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So a spanish guy named Trifindo released a tool yesterday, which you can use to map for Pokemon DS games. ----------------------------------------------------- In order to make this tool work, you need to download G3DCVTR: G3DCVTR (You need this to convert Imd-->Nsbmd) ----------------------------------------------------- Latest versions (Windows/Linux): PDSMS 2.2 PDSMS Source (Github) ---------------------------------------------------------------- Features: Create Pokemon DS maps [*.nsbmd] Edit map collisions [*.per] Edit map terrain files [*.bdhc] Edit textures (experimental) [*.nsbtx] Import 3D tiles as OBJ format Edit 3D tiles and IMD materials Export maps as OBJ, IMD and NSBMD View maps in 3D and 2D How to use? For running Pokemon DS Map Studio on Windows, Java must be installed in the computer. Pokemon DS Map Studio can be executed by double clicking the "PokemonDsMapStudio.jar" file. If this does not work, use the "PokemonDsMapStudio.bat". If these methods do not work, it may be because your graphics card is not compatible with OpenGL 4. For exporting .nsbmd files, "g3dcvtr.exe" and "xerces-c_2_5_0.dll" must be placed int the "converter" folder. These files can be downloaded easily. Keybinds: Screenshots: ---------------------------------------- Tutorials: How to import custom tiles to PDSMS How to import custom textures in PDSMS How to convert triangles into quads in PDSMS using Blender Phython Script: This can be used for converting a whole tileset of 3D tiles from triangles, to quads. Tiles with quads are better than tiles with triangles, because they use less polygons. That means that you can put more tiles in a Pokemon Map if those tiles are made of quads instead of triangles So, for transforming the whole tileset, go to PDSMS, open your tileset, go to File/export all tiles as OBJ, and select the folder called "Tiles" that is included in the RAR I've just shared. That will export all the tiles and textures in that folder Then open the file called "TrisToQuads.blend" and press the button "Run Script" Then some numbers will appear near the cursor, wait until they dissapear. Once they are gone, the tileset would have been converted And you can import all the tiles again in PDSMS. (Just go to Tileset editor, and click on "Add tiles") ----------------------------------------------------- INFOS and CHANGELOGS: Updates v 1.3: Updates v 1.4: This version has a new option for importing tiles. Now tiles from sketchup should work fine Just make sure that the model has only quads and trianlges, or triangulate it when exporting Updates v 1.5: -Bug fixes with the collision editor Updates v 1.6: - Bug fixes - Possibility to view background image while drawing map. - New folder (Example OBJs) that provides some OBJ tiles that were used for building in default tileset Updates v 1.7: - IMD Exporter now supports Quad Strips for using less polygons (Triangle Strips are not aviable yet) -IMD Exporter normals are reduced by grouping polygons with same normals -BDHC Editor now supports all types of plates and custom angles -Added Undo/Redo button for map editor -Added option for clearing full layers -Bugfix for some Platinum materials on default tileset -Other technical bugfixes v 1.7.1: -Fixed two bugs with exporting IMD Properly Updates 1.8: 1.8 Version is out! It includes the following changes and fixes: - Added wireframe shading in Tileset editor - Added texture thumbnails in Material editor - Added material texture tiling editor (repeat, clamp, flip) - Added button for moving tiles on Z axis - Tile selector now can move multiple tiles by using right click for selecting range and drag for moving - Added more info and colors for BW collisions - Added more tiles for BW - Added Tileset preview when opening maps - Tileset editor dialog can be resized now - Fixed texture coordinates bug when exporting IMD quad stripes - Added 2 Extra Tilesets for Platinum in the folder named "Extra Tilesets" thanks to Driox, the author of the tilesets This table can be used in BW for finding the values of the 3rd collision layer (HEIGHT layer in PDSMS) For cheking the value you need for some stairs, for example, you will need to check the distance of the plane that contains the stairs plate to the origin of coordinates (0,0) in Blender (that will be a perpendicular line with respect to the plane, that passes through the origin). One you have the distance value, you have to get the point that intersects the line and the plane and check if its Z coordinate is positive or negative. Once you have that, you know the value of the distance. Lets say, for example stairs plane is at distance 6.0 to the origin and the position of the intersection point has negative Z coordinate. Then you have to find the value in the table (cheking also the color for the sign). If you find the value of the distance in the table, then you know the Byte value that has to be used in the 3rd collision layer for the tile. In the case of 6.0, the Byte value would be 3C If the value is not in the table, then you would have to find in the game for a map that has a plane at the same distance to the origin as the one you want to use. And then check the byte value used in the 3rd collision layer for that tile I have not been able to find how to transform a distance into the corresponding byte value. All the values shown in the table were obtained by measuring the distance of the planes in BW from many maps and cheking the byte value used in the corresponding tile in 3rd collision layer Updates 1.9: -Added nsbtx exporter: pallets aviable are: 4,16, 256 colors and semitransparent A315 and A513 -Added color format option to the material editor -Solved a bug related with the undo/redo button -Solved a bug related with the IMD Exporter that was producing extra