Hacking Reggie! - NSMBWii Level Editor

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vashgs

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Tagg7 said:
They're sprites and not actual 3D models?

They're 3D models. It's not actually that hard to render them and make the background transparent for an image. I'm not saying that's how he's doing it (he could be doing it any number of ways).
 

Omega Knight

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vashgs said:
Tagg7 said:
They're sprites and not actual 3D models?

They're 3D models. It's not actually that hard to render them and make the background transparent for an image. I'm not saying that's how he's doing it (he could be doing it any number of ways).
Maybe you should share your rendering program, so we can get a perfect render like that, you know 'cause it's easy and stuff.
 

jceggbert5

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Tagg7 said:
They're sprites and not actual 3D models?

Sorry, I meant model... (couldn't think of the word at the time
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pepxl

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Omega Knight said:
vashgs said:
Tagg7 said:
They're sprites and not actual 3D models?

They're 3D models. It's not actually that hard to render them and make the background transparent for an image. I'm not saying that's how he's doing it (he could be doing it any number of ways).
Maybe you should share your rendering program, so we can get a perfect render like that, you know 'cause it's easy and stuff.

lol

Gimp
Photoshop
Paint.net

any image editing software can remove the background if skilled enougth and used correctly
 

Omega Knight

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pepxl said:
lol

Gimp
Photoshop
Paint.net

any image editing software can remove the background if skilled enougth and used correctly

You Sir are an idiot.
I meant the program he used to render the models.
 

Dteyn

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FWIW, I think it's a really good idea to include the ability to load/show the sprites when using the editor. The editor could be made to load a .png file based on the number of the sprite, for instance you could put all the images in the \sprites\ folder, and for example 076.png would be dry bones, 083.png would be boo and so on. If the png isn't there, the editor could just default to it's standard numbered blue block.

I don't think the images really need to be rendered in 3D or have all positions accounted for, even just having a simple image of the enemy with a transparent background would be enough. This would make editing the levels so much easier, by being able to see the sprites during editing. I would even contribute as much as I can towards extracting/rendering the models.

Anyways I think we are getting ahead of ourselves. Let's let Treeki and crew finish the work on Reggie!, and maybe afterwards if they're feeling up to it, we can ask them to implement new features. :)

Treeki: While I realize it likely won't be a feature planned for the initial release, will Reggie! eventually have the ability to import DS levels? I realize many of the sprites and objects are different between the two games, but it would be neat to have the ability of importing the DS levels, even if they require a bit of manual clean-up afterwards. Sorry if this has been asked to death.

Keep up the great work, the majority of us are happy that you're taking your time until you're happy with everything before releasing Reggie in all his glory. Cheers! :)
 

WiiFan2012

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I like the idea about having sprites appear as images in the editor:) It would be much like Lunar Magic in a sense, plus you would get to see what it is your actually placing.

I also like the idea for a future DS course importer. But the levels WOULD need to be cleaned up manually. But I agree, this will not be on the initial release, maybe somewhere near 1.5 ~ 2.0?
 

pepxl

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Omega Knight said:
You Sir are an idiot.
I meant the program he used to render the models.any need for insults?
maybe you needed to make yourself clear, i dont see 3d rendering or model rendering program, i just see rendering
QUOTE(Omega Knight @ Dec 7 2009, 12:19 AM) Maybe you should share your rendering program, so we can get a perfect render like that, you know 'cause it's easy and stuff.
Rendering doesnt necessarily mean it has to be 3d, some examples
http://www.youtube.com/watch?v=NiABmJ5V2JI
http://www.ehow.co.uk/how_4593155_render-i...-gimp.html?cr=1
 

VashTS

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i want this now, and im not waiting anymore, so it has to be done now

jk ive been using tanooki and its pretty cool im hoping this reggie is what im hoping it will be

tanooki is cool but still not easy to use, i'm not great with numbers, but with time i guess i could make some edits, if this is going to be heavily based on the graphic side while editing, it will make it incredible.

also, any chance of this being ported to work on the wii console itself? THAT would be awesome
 

Pop006

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Quick Question:

Has ANYONE been able to take any level, and replace it with another level in the iso, and have it load with usb loader???
I keep getting DRE...

For example... extract 01-01.arc, and rename it to 05-01.arc, then replace 05-01 with the renamed 01-01...
whenever i try this, again, i get a dre....

p.s. i know there will be another method to loading the levels, but i thought this should work too....
 

Treeki

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Dteyn said:
FWIW, I think it's a really good idea to include the ability to load/show the sprites when using the editor. The editor could be made to load a .png file based on the number of the sprite, for instance you could put all the images in the \sprites\ folder, and for example 076.png would be dry bones, 083.png would be boo and so on. If the png isn't there, the editor could just default to it's standard numbered blue block.
The problem is that some sprites vary depending on their properties.

