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User talk:Nuck Chorris

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Revision as of 15:44, 6 August 2009 by Cadellin (Talk | contribs)

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Welcome to Bulbapedia, Nuck Chorris!

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


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:, Kymotonian's public ones are here:
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: 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.