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 Thank you, and have a good time editing here!
  —darklordtrom 03:11, 30 July 2009 (UTC)  
 

Maps

You made a new Eterna Forest map? you should have just asked, I have a full res version here. Its good that someone else has been doing the same thing though- mapping all of sinnoh has been a very daunting task by myself. Johto won't be a problem- i have the entire thing sprited out in RMXP, ill just need to change the buildings and stuff for whatever new ones they put in. The main problem with Sinnoh has been the large number of unique buildings, for whcich i don't have any sprites.--Cadellin 10:00, 2 August 2009 (UTC)

Yeah, I didn't just make another map with higher resolution, I made the Old Chateau more accurate, and I added a bunch of items which were previously missing. I used No$GBA to get the Old Chateau, but I am trying to modify the NSBMD model viewer to render in orthogonal projection, since that would look best on a map. If I get this working, it'll speed up mapping incredibly, and it'll result in some beautiful images, since we'll be able to extract the 3D models directly. Way better than redrawing it by hand or taking screenshots of the model from multiple locations and putting the images together. Either way, I'm working on Route 210 now. Seemed like it would be a fun and challenging one. I've split up the work into blocks based on the Town Map, and am already at work on the first one. With all the north-facing cliffs, though, I've nearly doubled the height, since the 3D-rendered cliffs take up a lot less space than the tile-size ones. Still, my goal is to make maps exceeding yours in quality. Even if there are tons of cliffs, 3D effects are used heavily, and there is a fog over the area, I will make a high-quality map. —– Nuck Chorris (talk) 19:15, 2 August 2009 (UTC)
Wait... What's RMXP? I've been using Photoshop. I just set it up with a 16-pixel grid, create patterns from tiles I got off your maps, select the parts I want to fill in on my map, and use pattern fill. It works fairly well, though I have to use a hidden layer with a checkerboard pattern, and select with the magic wand, since Photoshop freezes up if I use the rectangle selection tool. Good results, though, I think. Is this RMXP free? If so, I might look into using it instead. —– Nuck Chorris (talk) 19:41, 2 August 2009 (UTC)
Its great that you want to help. I did not make most of the tiles that are used, most credit goes to Kymotonian for that over at Deviant Art. My set are on here, in one long strip on the third row: http://s731.photobucket.com/albums/ww312/cadellinman/, Kymotonian's public ones are here: http://kymotonian.deviantart.com/art/Kyledove-s-Public-Resources-103892943
If youre wondering why mine are all in one long strip, its because of the program i use to put them together.

aaand a map of sinnoh with the areas that have been made by me so far on it is also on photobucket, under the same user. Animated tiles such as waterfalls are called autotiles, and they are scattered around everywhere. here is a waterfall one: http://au.geocities.com/andrewleemorgan2003/images/nw-waterfall.png--Cadellin 22:02, 3 August 2009 (UTC)

