Editing Custom models
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In ''Pikmin 2'', the model files are .BMD. These files can easily be viewed using J3DModelViewer or any other Nintendo 3D model viewer. For Area models cave units, the collision is separate from the visual model and comes in the form of grid.bin and mapcode.bin. | In ''Pikmin 2'', the model files are .BMD. These files can easily be viewed using J3DModelViewer or any other Nintendo 3D model viewer. For Area models cave units, the collision is separate from the visual model and comes in the form of grid.bin and mapcode.bin. | ||
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== Area Models Guide == | == Area Models Guide == | ||
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First you'll need the appropriate tools in order to create your custom area models. | First you'll need the appropriate tools in order to create your custom area models. | ||
For the model: | For the model: | ||
− | * [https://www.romhacking.net/utilities/1024/ | + | * Lunaboy's RARC Tools[https://www.romhacking.net/utilities/1024/] (or other Nintendo archive tools similar to it) |
− | * [https://github.com/RenolY2/SuperBMD/releases | + | * SuperBMD[https://github.com/RenolY2/SuperBMD/releases] |
− | * [https://www.blender.org/ | + | * Blender[https://www.blender.org/] or 3ds Max [https://www.autodesk.com/education/free-software/3ds-max] (register as a student for a free licence) |
− | * [https://github.com/LordNed/J3D-Model-Viewer/releases | + | * J3DModelViewer[https://github.com/LordNed/J3D-Model-Viewer/releases] (other model viewers will not display anything or crash when you try to load your custom model) |
For the collision: | For the collision: | ||
− | * | + | * Lunaboy's RARC Tools(linked above) |
− | * [https://github.com/RenolY2/obj2grid/releases | + | * obj2grid[https://github.com/RenolY2/obj2grid/releases] |
− | * [https://www.python.org/downloads/ | + | * Python 3.6 or later [https://www.python.org/downloads/] |
* 3D modelling program that can export .OBJ (Blender or 3ds Max are fine, no need for multiple programs) | * 3D modelling program that can export .OBJ (Blender or 3ds Max are fine, no need for multiple programs) | ||
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# Repeat what you did for the model (replace the grid.bin and mapcode.bin files in the texts folder) IF your grid.bin file does NOT exceed about 1,300KB. The largest official in-game grid.bin is only 650kb, however as I've tested around 1,300 still works, any higher will crash the game. | # Repeat what you did for the model (replace the grid.bin and mapcode.bin files in the texts folder) IF your grid.bin file does NOT exceed about 1,300KB. The largest official in-game grid.bin is only 650kb, however as I've tested around 1,300 still works, any higher will crash the game. | ||
# Use Lunaboy's RARC Tools to create your arc.arc and texts.arc files, and then just rename the extension to .szs as opposed to .arc. Now run main.dol (or rebuild the ISO with GC-Rebuilder) and test it! | # Use Lunaboy's RARC Tools to create your arc.arc and texts.arc files, and then just rename the extension to .szs as opposed to .arc. Now run main.dol (or rebuild the ISO with GC-Rebuilder) and test it! | ||
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