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Since: 05-08-18
From: Planet Earth
Hi, I'm The Mario Modder, pretty simple name, and I like to mod Mario Games as a Hobby (mainly Super Mario Maker) My favorite Mario game is New Super Mario Bros. Wii because it was the first Mario game that I ever played (I think). I play *very* little Fortnite, Im not an expert at it and I only play it when I feel like it. Uhhhh what else to talk about. Oh yeah! , I started Modding when I found AboodXD's Video about a NSMBW Theme in SMM. I never knew that was possible so, to make a long story short, that is how I started Modding Super Mario Maker and recently ( to some demand) I branched out into other games Like New Super Mario Bros Wii and New Super Mario Bros U. And *very* little of SMM for Nintendo 3DS. I've never actually tested any of my mods on SMMFN3DS because I dont know how to repack a CIA or 3DS or CXI file. So, yeah.

YT: https://www.youtube.com/channel/UCLnItPuuYV-jXJ3LqPrgXEw/featured?view_as=subscriber (no videos yet)
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General information
Name The Mario Modder
User ID 1075784069
Groups Normal users, Super Mario Maker Hackers
Rank
Goomba
To next rank 9 posts
Total posts 26 (0.08 per day)
(last post 12 days ago in NSMBU Overworld 2 Background ported to SMM (Project Releases))
Registered on 05-08-18, 12:09 am (320 days ago)
Last view 03-21-19, 03:00 am (3 days ago)
at: /thread/821-sunset-shores-a-nsmb2-mod
Total stars received 0
Total stars given 0
Presentation
Theme NSMBW Castle Grounds · by Gota7 and Fruitsmasher
Items per page 20 posts, 50 threads
Layout bb
Language Board default
Personal information
Real name Uhhhhhhhhhhhhhhhh
Location Planet Earth
Birthday January 5, 2004 (15 years old)
RPG Status
RPG Status
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12JellyGamer

Hi!!!
Download is broken.
Posted on 03-12-19, 12:03 am in smm wii u NSMBU Overworld 2 Background ported to SMM
Fixed so it doesn't crash...I hope. Still need to test it on Wii U.
Posted on 02-20-19, 03:57 pm in NSMBU Acorn Tree in Super Mario Maker


All I did was just add the NSMBU Acorn Tree into Super Mario Maker since it was removed in the final game. Probably due to size limitations.
For Reference Here are the file sizes compared to their original counterparts (In BFRES).
NSMBU = 6,434 KB
SMM = 3,924 KB
SMM w/ Tree (My Mod)= 3,872 KB

This Mod was created using KillzXGaming's Switch Toolbox
Ignore the NSMBW Tileset, it's for a different project.

Download https://drive.google.com/file/d/1A5BaOXRirjOKW9sO5ZKM5jkLJb6mtnZI/view?usp=sharing
You will also need this file (Put it in the "Pack" Folder) : https://drive.google.com/file/d/1RS5BTvdXrQEZW8EPVvmkoixED8kb4-5E/view?usp=sharing
Posted on 02-14-19, 12:49 am in NSMBU Acorn Tree in Super Mario Maker (rev. 9 by The Mario Modder on 02-20-19, 04:54 am)
Nice
Posted on 12-19-18, 03:05 am in NSMBWII Snow BG in Super Mario Maker
This is my 3DS Port of WillyMaker's NSMBU Negative Overworld Theme. But it reversed a LOT more things like Mario, Arrowsign Board, Enemies, CLOUDS, Coins, Items, etc. Unfortunately, I couldn't get the music to work. Also note: Not all Enemies are Reversed, and some of them might look normal in the Editor. The reason for that is because for some reason, MMFN3DS Uses 2 Copies of All Enemies and Objects. One for In-Game, and the other for Edit Mode. So, yeah. Enjoy!





