Difference between revisions of "Custom Track Tutorial"

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==Introduction==
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== 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.
  
This page contains a brief overview of [[Custom Track]] files, a listing of the programs used to create Custom Tracks, and a listing of in-depth tutorials on creating Custom Tracks and related topics.  
+
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>).
  
If you have any questions, you may post them on the [[{{TALKPAGENAME}}|talk page]] (please sign your posts with <nowiki>--~~~~</nowiki>) or in the [http://www.mariokartwii.com/f72/official-mario-kart-wii-model-hacking-new-39114.html custom track thread at mariokartwii.com].
+
== 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.
  
==Overview of a Custom Track File==
+
*'''Your [[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:
  
[[File:Soliditykh.png|200px|thumb|A view of [[SZS Explorer]] showing [[SZS]] file structure.]]
+
:*'''course_model.[[BRRES|brres]]''' and '''vrcorn_model.brres'''
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.
+
:::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.
  
*'''Your [[SZS]]'''
+
:*'''map_model.brres'''
::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 the [[minimap]] model, which is a textureless 3D model that is displayed in-game from a birds-eye viewpoint.
  
 
:*'''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 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.
  
 
:*'''course.[[KMP|kmp]]'''
 
:*'''course.[[KMP|kmp]]'''
:::This file 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.
+
:::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.
  
:*'''course_model.[[BRRES|brres]]'''
+
:*'''posteffect''' folder
:::This is the model of the level displayed in-game.  It has no solidity of its own, but can be used by programs such as [[SZS Modifier]] or [[Wiimms SZS Tools]] to generate collision data into a KCL file.
+
:::This folder contains data for effects such as fog, glow, bloom and lightning, simulating the natural environment of the world.
  
:*'''map_model.brres'''
+
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.
:::This is the [[minimap]], which is a textureless 3D model that is displayed in-game from a birds-eye viewpoint.
 
  
 +
== Programs and Files ==
 +
The following programs and files aide in the track creation process.
  
An '''SZS''' archive typically contains many other files.  These include '''BRRES''' files, which are the models of [[object]]s used in the level.  BRRES files can also contain textures, "bones" and multiple types of animation.  You may also find folders labeled '''posteffects''', '''effects''' and '''brasd'''.  '''Post effects''' include fog ([[BFG]] files) and bloom settings ([[BBLM]] files). '''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.  Please note that if you plan to use an object with effects or animations, you will need  all its associated files in your SZS, otherwise your level will freeze on load.  Files can also be imported, exported or deleted from an SZS file as needed using [[SZS Explorer]].
+
*'''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.
  
==Required Programs and Files==
+
*'''[[Wiimms SZS Tools]]'''
 +
::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 [http://www.mediafire.com/file/bb30qwtrrh0ilfw/CTTutorial_WiimmsSZSTools_ScriptPack.zip here].
  
You will need to download these programs and a track file to use as a base for your new level.
+
*'''[[3D Tool]]'''
 +
::Most 3D model editors can be used to create a Mario Kart Wii track. Common editors include [[3ds Max]], [[Blender]] and [[SketchUp]].
  
*'''SZS Viewer/Editor'''
+
*A '''[[BRRES]] Editor'''
::*'''[[CTools Pack#SZS Explorer|SZS Explorer]]''' ''(Recommended)''
+
::*'''[[BrawlBox]]/[[BrawlCrate]]'''
:::This program is used to load an SZS file archive and manage the files inside, such as the course and map models. Double clicking on an object inside an SZS archive will open it in an external editor, if available.  
+
::::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.
  
::*'''[[Wiimms SZS Tools#wszst (Wiimms SZS Tool)|Wiimms SZS Tool]]'''
+
*A '''KMP Editor''':
:::These command-line tools allow the creation of SZS files automatically using scripts (batch files) and are notably useful for compressing SZS files as small as possible and checking/fixing errors in [[KMP]], [[KCL]] and [[SZS]] files files. (Recommended for advanced users)
+
::*'''[[Lorenzi's KMP Editor]]'''
 +
::::Most comprehensive editor. Highly recommended.
  
* '''Model Editor'''
+
::*'''[[KMP Cloud]]'''
::* '''[[Modeling with 3D Editor|Google SketchUp]]''' ''(Recommended)''
+
::::A 2D editor, with useful features such as a line tool, or display of objects within a spreadsheet format.
::* 3DS Max (Recommended for advanced modellers or for proper texture mapping of Sketchup models)
 
::* Any other 3D modeler program; usually needs to be used along with '''[[Modeling with 3D Editor|Blender]]''' or '''[[Modeling with 3D Editor|3DS Max]]'''.
 
  
*'''BRRES Editor'''
+
::*'''[[KMP Modifier]]'''
::*'''[[CTools Pack#BRRES Editor|CTools Pack's BRRES Editor]]'''  
+
::::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.
:::This program is used to view models and convert 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.
 
