).
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          XxBestOnXx XxBestOnXx is offline
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            Ah ok thanks!!!
            But i have not found those tools...
            I search for the terrain, for nintendo tools bdhc converter but nothing....
            But i learn to place some buildings and how to change the texture :D

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              #183    
            Old November 28th, 2012 (8:24 AM).
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              Quote:
              Originally Posted by XxBestOnXx View Post
              Ah ok thanks!!!
              But i have not found those tools...
              I search for the terrain, for nintendo tools bdhc converter but nothing....
              But i learn to place some buildings and how to change the texture :D

              How did you placed building plz tell me i really wanna know that.

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                #184    
              Old November 28th, 2012 (9:02 AM).
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              xalien95 xalien95 is offline
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                Quote:
                Originally Posted by Pike15 View Post
                How did you placed building plz tell me i really wanna know that.
                You have to use Edit Buildings (tab Map Editor).
                In the Buildings Editor you can change models (change model, position, zoom values) or add new ones.
                In the Model list you can view models by ID and import new ones in .nsbmd format.

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                  #185    
                Old November 28th, 2012 (12:28 PM).
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                  Quote:
                  Originally Posted by xalien95 View Post
                  You have to use Edit Buildings (tab Map Editor).
                  In the Buildings Editor you can change models (change model, position, zoom values) or add new ones.
                  In the Model list you can view models by ID and import new ones in .nsbmd format.

                  Thats nice. Are you able to do so you can enter a builing??

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                    #186    
                  Old November 28th, 2012 (1:17 PM). Edited November 28th, 2012 by DrFuji.
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                  VERGUNDAI VERGUNDAI is offline
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                    there was a texture editor for nsbmd files but ill check it in my folder when i get home during the weekend....

                    also i havnt touched this tool for awhile now i keep getting this error for SPDSME 1.5.0:

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

                    ************** Exception Text **************
                    System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\NouZong Lee\My Saved Roms\Map Editing\Spiky DS Map Editing\Data\NDS\data\a\0\4\matrix'.
                    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
                    at System.IO.FileSystemEnumerableIterator`1.CommonInit()
                    at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
                    at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
                    at NarcAPI.Narc.FromFolder(String folderPath)
                    at WindowsFormsApplication1.Form1.saveROMToolStripMenuItem_Click(Object sender, EventArgs e)
                    at System.Windows.Forms.Control.OnClick(EventArgs e)
                    at System.Windows.Forms.Button.OnClick(EventArgs e)
                    at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
                    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
                    at System.Windows.Forms.Control.WndProc(Message& m)
                    at System.Windows.Forms.ButtonBase.WndProc(Message& m)
                    at System.Windows.Forms.Button.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: 4.0.30319.17929 built by: FX45RTMREL
                    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
                    ----------------------------------------
                    SDSME
                    Assembly Version: 1.5.0.0
                    Win32 Version: 1.5.0.0
                    CodeBase: file:///C:/Users/NouZong%20Lee/My%20Saved%20Roms/Map%20Editing/Spiky%20DS%20Map%20Editing/SDSME.exe
                    ----------------------------------------
                    System.Windows.Forms
                    Assembly Version: 4.0.0.0
                    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
                    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: 4.0.30319.17929 built by: FX45RTMREL
                    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: 4.0.30319.18014 built by: FX45RTMGDR
                    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/NouZong%20Lee/My%20Saved%20Roms/Map%20Editing/Spiky%20DS%20Map%20Editing/Tao.Platform.Windows.DLL
                    ----------------------------------------
                    System.Core
                    Assembly Version: 4.0.0.0
                    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
                    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
                    ----------------------------------------
                    Tao.OpenGl
                    Assembly Version: 2.1.0.12
                    Win32 Version: 2.1.0.12
                    CodeBase: file:///C:/Users/NouZong%20Lee/My%20Saved%20Roms/Map%20Editing/Spiky%20DS%20Map%20Editing/Tao.OpenGl.DLL
                    ----------------------------------------
                    HelixToolkit
                    Assembly Version: 2011.10.1.0
                    Win32 Version: 2011.10.1
                    CodeBase: file:///C:/Users/NouZong%20Lee/My%20Saved%20Roms/Map%20Editing/Spiky%20DS%20Map%20Editing/HelixToolkit.DLL
                    ----------------------------------------
                    PresentationCore
                    Assembly Version: 4.0.0.0
                    Win32 Version: 4.0.30319.18015 built by: FX45RTMGDR
                    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
                    ----------------------------------------
                    WindowsBase
                    Assembly Version: 4.0.0.0
                    Win32 Version: 4.0.30319.18015 built by: FX45RTMGDR
                    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
                    ----------------------------------------
                    Accessibility
                    Assembly Version: 4.0.0.0
                    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
                    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
                    ----------------------------------------
                    System.Xml
                    Assembly Version: 4.0.0.0
                    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
                    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.

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                      #187    
                    Old November 28th, 2012 (2:18 PM).
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                      why does this happend when i try to add objects?? What am i doing wrong??

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                        #188    
                      Old November 29th, 2012 (5:00 AM).
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                        Quote:
                        Originally Posted by Pike15 View Post
                        why does this happend when i try to add objects?? What am i doing wrong??

                        I need more info about the problem. Which building IDs have you added to that map? Which textures (Texture 1 and Texture 2) is that map using? Were those buildings official models or imported models? I have a feeling buildings may be as complex as maps themselves, they may be using tilesets as well.

                        I've taken a look at the saving error and it looks like a typo in the save path or a folder that doesn't exist when it should. I'll try to get it fixed in the next version.