Link to WillyMaker's Wii U Mod: https://mariomods.net/thread/696-nsmbu-negative-overworld-theme

Download https://drive.google.com/open?id=1ZyBMMUnQfvI1iJm-6rb_L-QQH9nXbNg5
Posted on 12-10-18, 12:01 am in 3dsnsmbureverse mod NSMBU Reverse Mod (3DS Port) (rev. 2 by The Mario Modder on 12-11-18, 12:28 am)
A Kramer Randomness. I have already started trying to import it.
Posted on 11-04-18, 06:17 pm in smm wii u Moved Acorn Plains BG (rev. 2 by The Mario Modder on 11-04-18, 06:20 pm)
Might not happen, consider the fact that RPX edits are required to add things.
Posted on 09-29-18, 05:36 pm in Super Mario Maker DLC
I Would, But that would be called Piracy which is *Illegal*
Posted on 09-17-18, 10:38 pm in Can Someone Send Me A Dumped Game File Of Mario Maker 3DS?
@A Kramer Randomness

Of course, just give be a bit of credit for the base mod, alright?
Posted on 09-12-18, 02:16 am in NSMBW in SMM v1.0 Beta
Ask NightYoshi on the Mario Making Mods Discord server
Posted on 08-29-18, 10:08 pm in impossible Importing a NSMBU Mario model
oh, ok
Posted on 08-26-18, 08:04 pm in mario maker e3wii u Mario Maker E3 2014 Build
CemU
Posted on 08-26-18, 08:02 pm in mario maker e3wii u Mario Maker E3 2014 Build
Is it Just SMB or is it also NSMBU?
Posted on 08-25-18, 07:11 pm in mario maker e3wii u Mario Maker E3 2014 Build
This is a tutorial on how to make custom Normal Maps for Super Mario Maker.

Requirements
  • The latest release of Paint.net
  • Original SZS w/ BFRES Already exported
  • The latest release of BFRES Tool
  • The Normal Map that you want to replace the original with.

  1. Open BFRES Tool and click "File" then "Open".
  2. Navigate to find your BFRES and double click it.
    • You should automatically see a couple or a ton of DDS Files in the folder of the original BFRES.

  3. Find the DDS with the words "Nrm" in the name.
  4. Rename the file extention from .DDS to .DDS2.
    • If you use Windows, It will tell you that changing the file extention will lead the file to become unstable. It won't, so click "Yes".
  5. Once you do, open the DDS2 with Paint.net and just paste your custom Normal Map in there.
  6. Once you've done that, press "File" then "Save as".
  7. Change the format from DDS to DDS2 and replace the original one that BFRES Tool had exported for you.
  8. In the Settings bar, for the formats, change the Format from whatever it was to "BC5 (Linear, DX 10+).
  9. In the Error Metric bar, press "Perceptual".
  10. Then click "OK" on the Bottom-Right Hand Corner of the page.

  11. Rename the DDS2 that Paint.net has exported, back to DDS.
  12. Open BFRES Tool and re-open the orignal BFRES again.
  13. Scroll down to find the name of the DDS that you edited.
  14. Click it, navigate to the one that you edited and double click it.
    • A little window should pop up saying "Done!" that means that you've sucessfully imported a custom Normal Map into the BFRES
    • If you open up the BFRES with Wexos Toolbox and you see that your Normal Map is transparent, that does not mean that it didnt work. It did, trust me, this was the mistake that I did a while ago.
  15. Now Compress your BFRES with Yaz0 and import to SMM. Boot SMM using CemU or SDCaffeine to boot it on your Wii U.

If you have any questions or troubleshooting isssues, then post them in the "Quick Reply" section down below.
Posted on 08-19-18, 12:16 am in normal maps How to make custom Normal Maps. (rev. 5 by NightYoshi370 on 12-18-18, 09:40 pm)
This is a tutorial on how to make custom Normal Maps for Super Mario Maker.

A little background here, this was actually possible a *LONG* time ago, but I was kind of stupid back then and allowed one little mistake to stop the whole test before I tried it out in-game. So here you go!

Requirements:
1. Paint.net
2. Original SZS w/ BFRES Already exported
3. Abood's BFRES Tool v4.1
4. The Normal Map that you want to replace the original with.

So you're gonna want to make a new folder, name it whatever you want and place everything in the "Requirements" Section into that folder. (Not Paint.net, that should not be in the new folder) Open BFRES Tool v4.1 and click "File" then "Open". Navigate to find your BFRES and double click it. you should automatically see a couple or a ton of DDS Files in the folder of the original BFRES.

