The headline: HD models from Pikmin 3. Olimar, the red/yellow/blue Pikmin
(leaf, bud and flower included), the Bulborb and the Dwarf Bulborb can be
replaced with their Wii U meshes and textures, on every platform, by picking
the model zips you download yourself — the game converts them on the spot.
Alongside it, the throw cadence fix people asked for, mouse buttons and a
swarm key in the control remapper, and a batch of desktop fixes.
Downloads: open_nectar_0.6.apk (Android, arm64; the version string stays 0.6
for this build), nectar-windows.zip,
nectar-linux.tar.gz. Saves and settings from 0.6 carry over.
HD models from Pikmin 3
The original .mod files keep driving animation, collision and everything
else; only the visible mesh is swapped, and each model falls back to the
original the moment its pack is missing. Nothing from Pikmin 3 ships with the
game: you bring the rips, the game builds its own packs from them.
How to install (all platforms):
- Download the model zips from The Models Resource (Wii U → Pikmin 3). You
need up to four, one per model, exactly as they come — do not unzip or
rename them:Wii U - Pikmin 3 - Characters - Olimar.zipWii U - Pikmin 3 - Characters - Pikmin.zipWii U - Pikmin 3 - Creatures - Bulborb.zipWii U - Pikmin 3 - Creatures - Dwarf Bulborb.zip
- In game, open the settings menu (F1 on desktop, the gear button on
Android) → Graphics → HD Models. - Pick the row for the model you want (Olimar, Pikmin, Bulborb, Dwarf
Bulborb) and press A. A file picker opens: choose the matching zip.
Picking the wrong zip is harmless — the game tells you which model it is. - The row switches to Installed. Repeat for the other models.
- Restart the game. That is it.
On desktop you can also just drop the zips into Load/Models/ next to the
executable: they are converted the next time the HD Models menu is opened.
Linux needs zenity or kdialog for the file picker (the drop-in route works
without them). Android uses the system file picker, so the zips can live
anywhere the picker reaches.
The generated packs are plain .nhm files under Load/Models/OlimarHD,
PikminHD and BulborbHD; delete a folder to go back to the original model.
Under the hood: an in-game converter reads the Collada + PNG rips (a small zip
reader, an XML parser and stb_image — no external tools, no Python), skins the
meshes with the engine's own animation matrices, and bakes the details the
Wii U shaders provided (the see-through visor, the bulborb corneas, the
two-sided eye discs, mirrored Pikmin UVs). The Pikmin legs mapped crosswise in
the first prototype — Pikmin 3 puts llegjnt on +X and the GameCube rig has
that joint at −X — which is fixed here.
Gameplay and controls
- Pikmin throw cadence (#37, #40). Two things capped how fast you could
throw. Releasing the button while a nearby Pikmin was still waiting for the
grab keyframe sat there until the whole ThrowWait animation had played, so
every throw paid for a full grab; and a press landing during the throw
wind-up was simply dropped, so mashing lost every other throw. The grab now
completes on release, and a press during the wind-up is queued and fires
the tick the Pikmin leaves the hand. Mashing throws as fast as on GameCube. - Mouse buttons are bindable (#42). Controls → any action → press a mouse
button: the middle button and the side buttons (Mouse 4 / Mouse 5) bind like
keys. Left and right stay as the fixed cursor conveniences. - Swarm to cursor (#29). New action,
Cby default, remappable to
keyboard, mouse or gamepad: hold it and the squad heads for the cursor, the
way Down on the Wii D-pad did. The C-stick still wins when you move it. - Cursor in borderless fullscreen (#40). The absolute mouse cursor was
measured against the stored windowed size instead of the desktop, so it
sat off-centre in borderless mode. Fixed, and the mouse re-centres properly
when leaving relative mode.
Saving
- Saves that vanished on Linux (#34). The memory card was written beside
the executable; on a read-only install (an AppImage mount,/opt, a Proton
prefix over a read-only game folder) the write silently failed and the game
said "saved" anyway. The game folder is now probed with a real write and,
if it is not writable, the card lives in~/.local/share/pikmin-native/save
(Windows:%LOCALAPPDATA%\Nectar\save).NECTAR_SAVE_DIRstill overrides
everything. - Save Data backup (#36). Settings → Save Data exports the memory card to
a zip and imports one back. On Android that goes through the system file
picker, so saves can be moved between devices or kept somewhere safe.
Fixes
- Crash on the second attract movie: globals were not reset between movies
(#27). - Texture packs on desktop: the menu now creates
Load/Texturesand shows its
absolute path instead of doing nothing when there was no in-app extractor
(#35). - HD models leaked their cull/blend state into the next mesh drawn: the Onion
turned see-through, Olimar's helmet vanished, the cursor ring misrendered.
The pipeline state is saved and restored around every HD draw. - Rendering: immediate-mode normals (
pc_gfx_normal) and RGBA texture objects
with a configurable wrap mode, needed by the HD meshes.