Difference between revisions of "Porting Tutorial"

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(→‎Porting From Mario Kart Double Dash!!: Please remove all links that link to Sites that have anything to do with Emulation/Roms! This will hopefully only be temporary.)
m (Reverted edits by SuperMario64DS (talk) to last revision by Isle)
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You Will Need:
 
You Will Need:
*Nemu64 Emulator (Only if you own a Nintendo 64_
+
*Nemu64 Emulator ([http://www.emulator-zone.com/doc.php/n64/nemu64.html Download])
*Mario Kart 64 ROM (You must own the original Game Cartridge, and you must rip the ROM yourself)
+
*Mario Kart 64 ROM
*Media Machines Flux Studio ([http://mediamachines.wordpress.com/flux-player-and-flux-studio/ Download]) (Free Software)
+
*Media Machines Flux Studio ([http://mediamachines.wordpress.com/flux-player-and-flux-studio/ Download])
 
*Google Sketchup ([http://sketchup.google.com/intl/en/download/gsu.html Download])
 
*Google Sketchup ([http://sketchup.google.com/intl/en/download/gsu.html Download])
 
*[http://wiki.tockdom.de/index.php?title=CTools CTools]
 
*[http://wiki.tockdom.de/index.php?title=CTools CTools]
*OBJ Importer Plugin for GSU  
+
*OBJ Importer Plugin for GSU ([http://forums.sketchucation.com/viewtopic.php?t=20584 Download]) (You Will Need an account on this site to download)
*OBJ Exporter Plugin for GSU  
+
*OBJ Exporter Plugin for GSU ([http://www.mediafire.com/?qh8hgo16ujvoi0h Download])
 
+
[http://sketchuptips.blogspot.com/2008/03/how-to-download-and-install-plugins.html How to add plugins to Google Sketchup]
(To add plugins to Google Sketchup, go to your C:// Drive, and Locate "Google". In the Google Folder, Locate "Google Sketchup", and then Plugins. There you should be able to Place your plugins.)
 
  
 
Exporting:
 
Exporting:
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After this, run Media Machines Flux Studio, & import your VRML file into OBJ. The BRESS Editor won't accept this format of OBJ, so you will need to use the OBJ Importer for Google Sketchup, and then using the OBJ exporter, you will have the right type of OBJ file to import into the BRESS Editor.
 
After this, run Media Machines Flux Studio, & import your VRML file into OBJ. The BRESS Editor won't accept this format of OBJ, so you will need to use the OBJ Importer for Google Sketchup, and then using the OBJ exporter, you will have the right type of OBJ file to import into the BRESS Editor.
 +
  
 
==Porting From [[List_of_Retro_Tracks_from_Mario_Kart_Double_Dash|Mario Kart Double Dash!!]]==  
 
==Porting From [[List_of_Retro_Tracks_from_Mario_Kart_Double_Dash|Mario Kart Double Dash!!]]==  
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*BMD 3DS Plugin ([https://rs158l32.rapidshare.com/#!download|158tl3|117428006|MaxBMD_Beta.zip|46|R~0 Download])<br/>
 
*BMD 3DS Plugin ([https://rs158l32.rapidshare.com/#!download|158tl3|117428006|MaxBMD_Beta.zip|46|R~0 Download])<br/>
 
*BMD Viewer ([http://www.amnoid.de/gc/index.html Download])<br/>
 
*BMD Viewer ([http://www.amnoid.de/gc/index.html Download])<br/>
*Dolphin Emulator (You must own a Nintendo GameCube)<br/>
+
*Dolphin Emulator ([http://www.dolphin-emulator.com/ Download])<br/>
*Mario Kart Double Dash!! ISO (You must rip the ISO Yourself, and you must also own the original Game disk)
+
*Mario Kart Double Dash!! ISO  
  
 
Exporting:
 
Exporting:
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After you add the plugin to 3DS Max, import your BMD file, and extract as "OBJ".
 
After you add the plugin to 3DS Max, import your BMD file, and extract as "OBJ".
 
If for some reason the OBJ file won't go through the BRESS editor, then use the method you used for Mario 64, import the OBJ file to sketchup, then export as OBJ.
 
