Difference between revisions of "Custom Track Tutorial"

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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.
+
This is the main page of the '''Custom Track Tutorial'''. Here, you'll see a brief overview of the [[SZS]] (track) file, a listing of programs you might need to edit them and in-depth tutorials on creating and editing each of the files. The tutorials are presented in an order, however, you will find yourself jumping to previous and later steps, as it's impossible to define a strict "order" of building the track. During this process, it's common, even for advanced track makers, to run into issues or freezes of unknown origin. This is also addressed in the 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.
+
You can use the [[{{PAGENAME}}#Links|blue links box]] at the bottom of each page to navigate faster through the tutorials. If you have any questions, you may post them on the [[{{TALKPAGENAME}}|talk page]] (please sign your posts with <nowiki>--~~~~</nowiki>).
  
==What You Need==
+
== Overview of a Custom Track File ==
 +
[[File:Replacing a KCL File in CTools.png|256px|thumb|A view of [[SZS Explorer]] showing [[SZS]] file structure.]]
 +
Mario Kart Wii uses SZS files to store track data; all of the original tracks can be found and extracted from the game's ISO using a program such as [[WiiScrubber]] or [[Wiimms ISO Tools]]. You will mainly be working with the following files when creating a custom track; they are all required for your track to load and work.
  
* [[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), and convert OBJ files (exported with 3D modeling programs) to the format used in Mario Kart Wii.
+
*'''Your [[SZS]]'''
* [[SZS Modifier]]<br/>This program will let you edit all the files required for custom track making. It's required for editing the things that CTools currently cannot edit, however it cannot expand files.
+
::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:
* [[KMP Modifier]]<br/> This editor will let you edit things in the KMP files (map data such as routes and object positions) that the SZS Modifier can't (such as adding points or sections). Consult the KMP editing page for more info.
 
* For creating the model, you can choose between:
 
** [[Modeling With 3D Editor|Google Sketchup]] (Recommended)
 
** Any other 3D modeler program; must be used along with [[Modeling With 3D Editor|Blender]]
 
** [[Modeling With Paint|MS Paint]] (Obsolete, NOT recommended anymore)
 
* The track's files. [[Obtain Original Track Files|How do I get then?]]
 
  
If you are only going to texture hack the track, you only need CTools and the track's files (along with an image editor if need be, such as MS Paint, Photoshop or a tool called Paint.NET (this one is actually more recommended, this can edit pictures in a better way; which replaces MS Paint, and it can make transparent backgrounds; which replaces Photoshop, also it doesn't use too much space on your disk.)).
+
:*'''course_model.[[BRRES|brres]]''' and '''vrcorn_model.brres'''
 +
:::BRRES files contain 3D models and textures. They have no solidity of their own. The '''course_model.brres''' defines the main course model of the track and '''vrcorn_model.brres''' defines the model of the background, usually the sky.
  
==Optional==
+
:*'''map_model.brres'''
* [[Wiimms SZS Tools]]<br/> This tools are optional and replace [[SZS Modifier]] and/or [[CTools Pack#SZS Explorer|SZS Explorer]] ins some aspects. They allow to create SZS files automatically using scripts (batch files).
+
:::This is the [[minimap]] model, which is a textureless 3D model that is displayed in-game from a birds-eye viewpoint.
* Hex Editor<br/> For experienced hackers only. You might need this for some more advanced hacks, however it will be needed less often as CTools is updated.
 
  
==Tutorials==
+
:*'''course.[[KCL|kcl]]'''
You need to follow all of then, and in order, as all are needed to create a track. But you can choose if you are going to create a track with Paint or with a 3D modeler. 3D modeled tracks are usually better, but it depends on your skill and resources.
+
:::This is the 3D model that defines collision data. It 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.
  
If you're going to create a Texture Hack you only need to follow the Texturing tutorial.
+
:*'''course.[[KMP|kmp]]'''
 +
:::This is a binary data file which controls the placement of all [[object]]s in a level, including item boxes and other animated objects such as trees, as well as enemy routes, start positions, checkpoints, and intro and replay cameras.
  
