If you are expecting some kind of "install this plugin in blender and go from there" then good luck there, and yes such things have existed for the 3ds probably since before most realise. Most 3d graphics will also be compressed, though usually just normal compression ( ) and maybe shoved in an archive format. Not all games will use NSBMD et al either, usually earlier ones (the format was not finalised for a while, indeed Metroid Hunters was noted as being a bit different) and ones that are system grinders that needed all they could bring to bear, along with a sprinking of ports from other systems where the devs chose to keep a format or variation on the theme. No fun things like textures including height values, though the formats they use can sometimes trouble even the most tweakable of conventional tile editors (some will be basically another GBA setting effort, maybe with a custom size, but others have all manner of alpha setups that no tile editor I have seen particularly anticipates). The standard DS model format is NSBMD (related somewhat to the BMD format seen on the GC, Wii and 3ds) which can have limited options for textures (granted a lot of things use model colours and maybe a bit of vertex colours), though textures are commonly handled by NSBTX files with animations handled by NSBCA. There are some primitive things, and things are getting better.
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