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Posted on 08-18-21, 08:22 pm (rev. 14 by
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![]() Karma: 199 Posts: 46/59 Since: 03-04-19 |
How to create your own wX.nsbmd
You will need these things here: • Blender (latest version) https://www.blender.org/ • Nintendo Plugins for Blender https://github.com/jellees/nns-blender-plugin/releases/tag/v0.1.1 • NitroPaint https://github.com/Garhoogin/NitroPaint/releases/tag/v2.5.4.2 • g3dcvtr https://www.mediafire.com/file/essbc4ignvurdxh/G3DCVTR.rar/file • modelling skills and experiences IT IS RECOMMENDED TO READ THE INSTRUCTIONS BEFORE STARTING! GOOD LUCK ![]() [Will continue soon] ---------------------------------------------------------------------------------------------------------------------------------- How to create your own wXmove.nsbca (and how to set up things in Goombatlas) You will need these things here: • Blender (latest version) https://www.blender.org/ • Nintendo Plugins for Blender https://github.com/jellees/nns-blender-plugin/releases/tag/v0.1.1 • g3dcvtr https://www.mediafire.com/file/essbc4ignvurdxh/G3DCVTR.rar/file • Goombatlas https://nsmbhd.net/thread/3727-goombatlas-the-nsmb-worldmap-editor-wip/ • modelling skills and experiences IT IS RECOMMENDED TO READ THE INSTRUCTIONS BEFORE STARTING! GOOD LUCK ![]() [Will continue soon] ---------------------------------------------------------------------------------------------------------------------------------- How to create your own wXtree.nsbmd You will need these things here: • Blender (latest version) https://www.blender.org/ • Nintendo Plugins for Blender https://github.com/jellees/nns-blender-plugin/releases/tag/v0.1.1 • NitroPaint https://github.com/Garhoogin/NitroPaint/releases/tag/v2.5.4.2 • g3dcvtr https://www.mediafire.com/file/essbc4ignvurdxh/G3DCVTR.rar/file • modelling skills and experiences IT IS RECOMMENDED TO READ THE INSTRUCTIONS BEFORE STARTING! GOOD LUCK ![]() Let’s start: Create whatever you want to create and try to avoid unnecessary polygons. Also don’t name ANYTHING longer than 16 characters. ![]() Then place it on the right spot! Q: How do I know where to place it exactly? A: Don’t worry! Just extract the original wXtree.nsbmd file from your rom with the NSMB Editor. Then convert it to “.dae” with apicula by “drag&dropping” it onto the “.exe” file. Now you need to convert it once again to ".fbx" with the Autodesk FBX converter. Afterwards import the fbx file into Blender and scale everything by 100 times. Lastly, look at the coordinates of the objects for orientation and move your object to the place you want to! I will leave a link to apicula and to the Autodesk FBX converter here: https://www.mediafire.com/file/j0q9dd9au4bn9gw/apicula.rar/file https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives Now we want to add the textures! Here are some rules to follow: • size of all the textures need to be “power of 2” × “power of 2” in Pixel (examples: 64×32, 8×16, 128×4) • don’t use too big textures (try to make the most textures less than 128×128) Q: So some textures can be bigger than 128x128? A: Yes, but you will have to make the other textures much much much smaller in return, so that they fit in vram. Just don't do it. Q: But how do you know whether you've reached the total size limit of all textures? Is there a clear number? A: No, there isn't. You can only find it out through testing. The bug will be very obvious! • don’t use too many textures • all the textures need to be converted to the Nitro TGA format You will end up with bugs if you don’t keep to these rules! Q: How do I convert my textures to the Nitro TGA format? A: In NitroPaint go to File -> New -> New Texture. Open the texture you need to convert. ![]() Click on “Convert To…” and simply select the format that best fits for the texture (it mostly is tex4x4, a5i3, palette16 or palette256). Lastly go to File -> Save. Now we want to assign our converted textures to the model, so in Blender go to the “Material Properties” tab, click on “New” to add a new default material and then press on “Create NNS Material”. Then delete the default material, because we won't need it anymore. ![]() Set the “Material type” to “Textured + solid color (or vertex color)” and the rest (UV Unwrapping) should be pretty clear. Here is the final result of my w1tree model: ![]() There is one last thing, we have to do before exporting the model. We need to get the armature from the original w1.nsbmd