* [[Modeling With Paint]]
+
:*'''posteffect''' folder
** How to make your track with MS Paint and import into SZS Modifer
+
:::This folder contains data for effects such as fog, glow, bloom and lightning, simulating the natural environment of the world.
* [[Modeling With 3D Editor]]
+
 
** How to make your track with a 3D model editor and import into SZS Modifer
+
An '''SZS''' archive typically contains many other files: [[Object]]s are usually composed of one or more files, and all associated files must be present for the track to load and the object to function properly. They might include '''BRRES''' files, which contain models, textures, "bones" and multiple types of animation and '''KCL''' files for objects with collision (although some solid objects do not use KCLs for collision). You may also find folders labeled '''effect''' and '''brasd'''. '''Effects''' include water splashes (Pocha), snow and fireworks (Hanabi). The '''brasd''' folder contains animations, needed for Goombas (Kuribo), Chain Chomps (Wanwan), flags, cannons, and other items. Files can also be imported, exported or deleted from an SZS file as needed.
* [[Texturing]]
+
 
** How to change the colors and textures of your track to be the way you want to.
+
== Programs and Files ==
* [[Important Stuff (Custom Track Tutorial)|Important Stuff]]
+
The following programs and files aide in the track creation process.
** How to make the minimap
+
 
** How to generate the KCL
+
*'''Track Files'''
** How to make a cannon
+
::You will need to obtain the SZS files of Mario Kart Wii's original tracks to obtain objects and any associated effects. You can see how to extract them from your Wii game disc in the [[Obtain Original Track Files]] page.
** How to texture and model hack things other than the course (e.g. objects, skybox)
+
 
** How to port objects between courses
+
*'''[[Wiimms SZS Tools]]'''
** How to edit posteffects
+
::These command-line tools can perform many tasks efficiently. They allow the creation of compressed SZS files automatically using scripts (batch files) and checking/fixing errors in KMP, KCL and SZS files. It can adjust the minimap automatically and can generate KCL files directly from OBJ imports.
* [[KMP Editing]]
+
::*'''[[Wiimm's Tool Manager]]''' is a simple GUI for Wiimms SZS Tools.
** Will explain to you all the sections of the KMP file, and what each does
+
::*You can download a pack of batch files with simple scripts which can be used on this tutorial [http://www.mediafire.com/file/bb30qwtrrh0ilfw/CTTutorial_WiimmsSZSTools_ScriptPack.zip here].
* [[Custom Music]]
+
 
** How to make custom music and make it work in MKWii.
+
*'''[[3D Tool]]'''
 +
::Most 3D model editors can be used to create a Mario Kart Wii track. Common editors include [[3ds Max]], [[Blender]] and [[SketchUp]].
 +
 
 +
*A '''[[BRRES]] Editor'''
 +
::*'''[[BrawlBox]]/[[BrawlCrate]]'''
 +
::::Originally created for Super Smash Bros. Brawl, this is the primary tool for editing BRRES files. BrawlCrate is an updated version of BrawlBox.
 +
::*'''[https://github.com/riidefi/riistudio RiiStudio]'''
 +
::::Hottest new editor in the west. Still in alpha, but specifically designed for Mario Kart Wii and features many quality-of-life improvements.
 +
 
 +
*A '''KMP Editor''':
 +
::*'''[[Lorenzi's KMP Editor]]'''
 +
::::Most comprehensive editor. Highly recommended.
 +
 
 +
::*'''[[KMP Cloud]]'''
 +
::::A 2D editor, with useful features such as a line tool, or display of objects within a spreadsheet format.
 +
 
 +
::*'''[[KMP Modifier]]'''
 +
::::A tool giving an overview of the whole KMP file and is able to add/delete/move points with a click of the mouse button. For more complex models, an imported map model OBJ file can be used to directly calculate the height values.
 +
 
 +
::*'''[[Wiimms SZS Tools|wkmpt or wszst (Wiimms SZS Tool)]]'''
 +
:::: Both tools convert a KMP file into a text file, which can be edited with any text editor. Both tools use an [http://szs.wiimm.de/info/kmp-guide.html internal compiler] to re-create the KMP.
 +
 
 +
::*'''[[KMP3D]]'''
 +
::::KMP3D is a plugin for Google SketchUp 6 and later that can help custom track authors with the KMP.
 +
 
