Modeling with 3D Editor

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This is part of the Custom Track tutorial.

Back to the main tutorial page

Using a 3D modeling program

The most used programs for modeling custom tracks are Blender, 3DSMax and Google Sketchup, but you can use any you want to - as long as it can export it's models to Blender. You have to run your models through it for then to be importable in SZS Modifier.

Google Sketchup

Although Pro GSU has an obj exporter, you can't use it. It exports in a format the SZS modifier can't read. You have to use a plugin: obj exporter by Marten van der Honing. Put the .rb file in the Plugins folder of GSU.

Now, you just have to model the track. Remember to separate each part of the track into it's own component: Road, off road, fall boundary, wall, etc. That way it will be a lot easier to export later on. You can texture map if you want, and make sure that the model is being made out of white faces.

After the model is done, you still have to scale it to a new size. You have two choices:

  • Comparing your model to one of Nintendo's tracks (only with GSU Pro)
  • Comparing your model to one of BigOto2's tracks (you can use any version of GSU)

If you chose the first option (meaning you have GSU Pro), you can either extract the OBJ models from Nintendo's tracks (File-->Export, in SZS Modifier's Model Editor), or download the model of N64 Mario Raceway [1] and import into Sketchup using the built-in OBJ importer.

If you chose the second option, you can download one of BigOto2's track models in the Sketchup 3D warehouse: Fishdom Island, Lunar Speedway, Sunset Desert and Volcanic Skyway are some of then.

After having one of the models in Google Sketchup, you'll notice that the new model is huge, compared to what your current model might look like. But that's the correct size. Scale your track up until it matches the size you want it to look like ingame. After it's scaled up and in the right size, delete the imported model, move your track so that it's lowest point is right in the point where the three colored lines meet and save.

Open the OBJ Exporter plugin through the Plugins tab, and tick the following:

For it to export texture mappings, you need to texture the back side of the face too, not only the front. Smoothed models can be exported, but there is no texture mapping exported if you use then.

Now, export every part of the track, each into it's own OBJ file.

Another 3D Model Editor

If you made your model in a 3d model editor that isn't Google Sketchup, you have to do something more for it to work. Follow the same steps you did to make the model in Sketchup, but after each part of the track is in it's own file, you must run each file through Blender (that means importing into it and exporting after) for then to be right.

Importing Your Model

In SZS Modifier, open the file "course_model.brres". In it, open the folder "3DModels(NW4R)" and the only file in it, "course".

Wait, and soon a model of the course will appear. Select the polygon you want to import the model to, and click File-->Import. Say "No" to this box, that way it will import it the right way. Select your object file, and it will say "Invalid Material File".

You forgot to do one small but important thing: Delete the MTL file, open the OBJ file in Notepad and delete the line where it says "mtlib" (it's probably the first or the second) and turn each (.) of the file into a (,) - that is the only way for SZS Modifier to recognize it correctly. It should import now, and if you did everything correctly, it should appear!

If it gives a complexity error, it means that the model is too complex to fit there. You have to select another polygon to import over, or make your model less complex. A way to import complex polygons will come soon.

After The Model Is Done

Now, you follow the Texturing tutorial to see how to fix the colors of the track so that they're the way you want to.

Tools

Those are all avaliable in the BRRES editor:

  • Create KCL

This is explained in the Important Stuff section.

  • Apply a Matrix

Used to increase and decrease the size of the model, as well as moving it certain distances.

  • Model Creator

This is what you use to insert your Paint images in the file.

  • Delete Polygon

After you imported all of your models, you'll notice that the ones you didn't mess with are still there. You might want to let then there for a visual (such as a Rainbow Road track with Moonview Highway right under it), but in most cases you want to delete then with this option.

  • Retexture Polygon

This is explained in the Texturing section.

  • Pinch

This will immediatly switch to a top-down view of the model. You are able to disort the models with this tool.