Difference between revisions of "Custom models"

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In ''Pikmin 2'', the model files are .BMD and usually come with a .BTK. These files can easily be viewed using J3DModelViewer or any other Nintendo 3D model viewer.
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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.
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Currently WIP.
  
NOTE: EXPLANATION WILL BE ADDED SOON, CURRENTLY JUST SHOWING HOW TO DO IT
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== Area Models Guide ==
== Guide ==
 
 
=== Tools ===
 
=== Tools ===
 
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.
* ArcExtract/Pack
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For the model:
* SunshineImporter (yes, this works for Pikmin 2 as well) - https://egaddsworkshop.com/forums/showthread.php?tid=6
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* [https://www.romhacking.net/utilities/1024/ Lunaboy's RARC Tools] (or other Nintendo archive tools similar to it)
* Sketchup (other modeling programs don't seem to work with textures/scaling and this is free anyway)
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* [https://github.com/RenolY2/SuperBMD/releases SuperBMD]
* TriangulateFaces (Sketchup Extension) - http://egaddsworkshop.com/forums/showthread.php?tid=12
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* [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)
* J3DModelViewer (make sure you did the job right) - https://github.com/LordNed/J3D-Model-Viewer/releases
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* [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)
And that's it!
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For the collision:
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* [https://www.romhacking.net/utilities/1024/ Lunaboy's RARC Tools]
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* [https://github.com/RenolY2/obj2grid/releases obj2grid]
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* [https://www.python.org/downloads/ Python 3.6] or later
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* 3D modelling program that can export .OBJ (Blender or 3ds Max are fine, no need for multiple programs)
  
 
=== Process ===
 
=== Process ===
 
# Extract the area model from the arc.szs using ArcExtract (located in tutorial, forest, yakushima or last - ignore anything in zukan). Make sure that you keep the .BTK and delete the .BMD, remembering the name (model.bmd).
 
# Extract the area model from the arc.szs using ArcExtract (located in tutorial, forest, yakushima or last - ignore anything in zukan). Make sure that you keep the .BTK and delete the .BMD, remembering the name (model.bmd).
# Now, open Sketchup and CREATE YOUR MODEL! - This part is a bit... sketchy... sometimes you might have to reverse the faces, remember to check your .BDL (Step 8).
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# Open up your modeling program and create/import your model.
# Once you're satisfied with your model, you want to add textures. To add textures, go to the material editor (on the right by default) and click the "add material" button. Here you have a number of options but right under the "texture" tick box, press the button next to the text box and select your texture. Make sure its dimensions are to the power of 2 (64x64 works). Underneath is scaling of these textures (set to 0.1m by default), you can make this as big as you want depending on the dimensions of your texture. I found that 800 was good for my 64x64 texture. ''Keep in mind that the textures you use will affect file size, anything around 6 megabytes or more (use .BDL as reference) will crash!''
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# Once you're satisfied with your model, you want to add textures. Make sure your textures' dimensions are to the power of 2 (64x64 works). ''Keep in mind that the textures you use will affect file size, anything around six megabytes or more will probably crash.''
# Now make sure you have installed the TriangulateFaces extension, to do this you just want to go to Extension Manager in Sketchup and click Install Extension, locate the .rbz from the .zip that you downloaded before and then right away the extension is installed. Now close Extension Manager and select ALL of your model (everything), click on the Extensions tab and click the Triangulate one, you'll immediately notice that (unless you build your model with triangles) the entire model will have LINES EVERYWHERE! Without this, the BDL converter won't be able to get your textures right and the face will be invisible.
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# ('''3ds Max''') Add editable poly to your model once you have attached all parts together, select the vertex option, select ALL points (Ctrl + A) and click the connect button to triangulate the faces.
# Once you're done you can go ahead and export as a 3D model and then choose OBJ. Name it what you want (model.obj works)
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#: ('''Blender''') In edit mode, select the whole model with the A key and press Ctrl + T to triangulate all selected faces.  
# Wherever you exported the OBJ, there should also be a .MTL and a folder with your texture images. These are necessary and must be in the same location/have the same name as the .OBJ.
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# Now we want to make sure that our pivot is centered, and so is the model (In Blender, this can be done by selecting the model in object mode, and applying transforms with Ctrl + A -> All Transforms). After you've done that, you will want to export your model as .OBJ (title it something simple like modelcol.obj) and export to wherever is easiest, it'll create multiple files but all we care about is the .OBJ.
# You can now open up SunshineImporter. The first step of this is to create a BDL, choose your OBJ and then choose your output. Click convert and you should now have a .BDL in the location of your .OBJ.
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# ('''3ds Max''') Now back to 3ds Max, click the rotate tool (or right-click your model and click rotate). In the top-right, set your view to right (click and drag to change your view, and click the face on the cube that says 'RIGHT') and then you want to rotate the object -90 degrees on the x-axis. Then go to the utilities tab on the right, click X-form, and then 'x-form selected'. Go ahead and export the model again as a .DAE file and simply title it model.dae.
# Now before you bother making the BMD, use J3DMovelViewer to check the .BDL and see if everything turned out right. Other model viewing programs may not display anything but this isn't actually a problem, just stick to J3DModelViewer (I'm using v1.1)
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#: ('''Blender''') Select the whole model again in object mode and rotate it -90 degrees on the X axis (Press R key, then X key, then type -90, and hit enter). Once more, apply transforms (Ctrl + A -> All Transforms) and export the model as .FBX.
# If your BDL looks good, then your BMD will too! Do the same thing but for the BDL to BMD converter part of SunshineImporter and you should get your BMD, check it again if you want to.
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# To create your BMD model, open the SuperBMD folder and look for a .bat file named <q>superbmd_pikmin2_simpleshading.bat</q> (This gives it the proper in-game shading). If you did everything right, a simple drag and drop of your .DAE or .FBX file should export a .BMD (model.bmd) in the same location as the .DAE or .FBX. Now to quickly check your model to make sure everything worked, open up J3DModelViewer, and drag your .BMD file right onto the preview. Hold right-click and WASD to move around, if it looks good then you can just close J3D. To import your model, go back to an area folder or wherever in your Pikmin 2 files, find the arc folder and put back the model.bmd file.
# Now you just need to ArcPack this with the original texanm.BTK and then rebuild your Pikmin 2 ISO. Make sure it has the original name (model.bmd), same goes for arc.szs (rename from arc.arc to arc.szs)!
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# To create the collision of your model, you'll need to download obj2grid by Yoshi2 which converts a .OBJ into grid.bin and mapcode.bin files which are necessary for custom area map collision. You'll also need to install Python 3.6+.
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# Drag and drop your modelcol.OBJ file onto <q>make_collision.bat</q> and it will create your grid.bin and mapcode.bin.
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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.  
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# 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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== Rigged Models Guide ==
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Rigged models are any models that are animated in Pikmin 2. This include models like Olimar, Louie, the President, and the Pikmin themselves.  
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 +
=== Tools ===
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The tools you'll need for custom rigged models are the following:
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* [https://www.romhacking.net/utilities/1024/ Lunaboy's RARC Tools] (or other Nintendo archive tools similar to it)
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* [https://github.com/RenolY2/SuperBMD/releases SuperBMD]
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* [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]
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* [https://github.com/LordNed/J3D-Model-Viewer/releases J3DModelViewer] (optional)
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=== Process ===
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The process for 3dsMax can be found in [https://www.youtube.com/watch?v=ybcHOqj-_Ss this video]
  
