Custom Track Tutorial

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Revision as of 08:30, 29 November 2011 by Jefe (talk | contribs) (Comprehensive revamp of this page)
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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