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                          #189    
                        Old November 29th, 2012 (7:09 AM).
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                        mikelan98 mikelan98 is offline
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                          That happens when you try to put "buildings" that are only loaded inside houses and other enclosed areas. So to speak, that happens when you put an inside object outside.

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                            #190    
                          Old November 29th, 2012 (7:14 AM).
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                          Incineroar Incineroar is offline

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                          Quote:
                          Originally Posted by mikelan98 View Post
                          That happens when you try to put "buildings" that are only loaded inside houses and other enclosed areas. So to speak, that happens when you put an inside object outside.

                          I've tried adding houses and signs in DP to the same effect. However, I'm thinking it's just tileset incompatibility, which could easily be fixed in the header.

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                            #191    
                          Old November 29th, 2012 (8:34 AM).
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                            i did just ut out some objects. And i dont know which textures. And the id was 337

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                              #192    
                            Old November 29th, 2012 (8:57 AM). Edited November 29th, 2012 by Incineroar.
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                            the spirit of the fighter

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                            Quote:
                            Originally Posted by Pike15 View Post
                            i did just ut out some objects. And i dont know which textures. And the id was 337

                            Per matrix, there are 2 texture settings in the header. Textures 1 is for the map files and the set of textures they use, textures 2 is, what I presume is, for models. I believe that model textures are loaded according to the value of Textures 2 in the header, but I'm not 100% sure as I read that textures are stored with the .nsbmd. If that's the case, in theory, any model should render correctly on any map, however that doesn't seem to be the case. If an invalid model is loaded, or if a broken one is loaded, it will default to the dmybox01 model.

                            This also happens normally in-game, actually. They prevent it from happening by using gatehouses to refresh graphics between incompatible tilesets. If one bypasses gatehouses by use of walk through walls or if they just remove a gatehouse altogether, you will see lots of these models break and default to the dmybox01 model.

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                              #193    
                            Old November 29th, 2012 (1:16 PM).
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                              Quote:
                              Originally Posted by Team Fail View Post
                              Per map, there are 2 texture settings in the header. Textures 1 is for the map itself, textures 2 is, what I presume is, for models. I believe that model textures are loaded according to the value of Textures 2 in the header, but I'm not 100% sure as I read that textures are stored with the .nsbmd. If that's the case, in theory, any model should render correctly on any map, however that doesn't seem to be the case.

                              So if i change to textures 2 it should work??

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                                #194    
                              Old November 29th, 2012 (1:28 PM).
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                              the spirit of the fighter

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                              Quote:
                              Originally Posted by Pike15 View Post
                              So if i change to textures 2 it should work??

                              I'm not sure at the moment, as I've noticed the problem for a while too. I've even tried adding models that were already compatible with the current tileset, like a Pokemon Center, and even those end up being broken.

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                                #195    
                              Old November 29th, 2012 (2:00 PM).
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                              xalien95 xalien95 is offline
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                                We need to change the "objectset" (new word.. like tile-set LOL)... but I don't think it could be possible.

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                                  #196    
                                Old November 29th, 2012 (5:12 PM).
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                                  Well thats sad. Because it would be really funny. If you would be able to add objects.

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                                    #197    
                                  Old November 29th, 2012 (6:08 PM).
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                                  the spirit of the fighter

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                                  Quote:
                                  Originally Posted by xalien95 View Post
                                  We need to change the "objectset" (new word.. like tile-set LOL)... but I don't think it could be possible.

                                  Simple: Go to the header viewer, find the appropriate header for your map, and modify "Textures 2", then save the headers. However, I'm not sure if that's all that needs to be done.

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                                    #198    
                                  Old November 29th, 2012 (6:14 PM). Edited November 29th, 2012 by VERGUNDAI.
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                                  VERGUNDAI VERGUNDAI is offline
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                                    Just wondering, Has anyone tried editing nsbtx with the MKDS editor.?

                                    I did, but textures load only on SDSME.

                                    When i play the game no texture that i edited loaded.

                                    never mind that found solution!

                                    You must have to edit all the tilesets to be the same!
                                    NOooooooooooooooooo!

                                    But ima do it anyways...

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                                      #199    
                                    Old November 30th, 2012 (1:33 AM).
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                                    xalien95 xalien95 is offline
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                                      Quote:
                                      Originally Posted by VERGUNDAI View Post
                                      Just wondering, Has anyone tried editing nsbtx with the MKDS editor.?

                                      I did, but textures load only on SDSME.

                                      When i play the game no texture that i edited loaded.

                                      never mind that found solution!

                                      You must have to edit all the tilesets to be the same!
                                      NOooooooooooooooooo!

                                      But ima do it anyways...

                                      I'm using MKDS Coure Editor and textures work fine.
                                      Note that I'm using BW2 grass.

                                      Quote:
                                      Originally Posted by Team Fail View Post
                                      Simple: Go to the header viewer, find the appropriate header for your map, and modify "Textures 2", then save the headers. However, I'm not sure if that's all that needs to be done.
                                      I don't think texture 1 and 2 are the textures ID for each map.
                                      New Bark Town and Goldenrod City have the same textures 1 and 2, but different objects.
                                      You cannot add to New Bark Town a Goldenrod City's house.

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                                        #200    
                                      Old November 30th, 2012 (4:38 AM).
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                                      Pike15 Pike15 is offline
                                         
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                                        Quote:
                                        Originally Posted by xalien95 View Post
                                        I'm using MKDS Coure Editor and textures work fine.
                                        Note that I'm using BW2 grass.

                                        I don't think texture 1 and 2 are the textures ID for each map.

                                        New Bark Town and Goldenrod City have the same textures 1 and 2, but different objects.
                                        You cannot add to New Bark Town a Goldenrod City's house.

                                        Awsome so if i download mkds course editor i coul be able to map hack?? Note: How did you added bw2 grass??

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