Creating a Minimap
Introduction
This guide will be presented as several steps; choose the methods that works for you. Proceed to the Important Stuff article once you are finished.
Step 1: Creating a Minimap OBJ 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 include 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 and replaced with a simpler minimap when you release your level.
- SketchUp
- 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. 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
- 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. On the right hand pane will be displayed 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
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 minimap icons in the correct positions. Additionally, trying rescale a BRRES Editor-imported minimap will also fail to maintain the correct position on the screen. 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.
It is recommended to use the BRRES Editor if you importing an minimap model with landmarks for KMP editing, then use SZS modifier to import a simpler minimap model for when you release the level.
- BRRES Editor
- Using the same procedures 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: Minimap Position Values
The next step is to find the position values for your minimap.
- BRRES Editor
- Sketchup
Step 4: Positioning the Minimap
- SZS Modifier
Main Tutorials
Introduction –
Textures –
Scale –
Modeling ⇒ Using Blender –
BRRES: CTools
BRRES: BrawlBox –
BRRES: RiiStudio –
Minimap –
Solidity –
KCL: Wiimms Tools –
KMP Editing
Object Editing –
Cameras –
Cannons –
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Videos
Battle Arenas
Battle Arenas –
Enemy routes in battle arenas ⇒ Using Wiimm's Tools –
Coins
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Tutorial Archive
Extended presence flags: Track Tutorial –
LE-CODE Track FAQ
Testing and Reviewing
Testing a Track –
Visual Review –
Track Transformation –
Fixing Errors
Software
3D Tools –
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KMP3D –
KMP Cloud –
KMP Modifier
Lorenzi's KMP Editor –
MagicY –
Material Tool –
Post-Effect Editor –
Wiimms SZS Tools –
Wiimm's Tool Manager
Other
KMP Objects –
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Model Database –
Tutorial Archive