If for some reason the OBJ file won't go through the BRESS editor, then use the method you used for Mario 64, import the OBJ file to sketchup, then export as OBJ.
 +
  
 
==Porting From [[List_of_Retro_Tracks_from_Mario_Kart_DS|Mario Kart DS]]==
 
==Porting From [[List_of_Retro_Tracks_from_Mario_Kart_DS|Mario Kart DS]]==
 +
 +
Part 1:
  
 
You Will Need The Following:
 
You Will Need The Following:
*Tihaxan & NSBMD Veiwer ([http://www.db.pokestation.net/programs/Tihaxa_and_NSBMD_viewer.zip Download])
+
*Tihaxan & NSBMD ([http://www.db.pokestation.net/programs/Tihaxa_and_NSBMD_viewer.zip Download])
 
*Mario Kart DS ROM  
 
*Mario Kart DS ROM  
 
*MKDS Course Modifier ([http://gbatemp.net/t299444-mkds-course-modifier Download])
 
*MKDS Course Modifier ([http://gbatemp.net/t299444-mkds-course-modifier Download])
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To get the model out of the carc file open MKDS Course Modifier and open the carc. Click in the treeview on course_model.nsbmd and hit the button with the package and the arrow up to export the file. Now that you have your NSBMD file, you will need to go through a few more steps.
 
To get the model out of the carc file open MKDS Course Modifier and open the carc. Click in the treeview on course_model.nsbmd and hit the button with the package and the arrow up to export the file. Now that you have your NSBMD file, you will need to go through a few more steps.
  
===Method 1===
+
Part 2:
 
 
 
You Will Need the Following:
 
You Will Need the Following:
 +
*3DVIA Printscreen
 +
*Google Sketchup
 +
*MKDS Course Modifier OR Tihaxan & NSBMD
  
*3DVia Print Screen
+
Okay, first download 3DVIA Printscreen. Now, go to "Start", on your computer, then to Programs -> 3DVIA Printscreen, and leave it open. Next, we open our model in the NSBMD viewer (If the NSBMD viewer doesn't work, use MKDS Course Modifier), then we use our model viewer to find the desired area of the model. Make sure your model viewer window is the active one, you can do this by clicking it. Next, press hot key "F10", you will get a sign on the side of your screen, stating that it is capturing the model. You may need to do this more than once, as it only captures what you have on screen. Now, you will see a 3DVIA printscreen icon down to the bottom right of your screen. Left click it, and press "Explore Results". Now, drag the files onto your desktop. Next, make an account with 3DVIA. Activate you account, and upload what you got. Then you can Re-download it as a Dae file, then import into Google Sketchup. From there, out it back together, re texture, it, and OBJ export it, And that's all!
*3DS Max (Use link in above guide)
+
(Part 2 credit to [http://info.sonicretro.org/Main_Page Sonic Retro])
*3DXML Importer Plugin For 3DS Max (SOMEBODY PLEASE PROVIDE THE DOWNLOAD LINK)
 
 
 
Drag the NSBMD & NSBTX Files into the BMD Veiwer.
 
 
 
If everything went right, you'll see the entier Model, fully textured.
 
 
 
Open 3D Via Printscreen, and press "F10".
 
 
 
A "3DXML" file will be generated from your NSBMD File.
 
 
 
Left click the 3DVia Printscreen Icon, and find the extracted models.
 
 
 
Locate the 3DXML Model that hase the word "NSBMD" in it.
 
 
 
Copy that model, and paste it on your Desktop.
 
 
 
Since 3DXML is closely related to DAE, and DAE is also in XML, it is an un-zippable file. Simple change the ".3dxml" file extension to ".zip".
 
 
 
Open up your new Zip file, and locate another 3DXML model within the zip file, and extract it to your Desktop, and DO NOT give this one a ".zip" file extension, leave it as it is.  
 
 
 
Start up 3DS Max, and locate the "3DXML" Importer (Download not yet available, please provide one!).
 
 
 
Import your 3DXML model with the Plugin, and you now have your model (If the textures are too small, they just need to be re-scaled).
 
 
 
Even though you have your model now, most people seem to want to import it into Google Sketchup for easier use. We cover that too!
 
 
 
Here's what you do:
 
 
 
Open up the model NSBTX File in the MKDS Course Modifier. Extract all of the textures from within it (With they're original names) to a folder.
 
 
 
Now select the "Export" option in 3DS Max, and choose "3DS *.3ds", to the folder with all of the textures you extracted from the NSBTX File.
 
 
 
You should get some errors, these errors say for example:
 
 
 
" "ExampleImage.png" has been re-named "ExampleIma.png".
 
 
 
In this case, you'd simply locat "ExampleImage.png" in the file full of the NSBTX Textures, and re-name it "ExampleIma.png".
 
 
 
Do this for every texture that it lists to have a new name.
 
 
 
Once each texture listed has it's new name, finish exporting the 3DS File.
 
 
 
Keep your 3DS Model in that folder, and Start of Sketchup.
 
 
 
Locate "File → Import → .3ds". Import your 3DS Model. If you followed every step correctly, you should now have a fully textured (Possibly with scaled down textures) model in Google Sketchup.
 
