Difference between revisions of "Creating a Minimap"

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==Step 1: Creating a Minimap Model==
 
==Step 1: Creating a Minimap Model==
  
You should be using either one texture or a few different textures exclusively for roads in your model. If not, edit your model or create a [[collision model]] so that they are; road textures in the wrong places can lead to things like driving up vertical walls and unintentional shortcuts.  If you want to display some shortcut paths that share textures with other parts of your model or include other "landmark" features to help with positioning objects, paths and checkpoints in your KMP, you will need to make a separate minimap model. These positioning landmarks should be removed when you release your level.
+
You should be using either one texture or a few different textures exclusively for roads in your model. If not, edit your model or create a [[collision model]] so that they are; road textures in the wrong places can lead to glitches such as driving up vertical walls and unintentional shortcuts.  If you want to display some shortcut paths that share textures with other parts of your model or include other "landmark" features to help with positioning objects, paths and checkpoints in your KMP, you will need to make a separate minimap model. These positioning landmarks should be removed when you release your level.
 +
 
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The SketchUp method is recommended for creating a minimap with landmarks or a minimap with reduced complexity.
  
 
*'''SketchUp'''
 
*'''SketchUp'''
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[[File:MapmodelcreationSketchup.jpg|200px|thumb|Road surfaces selected in [[SketchUp]], then pasted into a new file.]]
 
[[File:MapmodelcreationSketchup.jpg|200px|thumb|Road surfaces selected in [[SketchUp]], then pasted into a new file.]]
  
: Select one instance of each texture used on your roads, then from the right click menu choose ''Select > All with same Material'', then ''copy''.  Next go to ''File > New''.  Select ''Paste In Place'' from the Edit Menu.  If you are creating an additional map model with landmarks, you can select the additional surfaces you want displayed and paste them into your model the same way.  Next, delete any lines separating textures or holes in your map model to reduce the number of polygons.  If there are a lot of height variations on your road, it may be necessary to flatten your model to further reduce the number of polygons.  Search Google for a plugin that does this. <!--- I haven't been able to find it.  Someone post a link please. ---> Save as a new SketchUp file, then export as an OBJ file.
+
: Select one instance of each texture used on your roads, then from the right click menu choose ''Select > All with same Material'', then ''Copy''.  Next go to ''File > New''.  Select ''Paste In Place'' from the Edit Menu.  If you are creating a map model with landmarks, you can select the surfaces you want to add and paste them into your model the same way.  Next, delete any lines separating textures or holes in your map model to reduce the number of polygons.  If there are a lot of height variations on your road, it may be necessary to flatten your model to further reduce the number of polygons.  Search Google for a plugin that does this. <!--- I haven't been able to find it.  Someone post a link please. ---> Save as a new SketchUp file, then export as an OBJ file.
  
  
 
*'''SZS Modifier'''
 
*'''SZS Modifier'''
  
[[File:MapmodelcreationSZSModifier.jpg|200px|thumb|Roads selected in [[SZS Modifier]].]]
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[[File:MapmodelcreationSZSModifier.jpg|200px|thumb|Roads selected in [[SZS Modifier]].  Notice that SZS Modifier mirrors the perspective in this view.  This will not affect your level in any way.]]
 
:Load your SZS in SZS Modifier.  Click on the course_model for your level, which will open up a new window displaying your model.  Zoom in once the textures have finished loading.  Look at the right-hand pane.  It displays all the of textures used in your model.  Holding the CTRL button, select only the textures used on your roads.  Next choose ''Export'' from the File Menu and save as an OBJ file.   
 
:Load your SZS in SZS Modifier.  Click on the course_model for your level, which will open up a new window displaying your model.  Zoom in once the textures have finished loading.  Look at the right-hand pane.  It displays all the of textures used in your model.  Holding the CTRL button, select only the textures used on your roads.  Next choose ''Export'' from the File Menu and save as an OBJ file.   
  
 
==Step 2: Importing the Minimap Model==
 
==Step 2: Importing the Minimap Model==
  
In the previous tutorials, we used the BRRES Editor to import our course model.  While the BRRES ''is'' capable of creating a map model, the minimap will usually not be displayed under the player icons in the correct positions. Additionally, trying scale and position a BRRES Editor-imported minimap will also fail to maintain the correct position on the screen relative to the player icons.  So even if the minimap does line up, it usually won't be the right size.  SZS Modifier ''will'' position the minimap correctly. However, SZS Modifier can't expand files, so your minimap is required to be fairly simple.
+
[[File:MinimapwithlandmarksforKMPediting.jpg|200px|thumb|A minimap with landmarks, viewed from the KMP Editor of SZS Modifier. The thin white lines are low barrier walls in the level.  Using landmarks, you can place objects near, on top of, or behind the barriers with precision.]]
 +
 
 +
In the previous tutorials, we used the BRRES Editor to import our course model.  While the BRRES ''can'' create a map model, the minimap will usually not be displayed under the player icons in the correct positions. Additionally, trying scale and position a BRRES Editor-imported minimap will also fail to maintain the correct position on the screen relative to the player icons.  So even if the minimap does line up, it usually won't be the right size and it will be difficult to adjust.  SZS Modifier ''will'' position the minimap correctly. However, SZS Modifier can't expand files, so your minimap is required to be fairly simple.
  