model and attach our model to the armature. I already told you somewhere up there how to convert the NSBMD models with apicula in order to be able to import them into Blender. Then remove the original mesh named "w1tree" and attach your model to the armature by going to the "Modifier Properties" and adding the "Armature" modifier. Click on the empty field next to "Object" and choose "Armature". Then drop the mesh on the armature to set it parent. You must also add a vertex group and give it the same name as the bone which the Armature contains. (The bone is most likely named "tree" if you haven't renamed anything). Also make sure you don't forget about the "Weight Paint". ![]() Now let’s export it! Go to File -> Export -> Nitro Intermediate and set the Magnification (it's something like scaling) to 1,0000. Please uncheck, if “Export .ica” or “Export .ita” are checked. ![]() Click on Export Nitro. Lastly we need to convert the “.imd” file to “.nsbmd” with g3dcvtr. Just drag&drop it on the “.exe” file. ![]() Afterwards replace w1tree.nsbmd in the NSMB Editor. ![]() You did it! ![]() Bugs that might appear after following this tutorial: • w1tree is rotated wrongly in-game, but it looks fine in Blender. Selecet everything in Blender by pressing A, then try "STRG + A" and apply "All Transforms". If it's still not rotated correctly, then maybe you didn't attach your model to the armature correctly. • w1tree is scaled wrongly in-game. Selecet everything in Blender by pressing A, then try "STRG + A" and apply "All Transforms". If it's still not scaled correctly, then maybe you didn't set the "Magnification" to 1.0000. Or your models are too big, so look into the original wXtree model to orientate. • w1tree's models are not stading on the correct spots in-game. Selecet everything in Blender by pressing A, then try "STRG + A" and apply "All Transforms". Or your models are just placed on the wrong positions in Blender, so look into the original wXtree model to orientate. • Some faces or whole meshes didn’t appear even though I followed all the steps correctly? This may be happening due to the normals of the mesh being flipped in the wrong direction. Try selecting all the wrongly flipped faces in Edit Mode -> press ALT + N -> Flip, but it should be already visible in Blender. • Some faces or whole meshes don’t appear although the meshes/faces are correcly flipped? Probably because of the shape of your polygon. If it's not a triangle or rectangle, then make it! If any other bugs appear, please tell me. Discord: UglyFuzzy#8515 or here in the chat. How to create your own wX.nsbta [Coming soon] How to create your own wX.nsbtp [Coming soon] CREDITS: Xgone for answering some questions RicBent for answering lots of questions |
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Posted on 08-18-21, 08:28 pm
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![]() the boy who always has something up his sleeve Karma: 884 Posts: 606/745 Since: 02-01-21 |
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Posted on 08-18-21, 09:01 pm
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![]() When the Karma: 55 Posts: 28/37 Since: 05-12-20 |
Thank you for explaining (some) of the tutorial, Can't wait to do this some time in the future.
_________________________ hmm what to say... |
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Posted on 08-24-21, 01:31 pm (rev. 1 by
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![]() Karma: 199 Posts: 47/59 Since: 03-04-19 |
I updated the thread. Added another solution for another possible bug.
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kapitaljack |
Posted on 10-23-21, 09:24 pm
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Newcomer
Karma: 1 Posts: 1/2 Since: 10-23-21 |
Sorry if this is a stupid question
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Posted on 10-23-21, 10:01 pm
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![]() Not Edible Karma: 3346 Posts: 1404/1447 Since: 02-12-16 |
kapitaljack |
Posted on 10-23-21, 10:26 pm
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Newcomer
Karma: 1 Posts: 2/2 Since: 10-23-21 |
Posted by poudink Yeah, you can convert the NSBMDs to DAEs with Apicula. Thank you! |
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Posted on 12-30-21, 03:32 am
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![]() When the Karma: 55 Posts: 32/37 Since: 05-12-20 |
I don't mean to be impatient, but how's the rest of the tutorial coming along?