Dteyn said:
I don't think the images really need to be rendered in 3D or have all positions accounted for, even just having a simple image of the enemy with a transparent background would be enough. This would make editing the levels so much easier, by being able to see the sprites during editing. I would even contribute as much as I can towards extracting/rendering the models.
I'll look into it later, like I've been saying for a while.

Dteyn said:
Treeki: While I realize it likely won't be a feature planned for the initial release, will Reggie! eventually have the ability to import DS levels? I realize many of the sprites and objects are different between the two games, but it would be neat to have the ability of importing the DS levels, even if they require a bit of manual clean-up afterwards. Sorry if this has been asked to death.
That would actually be pretty cool, but if I ever end up doing it, it will be in a later release (and possibly a separate tool).

QUOTE(VashTS @ Dec 7 2009, 05:07 AM) tanooki is cool but still not easy to use, i'm not great with numbers, but with time i guess i could make some edits, if this is going to be heavily based on the graphic side while editing, it will make it incredible.
Yes, it has full graphics support for static objects - practically everything you've seen in screenshots.

QUOTE(VashTS @ Dec 7 2009, 05:07 AM)
also, any chance of this being ported to work on the wii console itself? THAT would be awesome
That would require me knowing how to code Wii homebrew and actually having my Wii here to test on - so not in the foreseeable future.
 

WiiFan2012

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Pop006 said:
Quick Question:

Has ANYONE been able to take any level, and replace it with another level in the iso, and have it load with usb loader???
I keep getting DRE...

For example... extract 01-01.arc, and rename it to 05-01.arc, then replace 05-01 with the renamed 01-01...
whenever i try this, again, i get a dre....

p.s. i know there will be another method to loading the levels, but i thought this should work too....

What is the error? (IDK what a DRE is) Also, when extracting the .arc file with WiiScrubber, you don't have to put the .arc extension on. (at least for me)

I would like to suggest to NOT rename the levels, as it could possibly mess up the data inside the files; thus maybe rendering them not playable.
 

YayMii

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Mega-Mario said:
YayMii said:
I have a question about your NSMBDS editor. When will sprite graphics come?Probably never. Most of those sprites are 3D models.
(...)
What I meant by 'sprites' were enemies and objects. Because most of those are sprites in SMW (I use Lunar Magic a lot
tongue.gif
)
Xane said:
Mario.png

Quick test.
EDIT:
Goomba.png

A not so friendly looking Goomba.
tongue.gif
That's AMAZING!!!QUOTE(Mega-Mario @ Dec 6 2009, 07:57 AM)
We're going offtopic. This thread is about the editor for NSMB Wii, not NSMB DS.
Where can we discuss Treeki's NSMB DS editor then (on GBAtemp)? I don't feel like registering on that 'Jul' forum (you know, the forum with the official NSMB DS hacking section).
 

Pop006

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actually i was wrong, its not a DRE (Disk Read Error), but a "A problem has occured, please power off wii and read instruction manual"

Also, i never touched the extensions, whatever they were, i left them as they were.


EDIT: YayMii
Check HERE: http://gbatemp.net/index.php?showforum=41
Right now you are under a forum section called WII HACKING...
 

jceggbert5

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Pop006 said:
actually i was wrong, its not a DRE (Disk Read Error), but a "A problem has occured, please power off wii and read instruction manual"

Also, i never touched the extensions, whatever they were, i left them as they were.

That is a common DRE (I think, it's what pretty much everyone experienced with NSMBW before the patch was made). "A Problem Has Occured" because I am not running from an original disc on the IOS that I'm supposed to.
 

mousex

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Dteyn said:
FWIW, I think it's a really good idea to include the ability to load/show the sprites when using the editor. The editor could be made to load a .png file based on the number of the sprite, for instance you could put all the images in the \sprites\ folder, and for example 076.png would be dry bones, 083.png would be boo and so on. If the png isn't there, the editor could just default to it's standard numbered blue block.
But it wouldn't be legal to inlcude the sprites in the tool, right? I guess they are copyrighted.
pepxl said:
Omega Knight said:
You Sir are an idiot.
I meant the program he used to render the models.any need for insults?
maybe you needed to make yourself clear, i dont see 3d rendering or model rendering program, i just see rendering
QUOTE(Omega Knight @ Dec 7 2009, 12:19 AM)
Maybe you should share your rendering program, so we can get a perfect render like that, you know 'cause it's easy and stuff.
Rendering doesnt necessarily mean it has to be 3d, some examples
http://www.youtube.com/watch?v=NiABmJ5V2JI
http://www.ehow.co.uk/how_4593155_render-i...-gimp.html?cr=1
Klugscheißer.
 
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