ROM Hack [WIP] The Fourth Dimension: A Super Mario 3D land level editor

exelix11

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The Fourth Dimension

The first Super Mario 3D land level editor


16abrdg.jpg


UPDATE: Version 0.9.2 out now !

Some screenshots:
ztgeu0.jpg

2mc8sj7.jpg

24niogj.jpg

30wtv28.jpg
Features:
-Level loading and object editing
-Rails viewing and editing
-Loading levels from szs,byml or xml
-Converting game models to obj
-Byml <-> xml converter
-Model importer

Things still to be done:
-Better 3D viewer
-other things (?)

What do you need ?
Windows Vista/7/8.1/10 and .Net Framework 4.5.2 (Sorry linux users, but this uses some WPF components for 3d rendering that mono can't run)
The unpacked romfs of the game
A way to run the custom levels (3ds with ntr cfw, hans or citra maybe)
Every file explorer

How to use the editor
Unpack the romfs of the game, then open the editor and select it, the editor will convert every model to obj (so they can be viewed), this will take a while.
Now open a level and you're ready to go !

Some tips
When you zoom in too much the camera may go crazy, zoom out to fix that.
Don't play with the "l_id" value of objects, if there is invalid data the game will crash.
Keep some backups of the level while editing, the editor may crash.
If there are 3D objects that are annoying in the 3D view(skyboxes, TransparentWalls, etc), delete their 3d model in the models folder or rename it, the object will be replaced in the editor with a small blue cube

Just published version 0.4 with a lot of new stuff, check the op.
I also made 2 custom stages that uses the camera settings and the AreaCtrlView, check them out to see how to use them in your levels.
Another thing i added is batch CCNT (CreatorClassNameTable) patching, this is useful since the file is copyrighted but it's needed for custom objects in levels, so with this new method (as you can see in my levels) the patcher will merge the CCNT already in the romfs/layered fs folder with an xml with the custom objects needed for the level, this not only solves the copyright issue but also makes possible use more mods from different sources at the same time.

Now that the program is ready, i want to see nice custom levels made by other users :D.
While i made those levels i wrote down some kind of documentation for some objects (mainly the one i used) you can find it here
And here you can find some collision codes for importing models

Thanks to @Gericom for every file explorer and it's DLLs
Thanks to @gdkchan for Ohana3DS

Download: Here
If you never used The4Dimension before i also wrote a guide on the basics of the editor to get you started: here

A custom level made by me:

Other videos:



@mustafag32g made a video where he explains the basics of the editor:

The old method to import models:
 
Last edited by exelix11,

CuriousTommy

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I am really impressed with the potential that this programs.
Windows Vista/7/8.1/10 and .Net Framework 4.5.2 (Sorry Linux users, but this uses some WPF components for 3d rendering that mono can't run)
It sad though that this is restricted to Windows. Do you have plans in the future to make it, or at least attempt, cross platform?

If not, then I can at least enjoy the creative minds of others people's work.
 

exelix11

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I am really impressed with the potential that this programs.

It sad though that this is restricted to Windows. Do you have plans in the future to make it, or at least attempt, cross platform?

If not, then I can at least enjoy the creative minds of others people's work.
Remember that this is made in C# so it requires .net framework and can't be cross platform, the only way to run it is mono.
For now it can't work because for 3d rendering i'm using a WPF component, which was the fastest way to get 3d view work. Since i don't like too much this component, maybe in the future i might decide to change it with a better component that mono can run, but not for now.

*facepalm* thats a model import over a character which is a tottaly different file then the models for the levels. Plus you have to consider how would you make collisions?

Model import from obj works, but the collision format is yet to be understood, for now the only true model IMPORT is that water box i shown in this video but that doesn't have collisions yet, it uses a water zone so it works in game (3:30 in the video)
 

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