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Posted on 08-02-11, 07:15 pm
Roy Koopa


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Could it be possible to use the imported model files for the nsbmd files in NSMB? That would be awesome
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Posted on 08-02-11, 07:19 pm
Super Mario
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Well, SM64DS uses .bmd files, which are quite simillar to .nsbmd. But, nsbmd's are way more complicated, so it's not as easy as taking Mega-Mario's object importer. It could be done wit a lot more effort, though...
Posted on 08-02-11, 07:22 pm
Roy Koopa


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Woo.... really cool... I cant stop thinking of it xD
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Posted on 08-03-11, 08:27 pm
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Posted by Dirbaio
Well, SM64DS uses .bmd files, which are quite simillar to .nsbmd. But, nsbmd's are way more complicated, so it's not as easy as taking Mega-Mario's object importer. It could be done wit a lot more effort, though...

From what I got from the existing documentation, NSMBD files are a lot more complex than BMD.

Also, my importer's code is full of debugging shit atm, and wouldn't exactly match NSMBe's coding style... the code for writing the model file is actually writing all the sections manually. I think I should make it use the BMD class though, but it was made quickly, just wanted to get it to work
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Posted on 08-03-11, 10:00 pm
Roy Koopa


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Oh... ok... I hope your next beta will have a better importer Have you allready a idea how we can set the behaviors of the textures? Like quicksand, gras, stone, etc.
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Posted on 08-20-11, 08:53 pm
Ninji


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Wow this editer Look amazing!

I don't know if you can do this all ready or not but can you import modles over other modles.

Like dudaws idea of replaceing goombas with shy-guys?
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Posted on 08-29-11, 02:57 pm
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Possibly, but it'd only work for static models. The format of animation files isn't known yet.
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Posted on 09-22-11, 10:02 pm
Ninji


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Ok, That's cool, When I get my computer I will try to find that code (After I learn code in the 1st place :p )
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Posted on 09-25-11, 05:20 am
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Posted by Mega-Mario
Possibly, but it'd only work for static models. The format of animation files isn't known yet.

I think I have the docs.
I just need to learn 3DS Max 6, and then I can create any nsbmd file with custom animations and more.
Posted on 09-25-11, 11:11 am
Roy Koopa


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I think the animations are not so easy to create

*DAMN Nitro-Textures!*
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Posted on 09-26-11, 03:12 pm
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Animations are a separate file, with extension .nsbta
Not sure if they can be created with those tools too, but still you'd be restricted to the already existing nsbta files.
Posted on 09-26-11, 03:42 pm
Roy Koopa


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I thought Animations are .nsbca
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Posted on 09-27-11, 08:04 pm
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hmm well yes.

NSBCA are the model animations (NitroSystem Binary Character Animation?)
NSBTA are texture animations on the other side. (NitroSystem Binary Texture Animation?)
Posted on 09-28-11, 04:07 am
Roy Koopa


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Hmm... I've never seen such a animation. The lava and water from nsmb are some images to animate. This isnt a NSBTA, right?
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Posted on 11-20-11, 07:19 pm
Roy Koopa


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I hope I can motivate you a little bit with this:

Please continue making the editor I want to make realy nice hacks^^
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Posted on 11-20-11, 11:07 pm
Super Mario
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Wow, that's pretty awesome
Though, why does the star say at the end that you've got 100 coins? XD
Posted on 11-21-11, 05:02 am
Roy Koopa


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xD Because I used the wrong Object XD I havent found the star which leads you out of the level
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Posted on 11-26-11, 10:57 am
Roy Koopa
The guy who does things.

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That is pretty amazing. I would love to see some Galaxy levels ported and adapted for SM64DS.
A full hack would also be awesome =D
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Posted on 11-26-11, 10:59 am
Roy Koopa


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For a full nice hack, Mega-Mario would have to continue working at the Editor... Better model-import, minimap editing, different terrain behaviors... etc.
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Posted on 11-26-11, 11:51 am
Shyguy


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Posted by ray
For a full nice hack, Mega-Mario would have to continue working at the Editor... Better model-import, minimap editing, different terrain behaviors... etc.

I haven't seen him/her for a while now. I hope he/she is currently making it better.
I'll try out the editor sometime soon.
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