mikelan98 Posted July 26, 2019 Posted July 26, 2019 This guide has been made for two reasons. The first reason is to explain why, when we make a NSBMD map for a HeartGold or SoulSilver ROM, some textures are moving around the map, instead of being still. The second reason is to make a list of every movement, so we can read it when making a map and asign the correct movements for each texture. When a map is imported in HGSS, a different movement is asigned for each first 8 textures listed in the NSBMD model. These textures are commonly ordered alphabetically, so if we want no dynamic textures in the map, we can name 8 unused textures as "AAAsomething" or similar, and hide these textures in off-screen polygons. But if we want to take advantage of these texture movements, here's the list of each movement for the first to the eighth texture (as they are ordered in the NSBMD texture list section). We'd also need to name the first 8 textures so they are in the first 8 slots, but some of them will not be hidden in the map, but shown and with a movement. Movement of lakes: soft left/right + perpetual down (pond_on) Soft up/down (sea_line02) Perpetual right (pond_line) ? Perpetual diagonal right-up (sea_un) Perpetual diagonal left-down (sea_on) ? Perpetual left
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