It is recommended to use the BRRES Editor if you importing a minimap model with landmarks for KMP editing, then use SZS modifier to import a simpler minimap model for when you release the level.
+
It is recommended to use the BRRES Editor when importing a minimap model with landmarks for KMP editing. Use SZS Modifier to import a simpler minimap model for when you release the level.
  
 
*'''BRRES Editor'''
 
*'''BRRES Editor'''
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==Step 3: Finding Minimap Position Values==
 
==Step 3: Finding Minimap Position Values==
  
The next step is to find the position values for your minimap.  These values can be approximate; larger numbers mean the minimap will be displayed smaller. Skip to step 5 if you did not use SZS Modifier to create your map model file in Step 2.
+
The next step is to find the position values for your minimap.  These values can be approximate; larger numbers mean the minimap will be displayed smaller. Skip to step 5 if you did not use SZS Modifier to create your map model file in Step 2.
  
 
*'''SketchUp'''
 
*'''SketchUp'''
  
:Measure in meters from origin (where the red, green and blue axes meet) a bit farther than the farthest edge of your drivable roads in each direction. Write down these values and label them ''Left'', ''Down'', ''Right'' and ''Up'', in that order.  Make the ''Left'' and ''Up'' values negative.
+
:Measure in meters from origin (where the red, green and blue axes meet) a bit farther than the farthest edge of your drivable roads in each direction. Write down these values and label them ''Left'', ''Down'', ''Right'' and ''Up'', in that order.  Make the ''Left'' and ''Up'' values negative, assuming origin is near the center of your model.  If you're not sure which direction is which, go to ''View > Toolbars > Views'' and activate the Views Toolbar. Click on the house icon labeled ''Top''.  This will orient your perspective so that the top of the screen is ''Up'', etc.
  
 
*'''BRRES Editor/SZS Modifier'''
 
*'''BRRES Editor/SZS Modifier'''
  
:Go back to Step 2 and create a map model file using the BRRES Editor, even though you used the SZS modifier technique in that step. Open that map model file with SZS Modifier, go to ''Tools -> Minimap Control'' and write down the settings.   
+
:Go back to Step 2 and create a map model file using the BRRES Editor, even though you used the SZS Modifier technique in that step. Open that map model file with SZS Modifier, go to ''Tools -> Minimap Control'' and write down the settings.   
  
 
   
 
   
 
==Step 4: Positioning the Minimap==
 
==Step 4: Positioning the Minimap==
 
[[File:MapmodelcreationSZSModifierMinimapcontrols.jpg|200px|thumb|The Minimap Control interface in SZS Modifier.]]
 
[[File:MapmodelcreationSZSModifierMinimapcontrols.jpg|200px|thumb|The Minimap Control interface in SZS Modifier.]]
Using SZS Modifier, open the map model your created with SZS Modifier in Step 2, go to ''Tools -> Minimap Control'' and enter the values you found in Step 3.
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Using SZS Modifier, open the map model you created with SZS Modifier in Step 2, go to ''Tools -> Minimap Control'' and enter the values you found in Step 3.
  
 
==Step 5: Importing to Your Level==
 
==Step 5: Importing to Your Level==
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==What's Next?==
 
==What's Next?==
Proceed to the [[Important_Stuff_(Custom_Track_Tutorial)|Important Stuff]] if you want to set up a cannon, import or edit objects to put in your level, or edit post effects to give your level different look.  If not, go to directly to the [[KMP Editing]] article set up your player start, enemy routes and position objects in your level.
+
Proceed to the [[Important_Stuff_(Custom_Track_Tutorial)|Important Stuff]] article if you want to set up a cannon, import or edit objects to put in your level, or edit post effects to give your level different look.  If not, go to directly to the [[KMP Editing]] article set up your player start, checkpoints, enemy routes and position objects in your level.
  
 
==Links==
 
==Links==

Revision as of 17:15, 3 December 2011

Introduction

This guide is presented as several steps with alternate approaches; choose the methods that work for you.

