Difference between revisions of "Custom Track Tutorial"

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m (Adding the MS Paint port tutorial and rearranging things a bit.)
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==Introduction==
This tutorial will explain you how to create your own custom track. If you only want to create a [[Texture Hack]], you only need to follow the [[Texturing]] tutorial.
 
  
If you have any doubts or can't understand something of the tutorial, you can write it in the [[Talk:Custom Track Tutorial|Discussion]] page. Someone will clarify it for you and possibly edit the tutorial so the understanding of that part is easier.
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This page contains a brief overview of custom track files, a listing of the programs used to create [[Custom Track]]s, and links to in-depth tutorials.
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If you have any questions, you may post them on the [[Talk:Custom Track Tutorial|Talk]] page or [http://www.mariokartwii.com/f72/official-mario-kart-wii-model-hacking-new-39114.html in the custom track thread at mariokartwii.com].
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==Overview of a Custom Track File==
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[[File:Soliditykh.png|200px|thumb|A view of [[SZS Explorer]] showing [[SZS]] file structure.]]
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The main files you will need be concerned with are the following:
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*'''[[SZS]]'''
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Your custom track will have a name like MyTrack.szs. SZS is an archive format used by Nintendo, similar to a zip file.  It contains all files needed by a track, including:
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**'''course.[[KMP|kmp]]'''
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:This is file controls the placement of all [[object]]s in a level, including item boxes, trees, enemy routes, start position, checkpoints and intro and replay cameras.
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**'''course.[[KCL|kcl]]'''
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:This is collision data. This file determines what parts of the level can be driven on, where the walls and boost pads are, and which parts of the level are out of bounds.
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**'''course_model.[[BRRES|brres]]'''
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:This is the model of the level displayed in-game.  It has no solidity of its own, but can be used to generate collision data.
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**'''map_model.brres'''
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:This is the [[minimap]].
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The '''SZS''' contains many other files, including many BRRES files, which are the models of [[objects]] used in the level.  You will also find a folder labeled '''posteffects''', and sometimes folders labeled '''effects''', '''brasd'''.  '''Post effects''' include fog ([[BFG]] files) and bloom settings ([[BBLM]]).  '''Effects''' include watersplashes (Pocha) and fireworks (Hanabi.)  The '''brasd''' folder contains animations, needed for Goombas (Kuribo), Chain Chomps (Wanwan), flags, banners and other items.  Please note that you will also need the corresponding BRRES file in your SZS if you plan to use any item with effects or brasd animations, otherwise your level will not load.
  
 
==What You Need==
 
==What You Need==
  
* [[CTools Pack#SZS Explorer|SZS Explorer]]<br/>This program will let you manage the files inside a SZS archive (such as objects, route data, and textures, ECT), and convert OBJ files (exported with 3D modeling programs) to the [[BRRES]] format used in Mario Kart Wii.
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* '''[[CTools Pack]]'''
* [[SZS Modifier]]<br/>This program allow's you edit all the files required for custom track making. It's required for editing the things that CTools currently cannot edit such as object and route data (found in [[KMP]] files). However, this program cannot expand files
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This is a collection of Custom Track tools including:
* [[KMP Modifier]]<br/> This program is the only one at the time that can expand & edit KMPs (Such as extra objects, routes, restore points, ECT) that the SZS Modifier can't. Consult the KMP editing page for more info.
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**'''[[CTools Pack#SZS Explorer|SZS Explorer]]'''
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This program will let you manage the files inside an SZS archive (such as objects, route data, and textures, etc.)  
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**'''[[CTools Pack#BRRES Editor|BRRES Editor]]'''
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This program will allow you to view models and import OBJ files (exported with 3D modeling programs) to the [[BRRES]] format used in Mario Kart Wii.
 +
 
 +
* '''[[SZS Modifier]]'''
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This program is the predecessor of CTools. It's required for editing things that CTools currently cannot edit, such as the object and route data in [[KMP]] files. It is also better for certain tasks that CTools can handle, such as creating minimaps and editing KCL data. Unlike CTools, SZS Modifier ''cannot'' expand files.
 +
 
 +
* '''[[KMP Modifier]]'''
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This program can edit and expand KMP data. It allows you to add extra objects, checkpoints, respawn points, etc.  
 +
 
 
* For creating the model, you can choose between:
 
