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Discussion in 'NDS - ROM Hacking and Translations' started by boot2490, Jan 24, 2012.
Is there a way to edit models universally and not game-specific?
Depends. Most or at least a lot of games are gonna use Nintendo's "Nitro" formats for models/textures. Editing these is a relatively universal affair, however games are free to make their own modifications to the standard. That said as far as I know model hacking for any game, Nitro or not, is still in its infancy.
Perhaps there may be something within the NITRO SDK that can do such modifications. I'd have to take a look if these nitro files can be ripped directly from the game.
The SDK stuff that I have seen (granted it is about 5 years old now) is largely export plugins (to an intermediate format) for your standard 3d modelling programs (3ds max, maya, Softimage 3D/XSI and such), a half decent scene/material editor for said intermediate formats, intermediate format specs, a converter for the intermediate stuff (to actual DS formats) and and a rough overview of the underlying process so you do not go too overboard and depending what version you find you might also score some sound related stuff as well.
Edit as for the question at hand as others have said most later games (earlier ones like Metroid Prime Hunters have what appears to be an earlier version of the format- there was a viewer but I do not have the link right now) that use the 3d engine (not some isometric stuff) use the nitro formats (NSBMD and co) which some people have tweaked a few things for (usually scale related) in models and viewers are doing pretty good (especially these last few months) but it is not at the level we are at for 2d stuff and largely still revolves around a hex editor- certainly no grabbing and pulling vertices with a mouse.
Yes, like FAST6191 said. The nitro sdk have some tools for it. I use them allready for a while and I have ported some models from mkdd and more. It is very easy to use, but you have to have an old version of Maya or 3DS Max.
If you export it to say, 3ds max, can you edit it and then put it back in? Like, convert it back to nitro or something?
@FAST6191: I once managed to set up Maya 6 (I think it was) to use the NITRO SDK tools but I couldn't figure out the program. If I can figure it out and set it back up, I might try it again. I'd like to make custom models for Pokemon DS games and see how that works.
You can't easily export from nsbmd -> obj. (And with texture coördinates) But I am working on a model exporter in my MKDS Course Modifier.
How could I go about exporting a model back into an nsmbd? There are a few model hacks I want to do.
is not easy to convert back... is not always work... since not all nsmbd is alone, so it will break about pointer of texture or animation. but gericom have plan for that i hope is working...
a small modified from SDK is WB and AB is found on pokemon games, is just archive for models.
@[member='FAST6191']: oh about that SDK program o.o, if is working i will try again using that .... but some models is needed texture, animation or something, is hard to change that models if have that. so is not easy thought.
nsmbd file is not always standalone format, so is not easy to change to another models without change at all file are for that models. for map is just nsmbd, btx so is no worried but some models need animation, or something if just change nsmbd without change support file for nsmbd it will broken too. example models for that is zekrom or reshiram or lugia or ho-oh models on pokemon games, is not just nsmbd file format, you can't just change models. maybe on another game too? i don't know.