Find the DDS with the words "Nrm" in the name. Rename the file at the end from .DDS to .DDS2. Windows will probably ask you if you *really* want to change the name because then it might become unusable but just click "Yes". Once you do, open the DDS2 with Paint.net and just paste your custom Normal Map in there. Note that the normal map will have to have the Blue Channel already removed. Here is a Tool to help you remove channels if you dont know how to do so: https://www.vg-resource.com/thread-26680.html.

So your Normal Map should probably look like this:



Once you've done that, press "File" then "Save as". Change the format from DDS to DDS2 and replace the original one that BFRES Tool v4.1 had exported for you. In the Settings bar, for the formats, change the Format from whatever it was to "BC5 (Linear, DX 10+). In In the Error Metric bar, press "Perceptual". Then click "OK" on the Bottom-Right Hand Corner of the page.

Exit out of Paint.net and rename the DDS2 ,that Paint.net has exported, back to DDS.
Open BFRES Tool v4.1 and re-open the orignal BFRES again. Scroll down to find the name of the DDS that you edited. Click it, navigate to the one that you edited and double click it. A little window should pop up saying "Done!" that means that you've sucessfully imported a custom Normal Map into the BFRES.

NOTE: If you open up the BFRES with Wexos Toolbox and you see that your Normal Map is transparent, that does not mean that it didnt work. It did, trust me, this was the mistake that I did a while ago.

Now Compress your BFRES with Yaz0 and import to SMM. Boot SMM using CemU or SDCaffeine to boot it on your Wii U.

If you have any questions or troubleshooting isssues, then post them in the "Quick Reply" section down below.
Posted on 08-19-18, 12:16 am in How to make custom Normal Maps.
This is a tutorial on how to make custom Normal Maps for Super Mario Maker.

A little background here, this was actually possible a *LONG* time ago, but I was kind of stupid back then and allowed one little mistake to stop the whole test before I tried it out in-game. So here you go!

Requirements:
1. Paint.net
2. Original SZS w/ BFRES Already exported
3. Abood's BFRES Tool v4.1
4. The Normal Map that you want to replace the original with.

So you're gonna want to make a new folder, name it whatever you want and place everything in the "Requirements" Section into that folder. (Not Paint.net, that should not be in the new folder) Open BFRES Tool v4.1 and click "File" then "Open". Navigate to find your BFRES and double click it. you should automatically see a couple or a ton of DDS Files in the folder of the original BFRES.

Find the DDS with the words "Nrm" in the name. Rename the file at the end from .DDS to .DDS2. Windows will probably ask you if you *really* want to change the name because then it might become unusable but just click "Yes". Once you do, open the DDS2 with Paint.net and just paste your custom Normal Map in there. Note that the normal map will have to have the Blue Channel already removed. Here is a Tool to help you remove channels if you dont know how to do so: https://www.vg-resource.com/thread-26680.html.

So your Normal Map should probably look like this:



Once you've done that, press "File" then "Save as". Change the format from DDS to DDS2 and replace the original one that BFRES Tool v4.1 had exported for you. In the Settings bar, for the formats, change the Format from whatever it was to "BC5 (Linear, DX 10+). In In the Error Metric bar, press "Perceptual". Then click "OK" on the Bottom-Right Hand Corner of the page.

Exit out of Paint.net and rename the DDS2 ,that Paint.net has exported, back to DDS.
Open BFRES Tool v4.1 and re-open the orignal BFRES again. Scroll down to find the name of the DDS that you edited. Click it, navigate to the one that you edited and double click it. A little window should pop up saying "Done!" that means that you've sucessfully imported a custom Normal Map into the BFRES.

NOTE: If you open up the BFRES with Wexos Toolbox and you see that your Normal Map is transparent, that does not mean that it didnt work. It did, trust me, this was the mistake that I did a while ago.

Now Compress your BFRES with Yaz0 and import to SMM. Boot SMM using CemU or SDCaffeine to boot it on your Wii U.

If you have any questions or troubleshooting isssues, then post then im in the
Posted on 08-19-18, 12:13 am in How to make custom Normal Maps.
This is a tutorial on how to make custom Normal Maps for Super Mario Maker.