  
::*'''[[BrawlBox]]'''
+
::*'''[[Wiimms SZS Tools|wkmpt or wszst (Wiimms SZS Tool)]]'''
:::This program is orginally designed for Brawl, but can edit Mario Kart Wii's BRRES files aswell. You can convert DAE files, which hold a better texture mapping and have more features than OBJ files, to the BRRES model format. This way other features that the BRRES model format supports, like vertex painting and more complex materials, can be converted too.
+
:::: 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.
  
*'''KMP Editor'''
+
::*'''[[KMP3D]]'''
::* '''[[KMP Cloud]]'''
+
::::KMP3D is a plugin for Google SketchUp 6 and later that can help custom track authors with the KMP.
::::This program can edit and expand KMP data. It allows you to add or remove extra objects, checkpoints, respawn points, etc.
 
::* '''[[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.
 
  
* '''Track Files'''
+
::*'''[[MagicY]]'''
::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 [[Obtain Original Track Files| access to the original files]].
+
::::MagicY is a tool which works together with KMP Cloud to [[Automated height correction|automatically calculate Y coordinates]] for KMP entries.
  
::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. Some dedicated CT creators have managed to create their own glitch-free KCL or KMP files, such as the KCL at [[Sunset Ridge]].
+
*'''[[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.
  
====Optional/Advanced====
+
== 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]].
  
These are helpful programs that can enhance your track.
+
=== Main Tutorials ===
 +
These tutorials cover all the normal procedures for making a Custom Track.
  
* '''[[SZS Modifier]]'''
+
==== Model Related ====
::This program is the predecessor of CTools. It's required for editing things that CTools currently cannot edit. 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.
+
*'''[[Texturing]]'''
 +
::How to import and export textures to and from BRRES files.
  
*'''Image Editor'''
+
*'''[[Scale]]'''
::Photoshop, GIMP, and Paint.NET are just a few examples. Since they are free, GIMP and Paint.net are recommended; Paint.net is much faster and lighter while GIMP is slower but more powerful.
+
::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.
  
* '''[[Wiimms SZS Tools]]'''
+
*'''[[Modeling with 3D Editor]]'''
::These command-line tools replace some functions of [[SZS Modifier]] and [[CTools Pack#SZS Explorer|SZS Explorer]] and surpasses many of the capabilities of these programs.  They allow the creation of SZS files automatically using scripts (batch files) and are notably useful for compressing SZS files as small as possible and checking/fixing errors in [[KMP]], [[KCL]] and [[SZS]] files files. Automatic [[minimap]] adjusting and [[Automated height correction|height correction]] is also possible. And last but not least the program can generate [[KCL]] files directly from OBJ imports.  This program is recommended for advanced users.
+
::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.
  
* '''[[Hexadecimal|Hex Editor]]'''
+
*'''[[Creating a Minimap]]'''
::A Hex Editor is included with CTools, but this technique is 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. [[Hexadecimal|Hex Editing]] is the only option is cases like these, and can lead to greater understanding of these files.
+
::How to create a minimap for your level.
  
==Tutorials==
+
==== 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]].
  
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.
+
==== 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.
  
====Basic Tutorials====
+
==== 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.
  
These tutorials cover all the normal procedures for making a Custom Track.
+
=== Miscellaneous Tutorials ===
 +
These tutorials cover additional topics.
  
* '''[[Texturing]]'''
+
==== Model Related ====
::How to import textures to and export textures from [[BRRES]] model files.  Useful information even if you aren't creating a texture hack.
+
*'''[[BrawlBox Tricks]]'''
 +
::Various things that can be done with your BRRES in BrawlBox, either to make the track look better or fix issues.
  
* '''[[Modeling with 3D Editor]]'''
+
*'''[[Animations]]'''
::How to make your track with a model editor, map the textures to follow the road (optional but recommended), and convert it to a BRRES model that Mario Kart Wii can load.
+
::How to create and edit model or texture animations using BrawlBox.
  
* '''[[Solidity]]'''
+
*'''[[Shadows]]'''
::How to create an optimized collision model and assign properties such as boosts, walls, and off road to surfaces in your level.
+
::How to add shadows so your track doesn't look like the floor emits its own light.
  
* '''[[Creating a Minimap]]'''
+
==== KCL Related ====
::How to create a minimap for your level.  A minimap not only helps players by showing their location on the track, it is needed as a guide to place objects in your level.  
+
*'''[[Moving Terrain]]
 +
::How to create moving terrain in your track.
  
* '''[[Important Stuff (Custom Track Tutorial)|Important Stuff]]'''
+
==== KMP Related ====
::* How to make a cannon.
+
*'''[[Battle Arena (Custom Track Tutorial)|Battle Arena]]'''
::* How to texture and change other models (sky dome, item boxes, etc.) in your level.
+
::How to create a custom battle arena.
::* How to import objects from other levels.
+
*'''[[Extended presence flags/Track Tutorial|Extended presence flags: Track Tutorial]]'''
::* How to swap out post effects to give your level a different look, such as night-time, foggy or sunny.
+
::How to setup objects with [[Extended presence flags]]
::* How to edit post effects.
 