 +
::*'''[[MagicY]]'''
 +
::::MagicY is a tool which works together with KMP Cloud to [[Automated height correction|automatically calculate Y coordinates]] for KMP entries.
 +
 
 +
*'''[[Hexadecimal|Hex Editor]]'''
 +
::This technique is for experienced devs 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 in cases like these and can lead to greater understanding of these files.
 +
 
 +
== Tutorials ==
 +
If you're creating your first custom track, you should begin with the [[Modeling with 3D Editor]] page or check out the [[Video Tutorials]].
 +
 
 +
=== Main Tutorials ===
 +
These tutorials cover all the normal procedures for making a Custom Track.
 +
 
 +
==== Model Related ====
 +
*'''[[Texturing]]'''
 +
::How to import and export textures to and from BRRES files.
 +
 
 +
*'''[[Scale]]'''
 +
::How to make sure your track will be the right size; not too big or too small. And make sure that all drivable points (or the complete track) use coordinates between -131071 and +131071. Otherwise items will cause problems. While this can be remedied by [[LEX]]:[[LEX#HIPT|HIPT]], not all distributions support this.
 +
 
 +
*'''[[Modeling with 3D Editor]]'''
 +
::Guidelines on making your track's model with a 3D model editor.
 +
:::*'''[[Creating a BRRES with BrawlBox]]'''
 +
::::How to convert your model to a BRRES file that Mario Kart Wii can load using BrawlBox.
 +
:::*'''[[Creating a BRRES with RiiStudio]]'''
 +
::::How to convert your model to a BRRES file that Mario Kart Wii can load using RiiStudio.
 +
 
 +
*'''[[Creating a Minimap]]'''
 +
::How to create a minimap for your level.
 +
 
 +
==== KCL Related ====
 +
No dedicated tutorial, but it is fairly common to use [[Gabriela_]]'s [[https://github.com/Gabriela-Orzechowska/Blender-MKW-Utilities|MKW-Utilities]] for KCL editing within Blender.
 +
*'''[[Solidity]]'''
 +
::Guidelines on creating an optimized collision model, assigning properties such as boosts, walls, and off road to surfaces in your level.
 +
:::*'''[[Creating a KCL with Wiimms Tools]]
 +
::::How to convert your optimized collision model into a KCL using [[Wiimms SZS Tools]].
 +
 
 +
==== KMP Related ====
 +
*'''[[KMP Editing]]'''
 +
::How to set up objects, routes, checkpoints and many other important things.
 +
:::*'''[[Object Editing]]'''
 +
::::How to import objects from other tracks.
 +
::::How to edit other models (sky dome, item boxes, etc.) in your track.
 +
:::*'''[[KMP Editing/Cameras|Camera Editing]]'''
 +
::::How to set up intro and replay cameras in your level for a professional look.
 +
:::*'''[[Cannon|Cannons]]'''
 +
::::How to set up a cannon using a KCL trigger and a KMP destination point.
 +
 
 +
==== Other ====
 +
*'''[[Post-effects|Editing post-effects]]'''
 +
::How to change data for effects such as fog, glow, bloom and lightning of the world.
 +
*'''[[Video Tutorials]]'''
 +
::Index of video tutorials on various subjects.
 +
 
 +
=== Miscellaneous Tutorials ===
 +
These tutorials cover additional topics.
 +
 
 +
==== Model Related ====
 +
*'''[[BrawlBox Tricks]]'''
 +
::Various things that can be done with your BRRES in BrawlBox, either to make the track look better or fix issues.
 +
 
 +
*'''[[Animations]]'''
 +
::How to create and edit model or texture animations using BrawlBox.
 +
 
 +
*'''[[Shadows]]'''
 +
::How to add shadows so your track doesn't look like the floor emits its own light.
 +
 
 +
==== KCL Related ====
 +
*'''[[Moving Terrain]]
 +
::How to create moving terrain in your track.
 +
 
 +
==== KMP Related ====
 +
*'''[[Battle Arena (Custom Track Tutorial)|Battle Arena]]'''
 +
::How to create a custom battle arena.
 +
*'''[[Extended presence flags/Track Tutorial|Extended presence flags: Track Tutorial]]'''
 +
::How to setup objects with [[Extended presence flags]]
 +
 
