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1 Pokemon Snap Editing Basic Guide This guide will be updated. Currently it is just to show how to import a level model into Pokemon Snap. v1.0: November 13, Importing Model If you need some help you can ask on the DKR Forums: Or join the Discord here:

2 Getting Started Download SubDrag's Setup Editor here (Carnivorous has take over updating the editor now): : Once downloaded Run PerfectGold.exe This editor supports 7 games. When you open the editor go to "Tools> switch game editor" and choose Pokemon Snap Once the Snap editor is open you need to go to "tools>preferences" In this menu we need to set a quick convert rom. Select and locate your Pokemon Snap.z64 Rom for this. With the Snap editor open go to File> Open Setup Uncompressed A menu comes up this is where we choose the level and the rom to open. Let's choose beach for this guide. Levels are pretty specific, so this guide will only work for Beach truly but it should give you the idea how for the others. Project Prep Create a folder somewhere and call it something, whatever you like. I'll call my folder Snap Guide. It is good to create a folder individually for each project you create.

3 Model Prep I First Some things to go over about how a model is properly done in Pokemon Snap. * Your model must be split into room objects. Each room object should be called Room00 Room01 Room02 and this counts in hex. So Room0A comes after Room09 * Level models must have the same amount of room objects as the main games levels. For example the level "Beach" goes up to Room0B. That's how many rooms you need if you want to replace the level Beach. Each level needs to match accordingly. (We are using Beach in this guide remember? Which also seems to have the most rooms.) Beach Room Amount: Room0B Cave Room Amount:: Room05 River Room Amount: Room09 Tunnel Room Amount:: Room05 Valley Room Amount: Room08 Volcano Room Amount: Room06 This model will be included as an example in the downloads section

4 Model Prep II Create your model and divide it up into rooms when its ready. 1.) Rename your objects in the outliner (blender) to Room00, Room01, Room02. this continues in hex order. So Room09 goes to Room0A etc. Remember 2.) Scale your model. Pokemon Snap models are rather large scaled. You can just resize the model. I personally set my blender display options as scale This will make the grid display close to the size we need. 3.) Export your model into the project folder we made. Choose these options like me. These two will not be on by default. "Triangulate Faces" "Copy" for path mode. See picture for reference. 4.) Check your project Folder- there should be textures in.bmp format, an obj, and and an mtl file.

5 Texture Prep There is two ways to adding your textures. 1.) Create a.txt file in your project folder call it textures.txt List the textures that you are using in your project folder in this text file, and save. Example: snaptexture.bmp dkrtexture.bmp getexture.bmp Just write the names of your textures in it like that. (I find this easier when you are not using many textures) 2.) The next way to do this involves opening the cmd prompt window. (Better for when you have lots of textures) Open cmd prompt window and run this to your project folder "dir *.bmp /b > textures.txt" (without quotes) This will create a textures.txt folder with all the.bmp textures from your project folder.

6 Importing Model With the Snap Editor Open on the level you want to replace (Beach in this guide) Go to the convert tab at the top of the visual window Choose Convert model file to > Convert model file to level and export (and add textures) The first window that comes up is asking for the textures.txt file we made in the project folder. Select the textures file. The second window is asking for your model choose the model type you want and then select your model. (In this guide we are using obj- Wavefront GEObj) The third window that pops up is where you save. Save it into your project folder for organization. You should be seeing your level in the visual window now. Not Seeing your model? Here's some reasons why It could very well be the scale. The models need to be pretty large in scale. Compared to a SM64 model its about 20 times larger in scale. Press the 0 key on the visual editor it will go to the 0 point and slowly move around see if you see your model is too small. Did you have errors while importing? One of the main things that could cause a problem here is the textures missing from your project folder. Without textures in there proper place the model wont import or could possibly cause crashing. The textures need to be a direct folder path. The model should be in the same folder as the textures. Incorrect mtl: map_kd wrong/tempimged118c.bmp Correct mtl: map_kd tempimged1236.bmp If you exported with the options that I did, including the path mode "copy" then your texture places will be fine.

7 Visual Editor Prep By default the editor imports textures in its own ways. Some textures could have clampt or clamps on when you don't want those on. By clicking the bottom left of the visual editor "object mode" you can switch modes. Go to Room Positions. Right click on a texture that may be displaying bad. And go to "Replace Traingle/ Group Texture/ Details. Uncheck "Current Triangles only" -So it effects every triangle that uses this texture. Uncheck the clamps that you want to uncheck. Clamp T and Clamp S That should make them display better on certain textures.

8 Some extras to leave you with Go to the edit setup tab on the visual window. From there go to edit action blocks and edit objects. You must use the same Pokemon from the level you replace. I've included my example model and textures file for you to download for better examples. --Start exploring the editor.-- Hope this helps. I hope Snap takes off some. To be continued... -Sixty Four

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