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[Release] NosPlacer - A NosTale Map Editor

Discussion on [Release] NosPlacer - A NosTale Map Editor within the Nostale forum part of the MMORPGs category.

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Arrow [Release] NosPlacer - A NosTale Map Editor

NosPlacer v0.1
By @ and @

Info:
NosPlacer is a map editor for NosTale files. It works on .NOS files directly, but it doesn't modify them at all. Currently only allows to save (export) a map to a binary file (that then can be manually imported with raw import from OnexExplorer or something).
The tool allows you to add new models to the currently opened map, remove them, duplicate, and modify them.

This is an alpha version. NosPlacer's development stopped and it doesn't seem like it will continue. One of the reasons is a somewhat badly written code which is pretty hard to maintain (trying to pick it up after half a year of hiatus didn't go well). This is also why the source code will not be published (at the beginning it was supposed to be publicly released). I might still share some structures/info if I feel like it.

Expect things to not fully work as it's not finished (and probably never will be).
For example, moving/rotating/scaling an object with gizmos will not update its data until you select another object.
There's also no Undo/Redo implemented.
Object's bounding boxes must be recalculated manually (by clicking RMB on it in the Placed tab and clicking the option). Same goes for normalization of rotations but only if you manually set it in properties (using rotation gizmo will normalize it just fine).

Gallery:
NosPlacer

Object properties:
  • Instance ID - unique for each object on the map (is handled automatically and is not modifiable)
  • Model index - this is NOT model ID directly. This is the index of "models loaded for this map" list. When you add a model from "All" tab, it will automatically insert its ID at the end (and can be checked in the "Map" tab)
  • Colors are in 0-255 range
  • Possible "Visibility" values: "0" (for "Grouping"), "1" (for "Floor"), "2" (for "Soft"), "3" (for "Animated")
  • Possible boolean values: "1" or "true", anything else will be false.
  • Possible blendings: see argument "dfactor" at
    Another cool tool for that would be

When changing Visibilities, be cautious because it will add/remove properties! When adding, the default values are undefined, so you will have to fix them.

Grouping visibility - doesn't actually do anything renderable, think of it like Empty from Blender, or an empty GameObject from Unity. Probably used for optimization or organization in Entwell's original tool.
Floor visibility - player character can walk on this, it will not "ghost" if camera is clipping near it. Does NOT have scaling, so all terrain must be the correct size initially.
Soft visibility - a standard model, camera will "ghost" if it clips near it, you will walk through them if the grid allows it.
Animated visibility - can use NSed, NSem, NSes animations, can have specific OpenGL source and destination blendings, can be set to "billboard" mode which means it will always be rotated towards the camera.

Everything in "Settings" tab is just editor-related, nothing will affect the map data.

"Floor" group in "Map" tab defines the bounding box for walkable grid ingame. Coordinates 0, 0 in the client will be at Floor's Min X and Z (Y is height).

Even though the original maps can have nested objects, the tool only allows you to create new objects at the end (bottom) with no parent/children objects. It should not matter for optimization at all (or at least will not be noticeable), unless you add millions of objects to your map. But even then, using correct bounding boxes should work just fine. I think the nesting of objects was purely technical or organization stuff.

NosPlacer can't render entity shadows texture, as there is no entities (players, mobs, NPCs, items).
Map floor shadows texture, entity shadows texture and minimap texures are inside NStpDatas
Shadows' ID is mapId + 2144337920 (mapId + 0x7FD00000)
Entity shadows' ID is mapId + 2144468992 (mapId + 0x7FD20000)
Minimap ID is mapId + 1431425024 (mapId + 0x5551D000)
For example, map with ID 123 would need to have (otherwise it will default to full white):
- texture 2144338043 for map shadows (like a shadow of a tree)
- texture 2144469115 for entity shadows (like your character going darker when under a tree)
- texture 1431425147 for minimap

Example map
This is a fully custom map made with NosPlacer. The terrain was modeled in Blender and then imported into NStgData - this is NOT a feature of NosPlacer. Any custom models etc. must be in .NOS files already to be able to use them.
It's not a great map, but it shows that all types of models (animated, rendered with different blendings, custom imported, etc.) work with NosPlacer.
Please ignore the glitched triangles on the terrain, it has to do with my Blender script that exported it to NosTale model, not with NosPlacer. It looks the same ingame.