 +
==== Other ====
 +
*'''[[Custom Music]]'''
 +
::How to convert music into the BRSTM format used by Mario Kart Wii and many other Nintendo games.
 +
 
 +
*'''[[Importing 3D models]]
 +
::How to extract an existing model (such as from [[Nintendo]] or another custom track) from a BRRES back into the 3D model editor.
 +
 
 +
*'''[[Porting Tutorial]]'''
 +
::How to port 3D levels from other games such as [[Mario Kart 64]], [[Mario Kart: Double Dash!!]] or ''[[mariowiki:Super Mario 64|Super Mario 64]]''.
 +
 
 +
*'''[[LE-CODE/Track FAQ|LE-CODE Track FAQ]]'''
 +
::How to add advanced features provided by [[LE-CODE]].
 +
 
 +
*'''[[Custom Effects]]'''
 +
::How to edit on-screen effects (such as Blooper ink or Lightning).
 +
 
 +
=== Testing and Reviewing ===
 +
In all phases of the development, it is important to test the track. This is especially true before releasing the new track.
 +
 
 +
*'''[[Testing a Track]]
 +
::Testing check list.
 +
 
 +
*'''[[wkmpt DRAW|Visual Review]]
 +
::Create an OBJ file and import it in a 3D tool to make a visual review of your track.
 +
 
 +
*'''[[Track Transformation]]
 +
::Scale your track, if it is too small or too large.
 +
 
 +
==== Crashes and Bugs ====
 +
These pages cover various glitches and errors that may occur in your course.
 +
 
 +
*'''[[Common Crash Causes]]
 +
::Common reasons why your track might freeze the game.
 +
 
 +
*'''[[Harry Potter Effect]]
 +
::Problems with transparent textures.
 +
 
 +
*'''[[KCL Glitches]]
 +
::A little discussion about often found KCL glitches.
 +
 
 +
*'''[[Moiré pattern]]
 +
::A visual artifact caused by repeated textures.
 +
 
 +
*'''[[Position Jump Bug]]
 +
::How to fix various problems with checkpoints.
 +
 
 +
*'''[[Slow Motion Bug]]
 +
::Slow frame rates can make a fun level a dread to play.
 +
 
 +
*'''[[Ultra Shortcut]]
 +
::A way to skip a large portion of a course by a glitch or skipping the first checkpoint.
 +
 
 +
*'''[[Underground Camera Bug]]
 +
::If your viewpoint when playing gets stuck under your level, this tutorial is for you.
 +
 
 +
*'''[[Z-fighting]]
 +
::When two overlapping polygons/faces "fight" to be seen, which causes flickering in-game.
 +
 
 +
== Tutorial Archive ==
 +
The following programs and tutorials are outdated and/or obsolete and not recommended.
 +
 
 +
==== Software ====
 +
*'''[[SZS Modifier]]'''
 +
::This program is the predecessor of CTools. It can be used for editing things that CTools currently cannot. It is also better for certain tasks that CTools can handle, such as creating minimaps and editing KCL data, as both of these features in CTools have problems that will produce glitches in-game. Unlike CTools, SZS Modifier ''cannot'' expand files to make them larger than the originals.
 +
 
 +
==== Tutorials ====
 +
*'''[[Creating a BRRES with CTools]]'''
 +
::How to convert your model to a BRRES file that Mario Kart Wii can load using the CTools Pack BRRES Editor.
 +
 
 +
*'''[[Adding Mipmaps for CTools Models]]'''
 +
::How to add mipmaps to BRRES files created in CTools.
 +
 
 +
*'''[[KCL Tutorial (CTools and SZS Modifier)]]
 +
::How to convert your collision model into a KCL using [[CTools]] and [[SZS Modifier]].
 +
 
 +
*'''[[Remaking Paint Levels in SketchUp]]'''
 +
::How to remake a Paint level in SketchUp using an image, while maintaining the original scale and position of the track.
 +
 
 +
*'''[[Modeling with Paint]]'''
 +
::How to make your track with MS Paint and import into a BRRES file.
 +
 
 +
*'''[[Creating a Minimap with SZS Modifier]]
 +
::How to make your minimap using SZS Modifier and/or BRRES Editor.
  
