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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.
Currently WIP.
 
  
 
== 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] (or other Nintendo archive tools similar to it)
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* 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]
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* SuperBMD[https://github.com/RenolY2/SuperBMD/releases]
* [https://www.blender.org/ Blender] or [https://www.autodesk.com/education/free-software/3ds-max 3ds Max] (register as a student for a free licence)
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* 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] (other model viewers will not display anything or crash when you try to load your custom model)
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* 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:
* [https://www.romhacking.net/utilities/1024/ Lunaboy's RARC Tools]
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* Lunaboy's RARC Tools(linked above)
* [https://github.com/RenolY2/obj2grid/releases obj2grid]
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* obj2grid[https://github.com/RenolY2/obj2grid/releases]
* [https://www.python.org/downloads/ Python 3.6] or later
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* 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!
 
== Rigged Models Guide ==
 
 
Rigged models are any models that are animated in Pikmin 2. This include models like Olimar, Louie, the President, and the Pikmin themselves.
 
 
=== Tools ===
 
The tools you'll need for custom rigged models are the following:
 
* [https://www.romhacking.net/utilities/1024/ Lunaboy's RARC Tools] (or other Nintendo archive tools similar to it)
 
* [https://github.com/RenolY2/SuperBMD/releases SuperBMD]
 
* [https://www.blender.org/ Blender] and [https://github.com/MeltyPlayer/FinModelUtility/releases FinModelUtility] (also download this drag and drop bat script [https://mega.nz/file/jAhDhBwa#IzHVSBXqp-4vIEl4VAHfUG5XTW4J88ccnOmthq75pOE here], and place it in the FinModelUtility folder) <br />Alternatively, there is [https://www.autodesk.com/education/free-software/3ds-max 3ds Max] (register as a student for a free licence) and [https://github.com/RenolY2/MaxBMD MaxBMD]
 
* [https://github.com/LordNed/J3D-Model-Viewer/releases J3DModelViewer] (optional)
 
 
=== Process ===
 
The process for 3dsMax can be found in [https://www.youtube.com/watch?v=ybcHOqj-_Ss this video]
 
 
(WIP)
 
For Blender, the process is simplified because of the ability to transfer bone weights from one mesh to another.
 
In this guide, we will be using the Olimar character model as an example, but these steps could apply to any rigged model.
 
<br/>'''Steps for Blender:'''
 
# Navigate to your model in the filesystem, and open the szs archive with Lunaboy's RARC tools (in our case, we'd go to <code>user\Kando\piki\pikis.szs\designer\orima_model\orima1.bmd</code>).
 
# Open the folder containing FinModelUtility and drag the .BMD onto singleBMD.bat. It will create a new folder with the same name as the .BMD, and be in the same location as the .BMD. You can drag this new folder onto your desktop for convenience if you like.
 
# Open Blender and create a new project. Go to File > Import > FBX (.fbx) and select the model you exported.
 

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