vertex normals Updates 1.10.0: -Added lights to the IMD Material Exporter -Added Button for exporting one Tile as obj -Added Button for exporting all the tiles of a Tileset as obj Updates 1.11.1: - Border maps added for visually helping the map creation - IMD Exporter now indexes textures automatically (even semitransparent!) using k-means clustering algorithm - IMD Exporter now supports textures that share the same palette - Tileset editor allows the use of external image editors - Tileset editor "replace" and "update" texture buttons have been added - OBJ exporter bug fixed: now transparent textures are exported properly - Now the map's name is shown in the window title - Change game in a map Change game in a map feature: 2020-02-17_21-01-12.mp4 Updates 1.12: The IMD exporter now supports materials with the same texture but different palette -The Map editor display now shows some tiles of the maps sorrounding it -New dialog for creating new maps and choosing tilesets -New tilesets (credits to Driox) It has the following bugfixes: -Now you can right click in the height editor for selecting the height from the map -Now when you right click in a tile, it will scroll the tile selector for showing the tile Updates 1.13.1: -Button for replacing texture instead of adding. Updates 1.16: bugfixes Updates 2.1: -New interface. -Choose between 3 different themes. -Terrain editor for gen 5. -BDHCAM editor. -3D display for the BDHC editor. -New tilesets. -Normal display. -New tile material display ---------------------------------------------------------------------------- Updates 2.2: -Event Editor warp headers are now shown as names as well. -A blue box now appears under each Warp collision, as a visual aid for placing Warp events. -New "Locate File" buttons in most editor tabs, to easily locate the selected file. -Clicking the "Open Matrix" button of a Header now autoselects the first cell which uses that Header, if such cell exists. -Improved detection of incompatible ROMs. -Updated many HGSS and Platinum command names and parameters. Download section (1.13.1 and above support more Computers and the python script) --------------------------------------------------------- Older versions/infos: TrisToQuads.rar (Phyton Script (Triangels to Quads)) See more in the Tutorial section Pokemon DS Map Studio 1.13.1 Pokemon DS Map Studio 1.12 Pokemon DS Map Studio 1.11.1 Pokemon DS Map Studio 1.10 ------------------------------------------- Download Pokemon DS Map Studio v 1.9 Download Pokemon DS Map Studio v 1.8 Download Pokemon DS Map Studio v 1.7.1 Download Pokemon DS Map Studio v1.7 Download Pokemon DS Map Studio v1.6 Download Pokemon DS Map Studio v1.5 Download Pokemon DS Map Studio v1.4 Download: Pokemon DS Map Studio v1.3 ------------------------------------------------ PDSMS doesn't work on your Computer? Some computers may have problems with running Pokemon DS Map Studio. If so, try out this version: Pokemon DS Map Studio 1.13 "Pokemon DS Map Studio 1.13 is out!This version is specially made for people who couldn't run Pokemon DS Map Studio. I have rewritten all the renderer to OpenGL 2, so this will work for much more computers than before. The overall performance of this version should not be very different from the previous ones. But if you find any bug or performance issue, just let me know Despite this version includes only a couple of bugfixes and it doesn't have any new feature, you can download it anyway" ~Trifindo -------------------------------------------------------------- Download PDSMS Source v 1.12 Download PDSMS Source v 1.8 ------------------------------------------------------------------- These games are supported in the version 1.3: Games fully supported: - Pokemon Diamond and Pearl (YES) - Pokemon Platinum (YES) - Pokemon Heart Gold and Soul Silver (YES) - Pokemon Black and White - Pokemon Black and White 2 I will keep this post updated if newer versions of the Tool will be released. Also you can check Trifindos YouTube-Channel for more informations Trifindo YT
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Note: Please read the full topic, to understand how all this stuff works. Thanks! NDSMM -by Mikelan98 So before the NDSMM (Nintendo Ds Map maker) was released, it was pretty hard to create a map for Pokemon DPPT. You needed illegal nitro plugins and some 3d software. Now, with this Map Maker, you only need: MatLab (for the mapping programs) NDSMM Excel SDSME G3DCVTR Download Links, at the end of this Guide. Quick guide: To use the Map Maker you need to get MatLab first. When you open the map in excel you will get an error, it will say something, like: "The macros are deactivated", to fix that simply click on Options and activate all macros Now when you want to insert new objects, you need to click on the "Insert new Object to Map" Button and choose a tile, from the "pokemonplatinumtileset" folder. To avoid glitches on the map, don't put the tallgrass or flowers or path etc over the grass. If you do so, it will glitch out. Place it like that, and not over the grass. Use the "Snap to Grid" button, it helps alot for better mapping. When you finished your map, click on the generate txt list button, and copy the text into the (/Map maker/temp.txt) file Now click on Imd Builder and build your imd file. (needs 5-20 seconds) After you did that, move your imd file to the G3DCVTR Folder and open (imd_and_ita_converter.exe) select your imd file, check (nsbmd) and click on "go" Open SDSME and Load your DPPT Rom, go to Map Editor, and click on import 3d model After that, your map will be white. Choose tileset 6 to view the textures. Now you can save the rom and enjoy your map! Ty for reading this. Here is a map I created recently: Link to the Tools: MatLab G3DCVTR NDSMM by Mikelan98 SDSME
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