Step 1: Creating a Minimap Model

You should be using either one texture or a few different textures exclusively for roads in your model. If not, edit your model or create a collision model so that they are; road textures in the wrong places can lead to glitches such as driving up vertical walls and unintentional shortcuts. If you want to display some shortcut paths that share textures with other parts of your model or include other "landmark" features to help with positioning objects, paths and checkpoints in your KMP, you will need to make a separate minimap model. These positioning landmarks should be removed when you release your level.

The SketchUp method is recommended for creating a minimap with landmarks or a minimap with reduced complexity.

  • SketchUp
Road surfaces selected in SketchUp, then pasted into a new file.
Select one instance of each texture used on your roads, then from the right click menu choose Select > All with same Material, then Copy. Next go to File > New. Select Paste In Place from the Edit Menu. If you are creating a map model with landmarks, you can select the surfaces you want to add and paste them into your model the same way. Next, delete any lines separating textures or holes in your map model to reduce the number of polygons. If there are a lot of height variations on your road, it may be necessary to flatten your model to further reduce the number of polygons. Search Google for a plugin that does this. Save as a new SketchUp file, then export as an OBJ file.


  • SZS Modifier
Roads selected in SZS Modifier. Notice that SZS Modifier mirrors the perspective in this view. This will not affect your level in any way.
Load your SZS in SZS Modifier. Click on the course_model for your level, which will open up a new window displaying your model. Zoom in once the textures have finished loading. Look at the right-hand pane. It displays all the of textures used in your model. Holding the CTRL button, select only the textures used on your roads. Next choose Export from the File Menu and save as an OBJ file.

Step 2: Importing the Minimap Model

A minimap with landmarks, viewed from the KMP Editor of SZS Modifier. The thin white lines are low barrier walls in the level. Using landmarks, you can place objects near, on top of, or behind the barriers with precision.

In the previous tutorials, we used the BRRES Editor to import our course model. While the BRRES can create a map model, the minimap will usually not be displayed under the player icons in the correct positions. Additionally, trying scale and position a BRRES Editor-imported minimap will also fail to maintain the correct position on the screen relative to the player icons. So even if the minimap does line up, it usually won't be the right size and it will be difficult to adjust. SZS Modifier will position the minimap correctly. However, SZS Modifier can't expand files, so your minimap is required to be fairly simple.

It is recommended to use the BRRES Editor when importing a minimap model with landmarks for KMP editing. Use SZS Modifier to import a simpler minimap model for when you release the level.

  • BRRES Editor
Using the same procedure as when you imported your course model, import the OBJ file you created in Step 1. Click on the Map Model checkbox instead of Course Model, then click Import.
  • SZS Modifier
First you will need a minimap from a large level, preferably Mushroom Gorge or Rainbow Road. Open the map_model.brres file with SZS Modifier. Select Import from the File Menu. When prompted to disable culling, choose Yes. Import the OBJ file you created in Step 1. If the model was imported successfully, your model will now be visible in the window. Save the file.
If it was unsuccessful, you will see an error message that says: The model is too complex to fit in the selected polygons. Select more polygons or reduce the model complexity. You will need to go back to Step 1 and simplify your map model.

Step 3: Finding Minimap Position Values

The next step is to find the position values for your minimap. These values can be approximate; larger numbers mean the minimap will be displayed smaller. Skip to step 5 if you did not use SZS Modifier to create your map model file in Step 2.

  • SketchUp
Measure in meters from origin (where the red, green and blue axes meet) a bit farther than the farthest edge of your drivable roads in each direction. Write down these values and label them Left, Down, Right and Up, in that order. Make the Left and Up values negative, assuming origin is near the center of your model. If you're not sure which direction is which, go to View > Toolbars > Views and activate the Views Toolbar. Click on the house icon labeled Top. This will orient your perspective so that the top of the screen is Up, etc.
  • BRRES Editor/SZS Modifier
Go back to Step 2 and create a map model file using the BRRES Editor, even though you used the SZS Modifier technique in that step. Open that map model file with SZS Modifier, go to Tools -> Minimap Control and write down the settings.


Step 4: Positioning the Minimap

The Minimap Control interface in SZS Modifier.

Using SZS Modifier, open the map model you created with SZS Modifier in Step 2, go to Tools -> Minimap Control and enter the values you found in Step 3.

Step 5: Importing to Your Level

Finally, use SZS Explorer to import your new map_model.brres file into your level's SZS. Test it in-game once you have your player start positioned to see if the minimap is positioned and scaled acceptably.

What's Next?

Proceed to the Important Stuff article if you want to set up a cannon, import or edit objects to put in your level, or edit post effects to give your level different look. If not, go to directly to the KMP Editing article set up your player start, checkpoints, enemy routes and position objects in your level.

Links