* For creating the model, you can choose between:
** [[Modeling With 3D Editor|Google Sketchup]] (Recommended)
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** '''[[Modeling With 3D Editor|Google Sketchup]]''' ''(Recommended)''
** Any other 3D modeler program; must be used along with [[Modeling With 3D Editor|Blender]]
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** Any other 3D modeler program; must be used along with '''[[Modeling With 3D Editor|Blender]]'''
** [[Modeling With Paint|MS Paint]] (Obsolete, NOT recommended anymore)
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* The track's files. You can simply base your track off of another custom track ([[Fishdom Island]] works very well for this as it loads almost anywhere), or obtain the original track files ([[Obtain Original Track Files|How do I get them?]]). You can also create an SZS file from scratch using CTools however you will need to extract the KMP and the KCL file from another custom or original track.
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* '''Track files'''
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You can base your level on one of Mario Kart Wii's track files, such as ''beginner_course'' (Wii Luigi Circuit), ''castle_course'' (Wii Mario Circuit) or ''old_mario_64'' (N64 Mario Raceway) which all have fairly easy to understand KMPs. ([[Obtain Original Track Files|How do I get them?]]) You can also base your track off of another custom track[[Rooster Island]] works very well for this as it loads almost anywhere and is based on castle_course's KMP.  [[Fishdom Island]] is another good choice if you need more complex item and enemy routes. Or you can create an SZS file from scratch using CTools.  If you create the SZS with CTools you will need to extract the KMP and the KCL file from another custom or original track.
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===Optional===
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*An '''Image Editor''' such as Photoshop, GIMP, or Paint.NET. GIMP and Paint.net are recommended because they are free, and have features such as transparency that MS Paint doesn't have.
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* '''[[Wiimms SZS Tools]]'''<br/> This tools are optional and replace [[SZS Modifier]] and/or [[CTools Pack#SZS Explorer|SZS Explorer]] in some aspects. They allow to create SZS files automatically using scripts (batch files).
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* '''[[Hex Editing]]'''<br/> For experienced hackers or experimental purposes only. You might need this for some more advanced hacks, however it will be needed less often as CTools is updated.
  
If you are only going to texture hack the track, you only need CTools and the track's files. You will probably need an image editor such as  Photoshop, GIMP, or Paint.NET. GIMP or Paint.net are recommended because they are free, and have features such as transparency that MS Paint doesn't have.
 
  
==Optional==
 
* [[Wiimms SZS Tools]]<br/> This tools are optional and replace [[SZS Modifier]] and/or [[CTools Pack#SZS Explorer|SZS Explorer]] in some aspects. They allow to create SZS files automatically using scripts (batch files).
 
* [[Hex Editing]]<br/> For experienced hackers or experimental purposes only. You might need this for some more advanced hacks, however it will be needed less often as CTools is updated.
 
  
 
==Tutorials==
 
==Tutorials==
  
These tutorials must be followed in the order that you plan to make your custom track. It is recommended to start with the model ([[BRRES]]) and solidity ([[KCL]]), then move on to map data ([[KMP]]) and everything else.
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If you're going to create a [[Texture Hack]] you need to follow the [[Texturing]] tutorial. Otherwise you should begin with the [[Modeling With 3D Editor]] tutorial.
 
 
If you're going to create a Texture Hack you only need to follow the Texturing tutorial.
 
  
 
====Basic====
 
====Basic====
* [[Texturing]]
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* '''[[Texturing]]'''
** How to create [[Texture Hack]]s and import textures into existing files.
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** How to import and export from BRRES files.
* [[Modeling With 3D Editor]]
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* '''[[Modeling With 3D Editor]]'''
** How to make your track with a 3D model editor and convert it to a [[BRRES]] file which Mario Kart Wii can load.
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** How to make your track with a model editor and convert it to a [[BRRES]] file that Mario Kart Wii can load.
* [[Solidity]]
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* '''[[Solidity]]'''
** How to make your track properly solid.
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** How to make your track solid.
* [[Important Stuff (Custom Track Tutorial)|Important Stuff]]
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* '''[[Important Stuff (Custom Track Tutorial)|Important Stuff]]'''
 
** How to create the minimap
 
** How to create the minimap
 
** How to make a cannon
 
** How to make a cannon
** How to texture and model hack things other than the course (e.g. objects, skybox)
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** How to texture and model hack things other than the course (e.g. objects, skydome)
** How to create objects such as Goombas or giant mushrooms within a track
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** How to import objects from other levels
 
** How to swap out posteffects
 
** How to swap out posteffects
* [[KMP Editing]]
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* '''[[KMP Editing]]'''
** How to edit map data within a KMP file using the SZS Modifier, and expand it (adding extra objects or points) with the KMP Modifier
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** How to set up objects, routes, checkpoints and many other important things using SZS Modifier. Expanding KMP files is also covered in this tutorial.
  
