Creating a BRRES with BrawlBox

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This page describes how to create a Custom Track BRRES with BrawlBox, if you only want to use some features of BrawlBox, but create it with CTools, look at BrawlBox Tricks. This page does not describe how to create a Custom Character, but it may will in the future.

Importing

To create a brres in BrawlBox you need to import a DAE file, this DAE file needs to be in the 3ds max format, OpenCOLLADA won't work. First make a new BRRES (File -> New -> Brres Resource Pack). Then right-click the BRRES node and click Import -> Model. Use the following settings:

  • Type: Stage/Item
  • Tick: Force float vertices, Force float normals, Force float UV's, Remap materials and Force triangle primitives only (can't be un ticked).
  • Untick: Add color nodes, if none and Force CCW primitive culling.

You might walk against some problems, most noticably randomly moved faces/polygons and rotated models. This can be fixed by setting the pivots in 3ds max. All pivots need to be at the origin (0,0,0) and should be rotated -90 degrees on the X axis (it swaps Y and Z).

If you've imported it you might wish to rename things for more readability. And you need to change some bone settings. Go in the MDL0 to bones and right-click TransN and select Add to parent. Then delete TopN. Now you can save the brres as backup.

Now go to "Shaders", select Shader 1 and open, then select Stage 0; look for ColorScale and set it from "MultiplyBy4" to "MultiplyBy1"; this will avoid your texture become too much bright.

Materials and textures

After importing you only have the MDL0, a lot of things need to be set now, and the textures need to be imported. You can import textures with Right-click BRRES -> Import -> Texture. Material settings are very important to make your track look good, but it's very complicated. Only the critical stuff is explained here:

Materials for textures without transparency

The settings for textures without transparency (fully opague textures) are almost completely right after importing. The only changes they require are for the light channels. Under SCN0 References you should have all set to -1 except FogSet, which should be 0.

Materials for textures with transparency

For textures with fully opague and fully transparent parts you need some additional settings. This is to fix the Harry Potter effect.

AlphaFunction:

  • Ref0 = 128
  • Comp0 = GreaterOrEqual
  • Logic = And
  • Ref1 = 255
  • Comp1 = LessOrEqual

The following settings are also important but should already been set on import. But it's good to check this too:
Material:

  • EnableAlphaFunction = True

Z Mode:

  • EnableDepthTest = True
  • EnableDepthUpdate = True
  • DepthFunction = LessOrEqual

Materials for textures with opacity

It still needs to be done, look at BrawlBox Tricks