 
== Links ==
 
== Links ==
 
{{Custom Track Tutorial}}
 
{{Custom Track Tutorial}}
 
[[category:Tutorials]][[category:Custom Track Tutorial]]
 
[[category:Tutorials]][[category:Custom Track Tutorial]]

Latest revision as of 18:06, 4 July 2023

Introduction

This is the main page of the Custom Track Tutorial. Here, you'll see a brief overview of the SZS (track) file, a listing of programs you might need to edit them and in-depth tutorials on creating and editing each of the files. The tutorials are presented in an order, however, you will find yourself jumping to previous and later steps, as it's impossible to define a strict "order" of building the track. During this process, it's common, even for advanced track makers, to run into issues or freezes of unknown origin. This is also addressed in the tutorial.

You can use the blue links box at the bottom of each page to navigate faster through the tutorials. If you have any questions, you may post them on the talk page (please sign your posts with --~~~~).

Overview of a Custom Track File

A view of SZS Explorer showing SZS file structure.

Mario Kart Wii uses SZS files to store track data; all of the original tracks can be found and extracted from the game's ISO using a program such as WiiScrubber or Wiimms ISO Tools. You will mainly be working with the following files when creating a custom track; they are all required for your track to load and work.

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_model.brres and vrcorn_model.brres
BRRES files contain 3D models and textures. They have no solidity of their own. The course_model.brres defines the main course model of the track and vrcorn_model.brres defines the model of the background, usually the sky.
  • map_model.brres
This is the minimap model, which is a textureless 3D model that is displayed in-game from a birds-eye viewpoint.
This is the 3D model that defines collision data. It 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 a binary data file which controls the placement of all objects in a level, including item boxes and other animated objects such as trees, as well as enemy routes, start positions, checkpoints, and intro and replay cameras.
  • posteffect folder
This folder contains data for effects such as fog, glow, bloom and lightning, simulating the natural environment of the world.

An SZS archive typically contains many other files: Objects are usually composed of one or more files, and all associated files must be present for the track to load and the object to function properly. They might include BRRES files, which contain models, textures, "bones" and multiple types of animation and KCL files for objects with collision (although some solid objects do not use KCLs for collision). You may also find folders labeled effect and brasd. Effects include water splashes (Pocha), snow and fireworks (Hanabi). The brasd folder contains animations, needed for Goombas (Kuribo), Chain Chomps (Wanwan), flags, cannons, and other items. Files can also be imported, exported or deleted from an SZS file as needed.

Programs and Files

The following programs and files aide in the track creation process.

  • Track Files
You will need to obtain the SZS files of Mario Kart Wii's original tracks to obtain objects and any associated effects. You can see how to extract them from your Wii game disc in the Obtain Original Track Files page.
These command-line tools can perform many tasks efficiently. They allow the creation of compressed SZS files automatically using scripts (batch files) and checking/fixing errors in KMP, KCL and SZS files. It can adjust the minimap automatically and can generate KCL files directly from OBJ imports.
  • Wiimm's Tool Manager is a simple GUI for Wiimms SZS Tools.
  • You can download a pack of batch files with simple scripts which can be used on this tutorial here.
Most 3D model editors can be used to create a Mario Kart Wii track. Common editors include 3ds Max, Blender and SketchUp.
Originally created for Super Smash Bros. Brawl, this is the primary tool for editing BRRES files. BrawlCrate is an updated version of BrawlBox.
Hottest new editor in the west. Still in alpha, but specifically designed for Mario Kart Wii and features many quality-of-life improvements.
  • A KMP Editor:
Most comprehensive editor. Highly recommended.
A 2D editor, with useful features such as a line tool, or display of objects within a spreadsheet format.
A tool giving an overview of the whole KMP file and is able to add/delete/move points with a click of the mouse button. For more complex models, an imported map model OBJ file can be used to directly calculate the height values.
Both tools convert a KMP file into a text file, which can be edited with any text editor. Both tools use an internal compiler to re-create the KMP.
KMP3D is a plugin for Google SketchUp 6 and later that can help custom track authors with the KMP.
MagicY is a tool which works together with KMP Cloud to automatically calculate Y coordinates for KMP entries.
This technique is for experienced devs 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 in cases like these and can lead to greater understanding of these files.