Download:
11MB so can't upload in attachments


Scan for v0.1:
ZIP - (shows 1 false-positive, even though all files separately are clean)
Only EXE -

Special thanks to:
  • @
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If you need any contact, use this discord:
Bejine is offline  
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Old 05/21/2022, 10:06   #2
 
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it looks very good
but why didn't you make support for NStgData and NStpData
there is only NStgData01 and NStpData01 etc.
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Old 05/27/2022, 23:24   #3

 
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This is ******* awesome, just tested this tool, thanks for sharing!
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Old 06/02/2022, 08:36   #4
 
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Quote:
The terrain was modeled in Blender and then imported into NStgData - this is NOT a feature of NosPlacer.
Can you make tutorial how to import terrain model made in blender to nostale?
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Old 06/03/2022, 03:50   #5
 
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Quote:
Originally Posted by g3stapo View Post
why didn't you make support for NStgData and NStpData
Because it's not used since end of 2010. And actually I have, but as a compile time condition and I'm not even sure it still works.

Quote:
Originally Posted by Rajmund1337 View Post
Can you make tutorial how to import terrain model made in blender to nostale?
Pumba's fork of OnexExplorer has a functionality of replacing 3D objects (NStgData).
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Old 06/03/2022, 07:54   #6
 
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Quote:
Originally Posted by Bejine View Post
Because it's not used since end of 2010. And actually I have, but as a compile time condition and I'm not even sure it still works.


Pumba's fork of OnexExplorer has a functionality of replacing 3D objects (NStgData).
In fact, you can still use NStgData.NOS NStpData.nos ... etc in nowadays nostale client. It does not have to be divided into parts
(I cannot figure out how to divide packages into parts, so I packed everything into one single .NOS file. It worked just fine.)
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Old 06/03/2022, 11:21   #7
 
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Quote:
Originally Posted by sd5986 View Post
In fact, you can still use NStgData.NOS NStpData.nos ... etc in nowadays nostale client. It does not have to be divided into parts
(I cannot figure out how to divide packages into parts, so I packed everything into one single .NOS file. It worked just fine.)
There are 4 NStgDataXX.NOS files
if model_id % 4 == 0, then it should go into NStgData00.NOS
".............................1 "...................................NStgData01 .NOS
".............................2 "...................................NStgData02 .NOS
".............................3 "...................................NStgData03 .NOS
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Old 08/26/2022, 17:15   #8
 
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Old 02/02/2024, 16:18   #9
 
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Hi, after, example, modifying nostale map center, how can i import it in game? is there a tutorial or just a quick explanation for OnexExplorer too? thanks
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Old 07/22/2024, 17:29   #10
 
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Quote:
Originally Posted by LolliPop00! View Post
Hi, after, example, modifying nostale map center, how can i import it in game? is there a tutorial or just a quick explanation for OnexExplorer too? thanks
Don't know if there's still any interest, but I thought it might still be useful to explain, since maybe someone else might have same question.

You edit the map as much as you like with NosPlacer. [Important Note: Don't delete pre-placed Objects, move them into the ground instead. NosPlacer might crash while saving when pre-placed objects were deleted.
Also good to know, after moving objects make sure to always recalculate bounding box, because if you don't objects might glitch out of vision depending on angle of view.]

After your editing is done, you select "Save as.." and call the edited Map whatever you want, either keep the ID as name or call it "Nosville" - up to you - just make sure to add ".bin" at the end to be sure it's saved correctly.

Afterwards you open OnexExplorer, navigate to your NStuData.NOS file and search for the Map ID you just edited. Once found you can either right-click the ID or use the button on the right which says "Replace with raw" and you replace with the .bin file, which has been created from NosPlacer.

Important here is - when editing an existing map this probably is done already - make sure to tick the "isCompressed" box, because if you don't, the Map won't load properly.

Now you are basically done already, you export your NStuData file to .NOS file, replace it with your current one and your map edit is pretty much done.

If there's any more questions, feel free to ask.
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Old 12/17/2024, 12:06   #11
 
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Has anyone created any maps with this yet? I'd love to see the potential of this program.
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map, map editor, nostale, tool


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