 
====Miscellaneous/Advanced Tutorials====
 
====Miscellaneous/Advanced Tutorials====
* [[Swapping Animations | How To Swap Animations]]
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* '''[[Swapping Animations | How To Swap Animations]]'''
** How to swap animations to create special effects & import animations from other games
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** How to swap texture animations out from other models and import model animations.
* [[Modeling With Paint]] (OBSOLETE AND NOT RECOMMENDED)
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* '''[[Modeling With Paint]]''' ''(OBSOLETE AND NOT RECOMMENDED)''
** How to make your track with MS Paint and import into a BRRES file
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** How to make your track with MS Paint and import into a BRRES file.
* [[Remaking_Paint_Levels_In_SketchUp|Remaking Paint Levels in SketchUp]]
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* '''[[Remaking_Paint_Levels_In_SketchUp|Remaking Paint Levels in SketchUp]]'''
 
** How to remake a MS Paint level in SketchUp.
 
** How to remake a MS Paint level in SketchUp.
* [[Custom Music]]
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* '''[[Custom Music]]'''
 
** How to convert any music file to a BRSTM file, which is readable by many Nintendo games including Mario Kart Wii.
 
** How to convert any music file to a BRSTM file, which is readable by many Nintendo games including Mario Kart Wii.
  

Revision as of 08:30, 29 November 2011

Introduction

This page contains a brief overview of custom track files, a listing of the programs used to create Custom Tracks, and links to in-depth tutorials.

If you have any questions, you may post them on the Talk page or in the custom track thread at mariokartwii.com.

Overview of a Custom Track File

File:Soliditykh.png
A view of SZS Explorer showing SZS file structure.

The main files you will need be concerned with are the following:

Your custom track will have a name like MyTrack.szs. SZS is an archive format used by Nintendo, similar to a zip file. It contains all files needed by a track, including:

This is file controls the placement of all objects in a level, including item boxes, trees, enemy routes, start position, checkpoints and intro and replay cameras.
This is collision data. This file determines what parts of the level can be driven on, where the walls and boost pads are, and which parts of the level are out of bounds.
This is the model of the level displayed in-game. It has no solidity of its own, but can be used to generate collision data.
    • map_model.brres
This is the minimap.

The SZS contains many other files, including many BRRES files, which are the models of objects used in the level. You will also find a folder labeled posteffects, and sometimes folders labeled effects, brasd. Post effects include fog (BFG files) and bloom settings (BBLM). Effects include watersplashes (Pocha) and fireworks (Hanabi.) The brasd folder contains animations, needed for Goombas (Kuribo), Chain Chomps (Wanwan), flags, banners and other items. Please note that you will also need the corresponding BRRES file in your SZS if you plan to use any item with effects or brasd animations, otherwise your level will not load.

What You Need

This is a collection of Custom Track tools including:

This program will let you manage the files inside an SZS archive (such as objects, route data, and textures, etc.)

This program will allow you to view models and import OBJ files (exported with 3D modeling programs) to the BRRES format used in Mario Kart Wii.

This program is the predecessor of CTools. It's required for editing things that CTools currently cannot edit, such as the object and route data in KMP files. It is also better for certain tasks that CTools can handle, such as creating minimaps and editing KCL data. Unlike CTools, SZS Modifier cannot expand files.

This program can edit and expand KMP data. It allows you to add extra objects, checkpoints, respawn points, etc.

  • For creating the model, you can choose between:
  • Track files

You can base your level on one of Mario Kart Wii's track files, such as beginner_course (Wii Luigi Circuit), castle_course (Wii Mario Circuit) or old_mario_64 (N64 Mario Raceway) which all have fairly easy to understand KMPs. (How do I get them?) You can also base your track off of another custom track. Rooster Island works very well for this as it loads almost anywhere and is based on castle_course's KMP. Fishdom Island is another good choice if you need more complex item and enemy routes. Or you can create an SZS file from scratch using CTools. If you create the SZS with CTools you will need to extract the KMP and the KCL file from another custom or original track.

Optional

  • An Image Editor such as Photoshop, GIMP, or Paint.NET. GIMP and Paint.net are recommended because they are free, and have features such as transparency that MS Paint doesn't have.
  • Wiimms SZS Tools
    This tools are optional and replace SZS Modifier and/or SZS Explorer in some aspects. They allow to create SZS files automatically using scripts (batch files).
  • Hex Editing
    For experienced hackers or experimental purposes only. You might need this for some more advanced hacks, however it will be needed less often as CTools is updated.


Tutorials

If you're going to create a Texture Hack you need to follow the Texturing tutorial. Otherwise you should begin with the Modeling With 3D Editor tutorial.

Basic

  • Texturing
    • How to import and export from BRRES files.
  • Modeling With 3D Editor
    • How to make your track with a model editor and convert it to a BRRES file that Mario Kart Wii can load.
  • Solidity
    • How to make your track solid.
  • Important Stuff
    • How to create the minimap
    • How to make a cannon
    • How to texture and model hack things other than the course (e.g. objects, skydome)
    • How to import objects from other levels
    • How to swap out posteffects
  • KMP Editing
    • How to set up objects, routes, checkpoints and many other important things using SZS Modifier. Expanding KMP files is also covered in this tutorial.

Miscellaneous/Advanced Tutorials

Links