Thanks a ton! Sadly, my computer just froze up, and I had to hard-boot, so all the work I had done so far on Route 210 was lost, but, by some odd stroke of luck, I had taken a screenshot last night of my workspace (showing my work so far), which is almost entirely up-to-date still. Sadly, because I took it at under 100% zoom, I'll have to redo it, but it'll make things a lot easier anyways! Those images'll be a huge help! Thanks again! Nuck Chorris(talk) 22:59, 3 August 2009 (UTC)
I finished Solaceon Town. How can you extract from 3D models then? there are loads of areas with unique buildings that need to be done. the battle zone is going to be incredibly difficult- its all 3D buildings that i don't have sprites for.- unsigned comment from Cadellin (talkcontribs)
I'm working on developing a second method, but I need help from someone who has experience in C++ and OpenGL. For now, though, I just use my Emulator (No$GBA), and take take a bunch of screenshots, one from each of the squares in front of the model, and one from each of the squares below those. Then, I use Photoshop to extract the column of tiles that Red is in, and I line these columns up to make an image. The second set of screenshots (the ones where Red is one square away from the front of the building) are for the bottom front of the building, since he's covering that part of the building when he's right up in front of the building. Not the most efficient method, but it works alright. The more efficient method, sadly, wouldn't work, since it is rendered in perspective, and we need the model in a parallel perspective. Sadly, like I said, this modification will require me to employ the aid of a programmer with experience in C++ and OpenGL. Nuck Chorris(talk) 21:00, 5 August 2009 (UTC)
Oh! It just clicked in my mind that you just finished Solaceon town!!! That's great, because that means I'll have something to connect Route 210 to when I finish it. In fact, I just finished the Northwest corner, and I'm starting on the Southeast corner now, and I'll likely be done with this square (the one right above Solaceon) by the end of the day, since it has very few hills, and little to no unique sprites. I should have Route 210 done within a week. Not to bad, I think, considering Route 210 has lots of waterfalls and cliffs in the Northwest, was a really low quality image previously, and is 6 map squares in length. Nuck Chorris(talk) 21:19, 5 August 2009 (UTC)
Found a tileset with a bunch of things that're missing from your set here. It looks like it could be quite useful. Only problem is that the images aren't hand-drawn, so they're missing the outlines. I found some outlined ones here, but some of those are still not right either. Still, I'll probably make my own tiles based on those two tilesets. Nuck Chorris(talk) 04:08, 6 August 2009 (UTC)
Awesome! how do you rip those from the game? Its more the buildings in north and eastern Sinnoh that I need. I would be very happy if you could find one for the bridge in canalave city. - unsigned comment from Cadellin (talkcontribs)
Okay, I'll try to do that bridge real fast. It may take a little bit, so be patient with me, but I should have it within a few days. Nuck Chorris(talk) 19:46, 6 August 2009 (UTC)
Well, I seem to be getting this thing done ahead of schedule, since I just have a bit of detailing to do before I upload it to my Picasa (I have a Photobucket, but then I learned that they tend to slowly remove your images, one by one, especially with larger galleries, and I immediately moved to Google's service, Picasa, with the knowledge that my files will probably remain online long after Humans are gone) Anyways, I'll link it here as soon as I finish it, which shouldn't be more than an hour from now. All I need to do is finish the left side, and touch up the bridge floorboards. Nuck Chorris(talk) 21:50, 6 August 2009 (UTC)
DONE! You can get the Drawbridge image here. Please note that I didn't screw up and make the left side beams thicker than the rights, but that is actually how it looks. I checked it in the game, on my physical DS, and that is how it looks. Nuck Chorris(talk) 00:38, 7 August 2009 (UTC)
I think you may be using the wrong type of trees in some areas, such as in Solaceon City. Look at this, it shows the trees I think are supposed to be there. The full image is here. See the difference? These trees are wider. I realized there was a problem with the size of the trees when I was mapping the southeast portion of Route 210, since although I had the right tiles filled with trees, the trees weren't lining up right with the cliffs. Still, these trees are each about 4 squares in width, but only because they protrude slightly into the side squares. Nuck Chorris(talk) 20:37, 7 August 2009 (UTC)
Yes, Ive notice the tree thing. mine are resized to fit onto 2 Squares, much like Kymotonian's. That problem would take ages to solve, mostly because the tiles around it in my set are being used. It would completely mess up the RMXP files. It would be much simpler to just continue the way weve been going- its a lot of work for a fairly minor graphical change. How did you make the bridge? You taking shots from a ROM? Oh and I devised a plan of action for the mapping of Sinnoh-

-All remaining unfinished Cities in Platinum style

-All remaining routes in Platinum style

-and then completed cities will need to be revamped for platinum style. Most Routes were not changed.

Ill be getting Platinum myself in a couple of weeks, for now i'll just work on the maps that remained unchanged. if you have a platinum ROM, it would be really good if you could start spriting up some of the new tiles, such as the ground in fight area or canalave.--Cadellin 10:47, 8 August 2009 (UTC)

I have a ROM for Platinum, but there is a massive problem with it. For some reason, it refuses to use a .sav file. From what I've read on some forums, this seems to also happen when using a DS accessory to save to a memory card, even when using a the physical DS game card. So, from what I can tell, this seems to be an issue with the game itself, possibly intended as an anti-piracy measure. And, yeah, I do take screenshots from a ROM. I also use the special 3D model viewer to get the textures occasionally, by moving it to a near head-on view of a textured surface, taking a screenshot, and redrawing it by hand, grabbing the colors from the screenshots I take in-game (the model viewer's output is generally lighter), and then working with the textures, distorting, tweaking, redrawing, etc., till I get a good result. I'm afraid I can't get anything from Platinum right now, since I am forced to the beginning of the game whenever I load it, no matter what I try. I think that for now, we'll just have to wait for somebody to find a fix for this issue or for somebody to make some sprites. I think that for now, we should just stick to getting the maps done. I personally think we should get everything done for now, and update them once they're completed. I'm also using the wider trees for Route 210. The trees you are using are correct too, but aren't the ones used on Route 210. Also, the size issue was causing problems. In Eterna Forest, the narrower trees are used. I'm afraid that I've been recruited to do some website fixing for a friend, but I'll have it done in a few days and then I'll get back to mapping. They needed to release the website within a day, so that job took priority. I'm afraid that I'm a web developer first, and a digital cartographer fifth. Second, Third, and Fourth are all taken by other types of programming. Nuck Chorris(talk) 22:51, 11 August 2009 (UTC)
See if you can load cheats into that ROM. walk through walls is all you really need- you can access anywhere via the Mystery Zone. oh and could you link me to where you got the rom, i already have NO$GBA.--Cadellin 11:01, 13 August 2009 (UTC)
nevermind, some other guy has managed to do rips directly from the game. Hes used some piece of coding to remove all perspective, and then screenshotted it up from a ROM. We now have no real need of making these maps, so I am focusing on pokemon mystery dungeon maps for now. - unsigned comment from Cadellin (talkcontribs)
Considering that I don't see these maps on bulbapedia yet, I would say that we still need to do maps. If he IS using an emulator for this, then his maps probably won't turn out as good, or they'll take a while to make. I know I'm still going to keep making maps. At the very least I'm going to finish route 210. That would be nearly impossible to use screenshots alone for, since it has so many 3D effects, fog, and lots of things which aren't ever shown on-screen. Also, our maps are grid-based, and those will probably not be. Grid-based maps are better because people can count tiles easily to get a relative location of something. Still, if you could give me a link to this person, it would be great, because I'd really like to get my hands on that code. If there are two using the code at once, that would speed things up. Nuck Chorris(talk) 20:27, 12 September 2009 (UTC)