A little background here, this was actually possible a *LONG* time ago, but I was kind of stupid back then and allowed one little mistake to stop the whole test before I tried it out in-game. So here you go!

Requirements:
1. Paint.net
2. Original SZS w/ BFRES Already exported
3. Abood's BFRES Tool v4.1
4. The Normal Map that you want to replace the original with.

So you're gonna want to make a new folder, name it whatever you want and place everything in the "Requirements" Section into that folder. (Not Paint.net, that should not be in the new folder) Open BFRES Tool v4.1 and click "File" then "Open". Navigate to find your BFRES and double click it. you should automatically see a couple or a ton of DDS Files in the folder of the original BFRES.

Find the DDS with the words "Nrm" in the name. Rename the file at the end from .DDS to .DDS2. Windows will probably ask you if you *really* want to change the name because then it might become unusable but just click "Yes". Once you do, open the DDS2 with Paint.net and just paste your custom Normal Map in there. Note that the normal map will have to have the Blue Channel already removed. Here is a Tool to help you remove channels if you dont know how to do so: https://www.vg-resource.com/thread-26680.html.

So your Normal Map should probably look like this:



Once you've done that, press "File" then "Save as". Change the format from DDS to DDS2 and replace the original one that BFRES Tool v4.1 had exported for you. In the Settings bar, for the formats, change the Format from whatever it was to "BC5 (Linear, DX 10+). In In the Error Metric bar, press "Perceptual". Then click "OK" on the Bottom-Right Hand Corner of the page.

Exit out of Paint.net and rename the DDS2 ,that Paint.net has exported, back to DDS.
Open BFRES Tool v4.1 and re-open the orignal BFRES again. Scroll down to find the name of the DDS that you edited. Click it, navigate to the one that you edited and double click it. A little window should pop up saying "Done!" that means that you've sucessfully imported a custom Normal Map into the BFRES.

NOTE: If you open up the BFRES with Wexos Toolbox and you see that your Normal Map is transparent, that does not mean that it didnt work. It did, trust me, this was the mistake that I did a while ago.


Posted on 08-19-18, 12:10 am in How to make custom Normal Maps.
This is a tutorial on how to make custom Normal Maps for Super Mario Maker.

A little background here, this was actually possible a *LONG* time ago, but I was kind of stupid back then and allowed one little mistake to stop the whole test before I tried it out in-game. So here you go!

Requirements:
1. Paint.net
2. Original SZS w/ BFRES Already exported
3. Abood's BFRES Tool v4.1
4. The Normal Map that you want to replace the original with.

So you're gonna want to make a new folder, name it whatever you want and place everything in the "Requirements" Section into that folder. (Not Paint.net, that should not be in the new folder) Open BFRES Tool v4.1 and click "File" then "Open". Navigate to find your BFRES and double click it. you should automatically see a couple or a ton of DDS Files in the folder of the original BFRES.

Find the DDS with the words "Nrm" in the name. Rename the file at the end from .DDS to .DDS2. Windows will probably ask you if you *really* want to change the name because then it might become unusable but just click "Yes". Once you do, open the DDS2 with Paint.net and just paste your custom Normal Map in there. Note that the normal map will have to have the Blue Channel already removed. Here is a Tool to help you remove channels if you dont know how to do so: https://www.vg-resource.com/thread-26680.html.

So your Normal Map should probably look like this:

https://imgur.com/a/w3jy3zD

Once you've done that, press "File" then "Save as". Change the format from DDS to DDS2 and replace the original one that BFRES Tool v4.1 had exported for you. In the Settings bar, for the formats, change the Format from whatever it was to "BC5 (Linear, DX 10+). In In the Error Metric bar, press "Perceptual". Then click "OK" on the Bottom-Right Hand Corner of the page.



Posted on 08-19-18, 12:07 am in How to make custom Normal Maps. (rev. 1 by The Mario Modder on 08-19-18, 12:29 am)
now how do you run it on your 3/2ds?
Posted on 08-13-18, 12:52 pm in 3dstutorial How to extract & import ctpk files
Ill try to port it. @ZeroCHarge
Posted on 07-31-18, 12:09 am in smw3dswii u Outside Ghost House