_________________________ hmm what to say... |
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Posted on 12-30-21, 08:55 am
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![]() the boy who always has something up his sleeve Karma: 884 Posts: 702/745 Since: 02-01-21 |
I think they are working to make it as understandable as possible, but the first tutorial is perfectly fine for what I am going to do, and I also have a question, how can I place positions for things in the Map, because the Tree not is in the correct place here?
_________________________ My projects: ![]() ![]() |
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Posted on 01-02-22, 02:57 pm (rev. 2 by
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![]() Karma: 199 Posts: 50/59 Since: 03-04-19 |
Sent by MarioFalls I don't mean to be impatient, but how's the rest of the tutorial coming along? Sorry. I couldn't work on the tutorial, because I had a lot of stuff to do. But I will try to continue and complete wX.nsbmd this week. Sent by alpha I think they are working to make it as understandable as possible, but the first tutorial is perfectly fine for what I am going to do, and I also have a question, how can I place positions for things in the Map, because the Tree not is in the correct place here? I am not sure what you mean exactly, so could you rephrase this sentence. Do you mean, when you move the tree to a certain place in Blender that it doesn't appeare on the exact same spot in-game? |
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Posted on 01-03-22, 11:35 am
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![]() the boy who always has something up his sleeve Karma: 884 Posts: 704/745 Since: 02-01-21 |
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Posted on 01-03-22, 08:31 pm
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![]() Karma: 199 Posts: 51/59 Since: 03-04-19 |
Sent by alpha I was wondering how to place/move the tree for example to a specific location on the map? I hope I explained myself better You will have to find it out for yourself by doing this: Sent by subair Q: How do I know where to place it exactly? A: Don’t worry! Just extract the original wXtree.nsbmd file from your rom with the NSMB Editor. Then convert it to “.dae” with apicula by “drag&dropping” it onto the “.exe” file. Afterwards import the dae file into Blender. Lastly, look at the coordinates of the objects for orientation and move your object to the place you want to! I will leave a link to apicula here: https://www.mediafire.com/file/j0q9dd9au4bn9gw/apicula.rar/file |
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Posted on 02-26-22, 04:52 pm
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![]() Goomba's run the world... Karma: 197 Posts: 57/144 Since: 08-27-20 |
Whenever I use apicula it detects the model, textures, and pallets, but then gives me:
[ERROR] error: The filename, directory name, or volume label syntax is incorrect. (os error 123) Does anyone know what I'm doing wrong? I just need to get the dae files. _________________________ ![]() Current Hack Progress World 1 - Complete World 2 - W2 Castle World 3 - World 4 - World 5 - World 6 - World 7 - World 8 - Game's Channel: https://www.youtube.com/channel/UCqA5CgsW-CTfD56DCa2kvYw/channels |
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Posted on 05-28-22, 02:04 pm
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![]() Karma: 199 Posts: 53/59 Since: 03-04-19 |
Posted by OfuzzyboiO Whenever I use apicula it detects the model, textures, and pallets, but then gives me: [ERROR] error: The filename, directory name, or volume label syntax is incorrect. (os error 123) Does anyone know what I'm doing wrong? I just need to get the dae files. Sorry for the late reply. Try this out: 1.) Place all the extracted files from apicula.rar and the NSBMD file in the same folder. 2.) Give the NSBMD file (which you are going to drag&drop on the apicula EXE file) a simple name. (No spaces and no special characters.) 3.) Make sure you're dropping the dragged NSBMD file on "convert_NSBMD". 4.) Afterwards a cmd command will appear, which requires a save sub directory to place the dae file and the textures. 5.) You can just type in a simple name with no spaces and no special characters such as "output". 6.) And it will create a new folder in the same directory as your NSBMD file with the name you typed it. If it still doesn't work, contact me on Discord UglyFuzzy#8515 |
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