CURRENTLY WE DO NOT HAVE ANY .BIN (collision) EDITOR SO IT'LL LOOK COOL BUT YOU WON'T BE ABLE To WALK ON YOUR MAP :(
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(WIP)
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For Blender, the process is simplified because of the ability to transfer bone weights from one mesh to another.
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In this guide, we will be using the Olimar character model as an example, but these steps could apply to any rigged model.
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<br/>'''Steps for Blender:'''
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# 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>).
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# 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.
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# Open Blender and create a new project. Go to File > Import > FBX (.fbx) and select the model you exported.

Latest revision as of 20:07, 29 September 2023

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[edit]

Tools[edit]

First you'll need the appropriate tools in order to create your custom area models. For the model:

For the collision:

Process[edit]

  1. Extract the area model from the arc.szs using ArcExtract (located in tutorial, forest, yakushima or last - ignore anything in zukan). Make sure that you keep the .BTK and delete the .BMD, remembering the name (model.bmd).
  2. Open up your modeling program and create/import your model.
  3. Once you're satisfied with your model, you want to add textures. Make sure your textures' dimensions are to the power of 2 (64x64 works). Keep in mind that the textures you use will affect file size, anything around six megabytes or more will probably crash.
  4. (3ds Max) Add editable poly to your model once you have attached all parts together, select the vertex option, select ALL points (Ctrl + A) and click the connect button to triangulate the faces.
    (Blender) In edit mode, select the whole model with the A key and press Ctrl + T to triangulate all selected faces.
  5. Now we want to make sure that our pivot is centered, and so is the model (In Blender, this can be done by selecting the model in object mode, and applying transforms with Ctrl + A -> All Transforms). After you've done that, you will want to export your model as .OBJ (title it something simple like modelcol.obj) and export to wherever is easiest, it'll create multiple files but all we care about is the .OBJ.
  6. (3ds Max) Now back to 3ds Max, click the rotate tool (or right-click your model and click rotate). In the top-right, set your view to right (click and drag to change your view, and click the face on the cube that says 'RIGHT') and then you want to rotate the object -90 degrees on the x-axis. Then go to the utilities tab on the right, click X-form, and then 'x-form selected'. Go ahead and export the model again as a .DAE file and simply title it model.dae.
    (Blender) Select the whole model again in object mode and rotate it -90 degrees on the X axis (Press R key, then X key, then type -90, and hit enter). Once more, apply transforms (Ctrl + A -> All Transforms) and export the model as .FBX.
  7. To create your BMD model, open the SuperBMD folder and look for a .bat file named superbmd_pikmin2_simpleshading.bat (This gives it the proper in-game shading). If you did everything right, a simple drag and drop of your .DAE or .FBX file should export a .BMD (model.bmd) in the same location as the .DAE or .FBX. Now to quickly check your model to make sure everything worked, open up J3DModelViewer, and drag your .BMD file right onto the preview. Hold right-click and WASD to move around, if it looks good then you can just close J3D. To import your model, go back to an area folder or wherever in your Pikmin 2 files, find the arc folder and put back the model.bmd file.
  8. To create the collision of your model, you'll need to download obj2grid by Yoshi2 which converts a .OBJ into grid.bin and mapcode.bin files which are necessary for custom area map collision. You'll also need to install Python 3.6+.
  9. Drag and drop your modelcol.OBJ file onto make_collision.bat and it will create your grid.bin and mapcode.bin.
  10. 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.
  11. 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[edit]

Rigged models are any models that are animated in Pikmin 2. This include models like Olimar, Louie, the President, and the Pikmin themselves.

Tools[edit]

The tools you'll need for custom rigged models are the following:

Process[edit]

The process for 3dsMax can be found in 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.
Steps for Blender:

  1. Navigate to your model in the filesystem, and open the szs archive with Lunaboy's RARC tools (in our case, we'd go to user\Kando\piki\pikis.szs\designer\orima_model\orima1.bmd).
  2. 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.
  3. Open Blender and create a new project. Go to File > Import > FBX (.fbx) and select the model you exported.