Difference between revisions of "Custom Track Tutorial"

From Custom Mario Kart
Jump to navigation Jump to search
m
m (more stuff)
Line 1: Line 1:
 
==Introduction==
 
==Introduction==
  
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.  
+
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 on a variety of Custom Track topics.  
  
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].  
+
If you have any questions, you may post them on the [[Talk:Custom Track Tutorial|Talk]] page (please sign your posts with <nowiki>--~~~~</nowiki>) or in [http://www.mariokartwii.com/f72/official-mario-kart-wii-model-hacking-new-39114.html the custom track thread at mariokartwii.com].  
  
 
==Overview of a Custom Track File==
 
==Overview of a Custom Track File==
Line 10: Line 10:
 
You will mainly be working with the following files when creating a custom track.
 
You will mainly be working with the following files when creating a custom track.
 
*'''Your [[SZS]]'''
 
*'''Your [[SZS]]'''
Your custom track will have a name like MyTrack.szs. SZS is an archive format used by Nintendo for many types of data, and is similar to a ZIP or RAR file.  Your SZS file will contain all the files needed by your track, including:
+
SZS is an archive format used by Nintendo for many types of data, and is similar to a ZIP or RAR file.  Your SZS file will contain all the files needed by your track, including:
 
:*'''course.[[KCL|kcl]]'''
 
:*'''course.[[KCL|kcl]]'''
 
: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 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.
 
:*'''course.[[KMP|kmp]]'''
 
:*'''course.[[KMP|kmp]]'''
: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.
+
:This is file controls the placement of all [[object]]s in a level, including item boxes and trees, as well as enemy routes, start positions, checkpoints, and intro and replay cameras.
 
:*'''course_model.[[BRRES|brres]]'''
 
:*'''course_model.[[BRRES|brres]]'''
 
: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.
 
: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.
Line 21: Line 21:
  
  
The '''SZS''' contains many other files, including BRRES files, which are the models of [[objects]] used in the level.  You will also may find folders labeled '''posteffects''', '''effects''' and '''brasd'''.  '''Post effects''' include fog ([[BFG]] files) and bloom settings ([[BBLM]]).  '''Effects''' include water splashes (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 animations, otherwise your level will not load.
+
The '''SZS''' contains many other files, including BRRES files, which are the models of [[objects]] used in the level.  You may also find folders labeled '''posteffects''', '''effects''' and '''brasd'''.  '''Post effects''' include fog ([[BFG]] files) and bloom settings ([[BBLM]]).  '''Effects''' include water splashes (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 (along with any other needed files) in your SZS if you plan to use any item with effects or animations, otherwise your level will not load.  Files can also be imported, exported or deleted from an SZS file as needed.
  
 
==What You Need==
 
==What You Need==
Line 88: Line 88:
 
:How to remake a MS Paint level in SketchUp, while maintaining the original scale and position of the track.
 
:How to remake a MS Paint level in SketchUp, while maintaining the original scale and position of the track.
 
* '''[[Custom Music]]'''
 
* '''[[Custom Music]]'''
:How to convert music into BRSTM files, used by Mario Kart Wii and many other Nintendo games.
+
:How to convert music into the BRSTM format used by Mario Kart Wii and many other Nintendo games.
  
 
== Links ==
 
== Links ==
 
{{Custom Track Tutorial}}
 
{{Custom Track Tutorial}}
 
[[category:Tutorials]][[category:Custom Track Tutorial]]
 
[[category:Tutorials]][[category:Custom Track Tutorial]]

Revision as of 15:30, 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 on a variety of Custom Track topics.

If you have any questions, you may post them on the Talk page (please sign your posts with --~~~~) 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.

You will mainly be working with the following files when creating a custom track.

SZS is an archive format used by Nintendo for many types of data, and is similar to a ZIP or RAR file. Your SZS file will contain all the files needed by your track, including:

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 file controls the placement of all objects in a level, including item boxes and trees, as well as enemy routes, start positions, checkpoints, and intro and replay cameras.
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 BRRES files, which are the models of objects used in the level. You may also find folders labeled posteffects, effects and brasd. Post effects include fog (BFG files) and bloom settings (BBLM). Effects include water splashes (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 (along with any other needed files) in your SZS if you plan to use any item with effects or animations, otherwise your level will not load. Files can also be imported, exported or deleted from an SZS file as needed.

What You Need

This is a collection of Custom Track tools including:

This program is used to manage the files inside an SZS archive, such as models and post effect files.
This program is used to view models and import OBJ-format models (exported with 3D modeling programs) to the BRRES model format used in Mario Kart Wii. It is also used to import and export textures without otherwise altering a model.

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 or remove extra objects, checkpoints, respawn points, etc.

  • Model Editor
  • 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.) These levels all have fairly easy to understand KMPs. This option is usually preferable, as long as you have access to the original files.

You can also base your track off of another custom track. Rooster Island works well as it can replace almost any track and is based on castle_course's KMP. Fishdom Island is another good choice if you need more complex checkpoints, item routes 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 import KMP and the KCL files from another Nintendo or custom track into your SZS.

Optional

  • Image Editor

Photoshop, GIMP, and Paint.NET are just a few examples. Since they are free, GIMP and Paint.net are recommended.

These command-line tools replace some functions of SZS Modifier and SZS Explorer. They allow the creation of SZS files automatically using scripts (batch files.)

For experienced hackers or experimental purposes only. Some files, such as post effects and animation files, cannot be edited with the current suite of programs. Hex Editing is the only option is cases like these, and can lead to greater understanding of these files.


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 Tutorials

These tutorials cover all the normal procedures for making a Custom Track.

How to import textures to and export textures from BRRES files. Useful information even if you aren't creating a texture hack.
How to make your track with a model editor and convert it to a BRRES file that Mario Kart Wii can load.
How to create an optimized collision model and assign properties such as boosts, walls, and off road to surfaces in your level.
  • How to create the minimap.
  • How to make a cannon.
  • How to texture and change other models (sky dome, item boxes, etc.) in your level.
  • How to import objects from other levels.
  • How to swap out post effects to give your level a different look, such as night-time, foggy or sunny.
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

These tutorials cover additional topics.

How to Port 3D levels from other Mario Kart games.
How to swap texture animations out from other models and import model animations.
How to make your track with MS Paint and import into a BRRES file.
How to remake a MS Paint level in SketchUp, while maintaining the original scale and position of the track.
How to convert music into the BRSTM format used by Mario Kart Wii and many other Nintendo games.

Links