Template

It's great you're working on a project, but try not to edit your template too often and rather edit the mainspace. Thanks. ht14 01:15, 8 August 2009 (UTC)

I'm not trying to threathen you or anything, but this just made your 9th edit, and 99.9% of your edits thus far have been not of the mainspace... ht14 01:18, 8 August 2009 (UTC)
Yeah, I understand your concern. My current plans lie not in the mainspace, but in the Image namespace on Bulbapedia Archives. My goal is not to improve the accuracy of content in the articles, as many others are doing that already, but in improving the quality and accuracy of maps for the Sinnoh region. As a result, the only edits I should be making in the Mainspace should be changing the map image on articles about locations in Sinnoh. I hope you'll understand that my contributions will be quite beneficial to the articles. My current project (in the Userspace) is a progress bar showing how far we are from mapping all of Sinnoh in high-quality. The goal is to make it so I can customize height, width, and other things about the style (like whether the bars will be labeled), mostly so I can use it on my userpage, aligned to the right side of the section header for "Mapping Status". I just want everyone who visits my userpage to know how far we are from having all of Sinnoh mapped in high-quality. Anyways, long story short, I don't have much to give to the mainspace, but I have lots to give to the imagespace. And by lots, I mean >90 more map-squares for Sinnoh, all mapped with 100% guaranteed accuracy. Nuck Chorris(talk) 01:46, 8 August 2009 (UTC)

Hi

I noticed you have been editing the User: namespace a lot recently. You may not be aware of this, but Bulbapedia has a Userspace policy that asks users to try and minimize the number of userspace edits they make in a short period of time. Instead of making multiple edits, why not use the Preview button (Alt + Shift + P) located right next to the edit button to look at your page and see how it is coming? That way, your page can look great while staying within the required amount of edits. Instead of editing the userspace, as a wiki, we encourage users to edit the mainspace. So, if you edit the mainspace more often, you will be allowed to edit the userspace more. Thanks! --PsychicRider 02:23, 8 August 2009 (UTC)

I said above that I can't use preview in this case, since I'm dealing with transclusion. Specifically, I am trying to fix a glitch in User:Nuck Chorris/SinnohMappingProgress. The height won't change properly, so I'm just going to change the default value for height, as a temporary fix, and work on it later, once I get more Sinnoh maps done and uploaded to Bulbapedia Archives. Nuck Chorris(talk) 02:32, 8 August 2009 (UTC)
Ok, now that the vandal is out of the way...I understand about perfecting things, but not all that technical mumbo jumbo, however, we have rules, and no matter what, they need to be followed...Unless it will destroy the Pedia or something if it's wrong, it's fine until the UTC clock switches over...Thanks. --PsychicRider 02:40, 8 August 2009 (UTC)

Hold on!

If you did not read your last warning, then please read it now. You have edited the User: namespace too much for now. Please do not edit your page any more for now. Thank you. --PsychicRider 02:42, 8 August 2009 (UTC)

Sorry about that last edit I made, I accidentally clicked the submit button (my new laptop's touchpad is glitchy - it was cheap, though, so I can't complain), when I meant to click cancel. Very sorry. Anyways, back to work on mapping route 210! Nuck Chorris(talk) 02:45, 8 August 2009 (UTC)

No$GBA (DS Emulator) ?

Hi,do you know of a site where i can download this emulator for ds as i have a similar goal inmind thanks--Solid! 07:36, 18 September 2009 (UTC)

Emulators? No such thing... —darklordtrom 08:30, 18 September 2009 (UTC)