Tagg7 said:They're sprites and not actual 3D models?
Maybe you should share your rendering program, so we can get a perfect render like that, you know 'cause it's easy and stuff.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).
Tagg7 said:They're sprites and not actual 3D models?
Omega Knight said:Maybe you should share your rendering program, so we can get a perfect render like that, you know 'cause it's easy and stuff.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).
pepxl said:lol
Gimp
Photoshop
Paint.net
any image editing software can remove the background if skilled enougth and used correctly
Rendering doesnt necessarily mean it has to be 3d, some examplesOmega 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.
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.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.
also, any chance of this being ported to work on the wii console itself? THAT would be awesomeDteyn 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.
Yes, it has full graphics support for static objects - practically everything you've seen in screenshots.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.
QUOTE(VashTS @ Dec 7 2009, 05:07 AM)
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....
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).Mega-Mario said:We're going offtopic. This thread is about the editor for NSMB Wii, not NSMB DS.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)That's AMAZING!!!QUOTE(Mega-Mario @ Dec 6 2009, 07:57 AM)Xane said:
Quick test.
EDIT:
A not so friendly looking Goomba.
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.
Klugscheißer.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.
Rendering doesnt necessarily mean it has to be 3d, some examplespepxl said:Maybe you should share your rendering program, so we can get a perfect render like that, you know 'cause it's easy and stuff.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)
http://www.youtube.com/watch?v=NiABmJ5V2JI
http://www.ehow.co.uk/how_4593155_render-i...-gimp.html?cr=1