  
* '''[[KMP Editing]]'''
+
==== Other ====
::How to set up objects, routes, checkpoints and many other important things using SZS Modifier. Expanding KMP files is also covered in this tutorial.
+
*'''[[Custom Music]]'''
 +
::How to convert music into the BRSTM format used by Mario Kart Wii and many other Nintendo games.
  
* '''[[KMP_Editing/Cameras|Camera Editing]]'''
+
*'''[[Importing 3D models]]
::How to set up intro and replay cameras in your level for a professional look.
+
::How to extract an existing model (such as from [[Nintendo]] or another custom track) from a BRRES back into the 3D model editor.
  
====Miscellaneous/Advanced Tutorials====
+
*'''[[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]]''.
  
These tutorials cover additional topics.
+
*'''[[LE-CODE/Track FAQ|LE-CODE Track FAQ]]'''
* '''[[Porting Tutorial]]'''
+
::How to add advanced features provided by [[LE-CODE]].
::How to Port 3D levels from other games such as Mario Kart 64, Double Dash, or Super Mario 64.
 
  
* '''[[Modeling with Paint]]'''  
+
*'''[[Custom Effects]]'''
::How to make your track with MS Paint and import into a BRRES file.  ''(OBSOLETE AND NOT RECOMMENDED.)''
+
::How to edit on-screen effects (such as Blooper ink or Lightning).
 
* '''[[Remaking Paint Levels in SketchUp|Remaking Paint Levels in SketchUp]]'''
 
::How to remake a MS Paint level in SketchUp using an image, while maintaining the original scale and position of the track.
 
  
* '''[[Custom Music]]'''
+
=== Testing and Reviewing ===
::How to convert music into the BRSTM format used by Mario Kart Wii and many other Nintendo games.
+
In all phases of the development, it is important to test the track. This is especially true before releasing the new track.
  
* '''[[KCL Tutorial (Wiimms Tools)]]
+
*'''[[Testing a Track]]
::How to create a KCL using [[Wiimms SZS Tools]].
+
::Testing check list.
  
==== Testing and Bug-Fixing Tutorials ====
+
*'''[[wkmpt DRAW|Visual Review]]
 +
::Create an OBJ file and import it in a 3D tool to make a visual review of your track.
  
In all phases of the development it is important to test the track. This is especially true before releasing the new track:
+
*'''[[Track Transformation]]
* '''[[Testing a Track]]
+
::Scale your track, if it is too small or too large.
: Testing check list.
 
* '''[[wkmpt DRAW|Visual Review]]
 
: Create an OBJ file and import by a 3D tool to make a visual review of your track.
 
  
 +
==== Crashes and Bugs ====
 
These pages cover various glitches and errors that may occur in your course.
 
These pages cover various glitches and errors that may occur in your course.
  
* '''[[Track Transformation]]
+
*'''[[Common Crash Causes]]
:: Scale your track, if it is to small or to large.
+
::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.
  
* '''[[Harry Potter Effect]]
+
== Tutorial Archive ==
:: Problems with transparent textures.
+
The following programs and tutorials are outdated and/or obsolete and not recommended.
  
* '''[[Position Jump Bug]]
+
==== Software ====
:: How to fix various problems with checkpoints.
+
*'''[[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.
  
* '''[[Slow Motion Bug]]
+
==== Tutorials ====
:: Slow frame rates can make a fun level a dread to play.  
+
*'''[[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.
  
* '''[[Underground Camera Bug|Camera under the ground bug]]
+
*'''[[Adding Mipmaps for CTools Models]]'''
:: If your viewpoint when playing gets stuck under your level, this tutorial is for you.
+
::How to add mipmaps to BRRES files created in CTools.
  
* '''[[KCL Glitches]]
+
*'''[[KCL Tutorial (CTools and SZS Modifier)]]
:: A little discussion about often found [[KCL]] glitches.
+
::How to convert your collision model into a KCL using [[CTools]] and [[SZS Modifier]].
  
* '''[[Ultra Shortcut]]
+
*'''[[Remaking Paint Levels in SketchUp]]'''
:: A way to skip a large portion of a course by a glitch or skipping the first checkpoint.
+
::How to remake a Paint level in SketchUp using an image, while maintaining the original scale and position of the track.
  
* '''[[Z Fighting]]
+
*'''[[Modeling with Paint]]'''
:: When two overlapping polygons/faces "fight" to be seen, which causes flickering in-game.
+
::How to make your track with MS Paint and import into a BRRES file.
  
* '''[[Moiré pattern]]
+
*'''[[Creating a Minimap with SZS Modifier]]
:: A visual artifact caused by small repeated textures.
+
::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