  
 
==Creating Your Track==
 
==Creating Your Track==

Revision as of 20:08, 18 January 2012

Introduction

This tutorial will explain you how to export a track from any other 3D Mario Kart Game. If you are following the Custom Track Tutorial and making a level from scratch, proceed to the Modeling Tutorial.

If part of this article is unclear or hard for you to follow, you can ask questions on the Discussion page. Someone will attempt to clarify things for you and possibly edit the tutorial so it will be easier to understand.

Porting From Mario Kart 64

You will need the following:


You Will Need:

  • Nemu64 Emulator (Download)
  • Mario Kart 64 ROM
  • Media Machines Flux Studio (Download)
  • Google Sketchup (Download)
  • CTools
  • OBJ Importer Plugin for GSU (Download) (You Will Need an account on this site to download)
  • OBJ Exporter Plugin for GSU (Download)

How to add plugins to Google Sketchup

Exporting:

Create a folder in your hardrive folder - C:\ - titled VRML. This file path is set in the emulator as the place to export the VRML file and the associated texture BMP's. Next, you will need to load your ROM into Nemu64, play the game normally, but select the course you'd like to extract. When the race starts, press F4 to pause. Go to the plugins menu, (You may see this at the top of the window), then open the "video plugin" window and check the "export VRML" option. Click OK. Rapidly press F4 twice to quickly unpause and repause the emulator. The reason for this is that you only want to export one frame of animation. More than one frame will cause missing faces in the geometry. Open the folder C:\VRML and see that there are now many BMP files and a VRML file. The BMP files have numbered names. Don't change these. The VRML file is titled "output.wrl" If there are no contents in the VRML folder, retry the previous steps.

Importing:

After this, run Media Machines Flux Studio, & import your VRML file into OBJ. The BRESS Editor won't accept this format of OBJ, so you will need to use the OBJ Importer for Google Sketchup, and then using the OBJ exporter, you will have the right type of OBJ file to import into the BRESS Editor.


Porting From Mario Kart Double Dash!!

You Will Need The Following:

Exporting:

Probably the best Gamecube and Wii emulator available besides maybe private ones by Nintendo. As a side feature, it extracts files from Wii and Gamecube ISO's. Just set your ISO directory by going to Options->Configure, clicking the paths tab, and then click add to select a directory. When that's set up, right click a game in Dolphin's main window click properties, go to the filesystem tab and then right click and extract files if you wish.

Importing:

Now, CTools,or SZS Explorer, find the BMD file of the course in the file, and right click, the press "Export" or maybe "Extract", save to anywhere you want. Now use the BMD Viewer to make sure you have the right model. After you add the plugin to 3DS Max, import your BMD file, and extract as "OBJ". If for some reason the OBJ file won't go through the BRESS editor, then use the method you used for Mario 64, import the OBJ file to sketchup, then export as OBJ.


Porting From Mario Kart DS

Part 1:

You Will Need The Following:

Exporting:

Once you have downloaded the .zip file, extract it to your desktop. Basically, the Tahaxan program is used for extracting the 3D models out of a DS game, and the NSBMD program is used for viewing the 3D models. Double-click on the Tihaxan program. Now click the button that says "Open NDS ROM". You may notice a lot of NARC files in your game. A CARC file stands for "Nintendo U8 Archive", which no existing SZS tools can open. Look browse through until you find the course you which you want to extract, (Example: rainbow_couse is DS Rainbow Road) double click and press "Extract".

Importing:

To get the model out of the carc file open MKDS Course Modifier and open the carc. Click in the treeview on course_model.nsbmd and hit the button with the package and the arrow up to export the file. Now that you have your NSBMD file, you will need to go through a few more steps.

Part 2: You Will Need the Following:

  • 3DVIA Printscreen
  • Google Sketchup
  • MKDS Course Modifier OR Tihaxan & NSBMD

Okay, first download 3DVIA Printscreen. Now, go to "Start", on your computer, then to Programs -> 3DVIA Printscreen, and leave it open. Next, we open our model in the NSBMD viewer (If the NSBMD viewer doesn't work, use MKDS Course Modifier), then we use our model viewer to find the desired area of the model. Make sure your model viewer window is the active one, you can do this by clicking it. Next, press hot key "F10", you will get a sign on the side of your screen, stating that it is capturing the model. You may need to do this more than once, as it only captures what you have on screen. Now, you will see a 3DVIA printscreen icon down to the bottom right of your screen. Left click it, and press "Explore Results". Now, drag the files onto your desktop. Next, make an account with 3DVIA. Activate you account, and upload what you got. Then you can Re-download it as a Dae file, then import into Google Sketchup. From there, out it back together, re texture, it, and OBJ export it, And that's all! (Part 2 credit to Sonic Retro)

Creating Your Track

Now that you have exported your model, you can now proceed to making your own ported track! See the Importing Your Model section of the Modeling Tutorial next.