github SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-Port 0.6.5
Open Nectar 0.6.5 - Fixes / HD models

pre-release4 hours ago

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):

  1. 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.zip
    • Wii U - Pikmin 3 - Characters - Pikmin.zip
    • Wii U - Pikmin 3 - Creatures - Bulborb.zip
    • Wii U - Pikmin 3 - Creatures - Dwarf Bulborb.zip
  2. In game, open the settings menu (F1 on desktop, the gear button on
    Android) → GraphicsHD Models.
  3. 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.
  4. The row switches to Installed. Repeat for the other models.
  5. 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, C by 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_DIR still 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/Textures and 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.

Known issues

  • The Nintendo logo in the intro and credits still renders wrong (#40).
  • The mouse cursor can misbehave when checking ship parts at the Onion with
    the cursor mod on (#40).

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