Porting Tutorial

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This tutorial will explain you how to export/import a track from any other 3D Mario Kart Game.

If you have any doubts or can't understand something of the tutorial, you can write it in the Discussion page. Someone will clarify it for you and possibly edit the tutorial so the understanding of that part is easier.

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 except 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:

BMD Viewer (Download)
Dolphin Emulator (Download)
Mario Kart Double Dash!! ISO

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 trhough a few more steps.

Part 2: You Will Need the Following:

  • 3DVIA Printscreen and 3ds Max plugin. (Download)
  • 3DS Max (Trial or Full Version) (Download)

Open 3DVIA Printscreen, and untick "Show Preview". Obviously set the hotkey and folder to whatever you want. Extract the model/texture to the same directory as the NSBMD viewer, and drag/drop the model file onto the .exe. Press the rip hotkey while with the model viewer window in focus. Close out of 3DVIA Printscreen, because it glitches 3DS Max, then open 3DS Max. (to install the 3DXML plugin follow the included read me. Start the 3DXML importer, and choose the source file and source .max file. Click the "Read Source" button, wait for it to finish working, then click the "Write Destination" button. Look around and you will find the model at an odd angle somewhere in the scene. Rotate it back to a normal position. The UVW Map is larger than it should be, so edit the UVW and scale it done until the texture is the proper size again.

Creating Your Track

Now that you have your OBJ model, you can now proceed to making your own ported track! Please see the Custom Track Tutorial from here on.