Originally posted by Mikael
You could make a 2D model where I, or anyone else who is interested in this aswell, as a designer operates and then the editor program translates the work I've done into 3D in the ROM. Maybe that requires a different knowledge than the one you possess as a hacker?
That different kind of knowledge that somehow turns a 2D image you invented into a 3D image and then imports it in to the rom... Its called
magic. I dont understand what "work" you're doing if you're not modeling and mapping the new 3d object to replace the terrain with.
Now, if you're *REALLY* interested in editing the overworld map, all you have to do is follow these instructions:
1. Export the 3D model and texture files from the rom.
2. Use a program that lets you unpack individual models and textures from the exported files.
3a. Write a new program that lets you edit NDS format 3D models. (OR)
3b. Find a way to convert the 3D models into a format that 3D Studio Max or Maya can interpret.
4. Edit the model.
5. Map the model so that it can be textured.
6. Edit the texture image and apply it to the model.
7. Go back and forth between editing the model, mapping it, and painting it (editing the texture) until it looks good without any stretchy or skewed textures.
8. Repackage the 3D models and textures into NDS format and import them into the Rom.
9. Figure out *where* the HEX for managing the location of props (like the castle, trees, fences, etc), the location of levels, and the pathing between levels is.
10. Figure out *how* to edit that HEX to change the locations of props and levels and edit the pathing.
11. If you're interested in changing the number of levels per map, you will also need to figure out how to do that through HEX.
Got it? Think you can do that? No?
All that Treeki or Dirbaio can do to make this process easier on you is to allow you to *view* your 3d terrain within their program. They cannot do ANYTHING to make it easier on you to ACTUALLY MODEL the object. On top of that, as far as I know, there arent even any programs that make it easy to even LET you model your own object for a commercial NDS rom. The last time I did research on the topic, hackers are having difficulty getting NDS format 3D objects into an editable mode.
There are software programs, like 3D Studio Max and Maya that cost thousands of dollars and are the product of decades-long software evolution. In short, if Treeki or Dirbaio could program a 3D editor, they wouldn't have time to work on rom hacking and they would have very nice paying jobs, let alone include a 3D editor as a feature of a rom editor.
For example, all the sprites should be properly filed in archives and not just listed. Enemy sprites be sorted in one map, blocks in another etc. The editor should be practical and efficient for a person who is not a programmer to use. There could be 10-yr old kids interested in making Mario levels. If I could organize all the items, objects, sprites in my own map system I could build my game in a much more efficient way. That is the point of view I'm coming from.
So, as much respect as I have of your competence, if the editor was more practical and handy and user-friendly, people who are solely interested in game design and not programming could get themselves more seriously involved in the game. There's a difference in being a piano builder and a piano player.
There are PLENTY of writings from plenty of people on this forum who have tips and advice on using the editor. It is not that complicated and its got a solid GUI. Short of rendering the level editor window as it would appear in the game (which would be a resource hog), there isn't much the editor needs. However, if you've got some ideas, there's a stickied thread you might have noticed titled "Editor Development / Suggestions / Feature requests" that is specially made so that people like you can offer their suggestions. And trust me, the "I want to see the sprites graphics instead of a blue box" idea has been mentioned quite a few times, and each time, there's a response to it. You should check that out.
Now, about your whole stance on "Im *JUST* a level designer" bit... You need to realize that part of all level design is very technical. Have you ever tried making a level in Hammer, the UT3 Engine, Hyrule Magic, Lunar Magic, Neverwinter Nights, Warcraft III, Oblivion, Fallout 3, or, well, ANY other level editing software?
Every single one of them has their own technical challenges and caveats to learn. There is always a certain amount of scripting to be done, a certain amount of variable tweekage, and a certain amount of technical do's and dont's that you need to be aware of to make a solid level that will actually run well within the game. While there are some tricky aspects to this editor, its one of the easiest to use editors I have ever used.
As a designer, you need to get over your mental block that refuses to let you get your hands dirty. Anything worth doing is worth learning to do.
____________________