Editing Forum:Pikmin 2 Models

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::::::::BMDView2 works with the bmd files. Thanks! Do you know of anything that can open the BRK and BCA files? Judging from the file names, I think they're animations. BMDView2 can open animations, but only of .bck and .btp format. --[[User:Bluekirby7|Bluekirby7]] ([[User talk:Bluekirby7|talk]]) 08:21, 2 June 2015 (EDT)
::::::::BMDView2 works with the bmd files. Thanks! Do you know of anything that can open the BRK and BCA files? Judging from the file names, I think they're animations. BMDView2 can open animations, but only of .bck and .btp format. --[[User:Bluekirby7|Bluekirby7]] ([[User talk:Bluekirby7|talk]]) 08:21, 2 June 2015 (EDT)
:::::::::I still don't know how to open those. They are indeed animations, but BMDiew2 doesn't support them. It DOES however, support the animations that come with treasures and minor stuff like [[clog]]s breaking, as they're in a different format. So you at least have that... &mdash; '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 16:05, 2 June 2015 (EDT)


==Creating maps==
==Creating maps==
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My imported model did not come with water objects. I made water objects using semi-transparent, semi-reflective planes with a water texture I found on Google Images. I then added a randomly generated texture called Stucci to the grounds underneath them; that's what looks like the caustics in the screenshot. Finally, just above the camera is a plane with the texture for the shadows of tree branches that moves in the game. That object was not present at the beginning; I created a plane for the shadows rather than assigning the texture to the light, so that I had more freedom to move the shadows around.
My imported model did not come with water objects. I made water objects using semi-transparent, semi-reflective planes with a water texture I found on Google Images. I then added a randomly generated texture called Stucci to the grounds underneath them; that's what looks like the caustics in the screenshot. Finally, just above the camera is a plane with the texture for the shadows of tree branches that moves in the game. That object was not present at the beginning; I created a plane for the shadows rather than assigning the texture to the light, so that I had more freedom to move the shadows around.
The rest was lighting and material editing; the Awakening Wood was for the most part complete on arrival. [[User:Scruffy|Scruffy]] ([[User talk:Scruffy|talk]]) 10:15, 2 June 2015 (EDT)
The rest was lighting and material editing; the Awakening Wood was for the most part complete on arrival. [[User:Scruffy|Scruffy]] ([[User talk:Scruffy|talk]]) 10:15, 2 June 2015 (EDT)
:I see. That was a great help, thank you! I was going more or less the right path, but I got overwhelmed with Blender's interface. I'll get it down one of these days. The textures did come correctly, as they have an alpha channel; it's just Blender that refused to use the alpha (or maybe I forgot to set some option somewhere). I'll look further into this, and even if I can't reach any conclusion, it's not really that important. We have bigger tasks to handle on the wiki at the moment. Thanks once again! &mdash; '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 16:05, 2 June 2015 (EDT)

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