Tutorials

If you're creating your first custom track, you should begin with the Modeling with 3D Editor page or check out the Video Tutorials.

Main Tutorials

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

Model Related

How to import and export textures to and from BRRES files.
How to make sure your track will be the right size; not too big or too small. And make sure that all drivable points (or the complete track) use coordinates between -131071 and +131071. Otherwise items will cause problems. While this can be remedied by LEX:HIPT, not all distributions support this.
Guidelines on making your track's model with a 3D model editor.
How to convert your model to a BRRES file that Mario Kart Wii can load using BrawlBox.
How to convert your model to a BRRES file that Mario Kart Wii can load using RiiStudio.
How to create a minimap for your level.

KCL Related

No dedicated tutorial, but it is fairly common to use Gabriela_'s [[1]] for KCL editing within Blender.

Guidelines on creating an optimized collision model, assigning properties such as boosts, walls, and off road to surfaces in your level.
How to convert your optimized collision model into a KCL using Wiimms SZS Tools.

KMP Related

How to set up objects, routes, checkpoints and many other important things.
How to import objects from other tracks.
How to edit other models (sky dome, item boxes, etc.) in your track.
How to set up intro and replay cameras in your level for a professional look.
How to set up a cannon using a KCL trigger and a KMP destination point.

Other

How to change data for effects such as fog, glow, bloom and lightning of the world.
Index of video tutorials on various subjects.

Miscellaneous Tutorials

These tutorials cover additional topics.

Model Related

Various things that can be done with your BRRES in BrawlBox, either to make the track look better or fix issues.
How to create and edit model or texture animations using BrawlBox.
How to add shadows so your track doesn't look like the floor emits its own light.

KCL Related

How to create moving terrain in your track.

KMP Related

How to create a custom battle arena.
How to setup objects with Extended presence flags

Other

How to convert music into the BRSTM format used by Mario Kart Wii and many other Nintendo games.
How to extract an existing model (such as from Nintendo or another custom track) from a BRRES back into the 3D model editor.
How to port 3D levels from other games such as Mario Kart 64, Mario Kart: Double Dash!! or Super Mario 64.
How to add advanced features provided by LE-CODE.
How to edit on-screen effects (such as Blooper ink or Lightning).

Testing and Reviewing

In all phases of the development, it is important to test the track. This is especially true before releasing the new track.

Testing check list.
Create an OBJ file and import it in a 3D tool to make a visual review of your track.
Scale your track, if it is too small or too large.

Crashes and Bugs

These pages cover various glitches and errors that may occur in your course.

Common reasons why your track might freeze the game.
Problems with transparent textures.
A little discussion about often found KCL glitches.
A visual artifact caused by repeated textures.
How to fix various problems with checkpoints.
Slow frame rates can make a fun level a dread to play.
A way to skip a large portion of a course by a glitch or skipping the first checkpoint.
If your viewpoint when playing gets stuck under your level, this tutorial is for you.
When two overlapping polygons/faces "fight" to be seen, which causes flickering in-game.

Tutorial Archive

The following programs and tutorials are outdated and/or obsolete and not recommended.

Software

This program is the predecessor of CTools. It can be used for editing things that CTools currently cannot. It is also better for certain tasks that CTools can handle, such as creating minimaps and editing KCL data, as both of these features in CTools have problems that will produce glitches in-game. Unlike CTools, SZS Modifier cannot expand files to make them larger than the originals.

Tutorials

How to convert your model to a BRRES file that Mario Kart Wii can load using the CTools Pack BRRES Editor.
How to add mipmaps to BRRES files created in CTools.
How to convert your collision model into a KCL using CTools and SZS Modifier.
How to remake a Paint level in SketchUp using an image, while maintaining the original scale and position of the track.
How to make your track with MS Paint and import into a BRRES file.
How to make your minimap using SZS Modifier and/or BRRES Editor.

Links