Freeze | |
Karma: 3752 Posts: 2029/2112 Since: 06-28-11 |
Posted by Tierage I quickly threw together a .nmt for it. It's missing the corner tile for the pocket between a ceiling and a wall, though. Ok so I did you a favor and added those tiles quickly. |
Freeze |
Posted on 09-05-14, 09:11 pm in 3ds New Super Mario Bros. 2 Hacking
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Karma: 3752 Posts: 2037/2112 Since: 06-28-11 |
Freeze |
Posted on 09-08-14, 07:30 pm in Any efficient way to find specific information?
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Karma: 3752 Posts: 2045/2112 Since: 06-28-11 |
Posted by ray I have no freaking idea what you are talking about. He means the bugged texture file of w1 in the map folder that can't be edited by the editor because of the error "This file is already being edited." Of course there is no way that we could find the world map nodes there. |
Freeze |
Posted on 09-15-14, 11:01 am in bug Graphics Editor Changes White to Transperant
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Karma: 3752 Posts: 2049/2112 Since: 06-28-11 |
Freeze |
Posted on 09-26-14, 03:52 pm in need for speed undercover DS hacking (rev. 1 by Freeze on 09-26-14, 03:53 pm)
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Karma: 3752 Posts: 2050/2112 Since: 06-28-11 |
Freeze |
Posted on 10-19-14, 08:27 am in Event Loopers (rev. 1 by Freeze on 10-19-14, 08:27 am)
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Karma: 3752 Posts: 2052/2112 Since: 06-28-11 |
If it helps, I will copy the sprites we used here. Just put them like this in your level.
NSMBeClip|SPR:32:64:168:000100FF0000:SPR:33:64:286:010228000000:SPR:34:64:167:020228100020:SPR:32:71:259:02000000040A:ZON:512:1088:32:48:0| When entering Zone 0, the mechanism will start to loop. Every once in a while the poison water will rise and lower again.Change this machanism to meet your needs. |
Freeze |
Posted on 11-03-14, 12:27 pm in Tileset List (rev. 1 by Freeze on 11-03-14, 12:28 pm)
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Karma: 3752 Posts: 2059/2112 Since: 06-28-11 |
Posted by Sharks Does this look NSMB enough ? *snip* In-game: *snip* I think the contrast is too high. The dark "vertical lines" are too dark in comparism to the other color. Also, I'd make the grass thicker. It only covers the top pixels. |
Freeze |
Posted on 11-10-14, 03:12 pm in tileset Stone Grassland
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Karma: 3752 Posts: 2065/2112 Since: 06-28-11 |
I don't know, why this tileset is not here anymore, but I will just repost it. (I think it was in the old resource forum)
It is some mixture of the grass from the original grassland tileset and some stone ground I made myself. There are also some tiles from the NSMB Beta in it. I would say, draw the decoration yourself, because the decoration inside this tileset looks aweful to me. Download: StoneGrass.nmt The colors aren't the best either, because it is all inside one palette. (Haven't got the original image anymore) |
Freeze |
Posted on 11-15-14, 04:03 pm in How to create new areas in a level? (rev. 1 by Freeze on 11-15-14, 04:03 pm)
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Karma: 3752 Posts: 2068/2112 Since: 06-28-11 |
Posted by darthsonic2 when im in 1-3 and i enter destination area 7 into one of the pipes it brings me to a completely different area.. Area numbers always start from the current area (current area is 0) If you make the destination area 7 in W1-3, you travel 7 areas forward. That means that you end up in area number 14, which is W1-A Area 1. I know, this all sounds a bit confusing in the beginning, but I am pretty sure you will get the hang of it soon. |
Freeze |
Posted on 01-04-15, 07:33 pm in Worldmap editor and all the information you'll need
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Karma: 3752 Posts: 2088/2112 Since: 06-28-11 |
Posted by Thierry Well this works for me (x86), but not for hamza (x64). Is it only working on x86 computers? Posted by Hiccup Rather than saying your tool is shit when it doesn't work for someone, couldn't you try and work out the problem? If you have problems using this editor: Try this overlay file. This file totally works for me or ray. If it does not work for you, you probably do something wrong when decompressing the file with the old NSMBe revision. Also, make sure you are using a (U) ROM. |
Freeze |
Posted on 01-10-15, 01:53 pm in How to edit the 'Bowser fade screen'?
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Karma: 3752 Posts: 2092/2112 Since: 06-28-11 |
Freeze |
Posted on 02-01-15, 11:23 am in 1-world demo New Super Mario Bros. Empire
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Karma: 3752 Posts: 2102/2112 Since: 06-28-11 |
Posted by BrokenAce255 Most of the graphics, yes. The world map's floor texture was edited from a Google images search result, and the silver hexagon was made with the MS Word shape tool, but everything else (including the tileset and BG used in the level screenshot) is made by me. |
Freeze |
Posted on 06-04-16, 12:16 pm in Literally everything you need to know about Worldmap editing
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Karma: 3752 Posts: 2109/2112 Since: 06-28-11 |
Posted by Arctus Platner One thing that would be nice to figure out is how pipes on the world map work, since the only thing that I see pertaining to pipes in the documentation, is the id for the pipe level icon. It is just an animation. You need to know that almost everything visible on the worldmap is the model + animations. I don't know, wheter you can add pipe animations with RicBent's Worldmap editor or not. I also remember that there is some table in the overlay9_8 that toggles pipe and non-pipe animation, which means that the sound of the pipe is played and Mario squeezes like when entering a pipe. However, I currently can't find the table offsets in my and ray's Skype conference... Dude are those a mess. Of course I shall post them, once I found them again. |