Difference between revisions of "Sandbox"

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(Creating a list of common crash causes. Putting here for others to format and add to, as I started writing it at school.)
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^^^ Is this REALLY neccessary? I have never seen an article on the Wiiki with this infomation. --[[User:MichaelMichael54321|Michael]] ([[User talk:MichaelMichael54321|talk]]) 21:01, 12 November 2014 (UTC)
 
 
 
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=Common Crash Causes=
 
Sometimes when testing a Custom Track, the game will fail to load the track, causing the console to freeze, usually at a black screen. Here is a list of common problems that can cause [[Mario Kart Wii]] to crash.
 
 
==Crashes during initial loading of your track==
 
If your track doesn't load at all, here are some common causes:
 
 
===Basic required files===
 
 
A custom track '''requires''' these files to run:<br>
 
-course.kmp<br>
 
-course.kcl<br>
 
-course_model.brres<br>
 
-map_model.brres<br>
 
-vrcorn_model.brres<br>
 
-Any object files used in course.kmp<br>
 
 
===KMP===
 
 
-First thing to try is to remove objects from your KMP that you won't need for your track.<br>
 
--Some of them require specific track slots, files, or KCL settings. If you don't need them, get rid of them.
 
 
-Your KMP has an object listed that does not exist in your SZS.<br>
 
--Copy the missing files from another track that has them, probably an official track. Some objects require more than just a brres!
 
 
-You used an object that requires a route, but one wasn't defined for it '''OR''' a route was defined that doesn't exist.<br>
 
--Check your KMP for any objects that require routes and add a route for them. If a route exists, set it in the object's settings. If not, create a new route for it, then set it in the object's settings.
 
 
-You have too many objects.<br>
 
--Try to reduce the number of objects to be below 200.
 
 
-An object has invalid settings.<br>
 
--This doesn't always cause a crash but it certainly can contribute. Look at settings from other tracks for these objects if you're not sure how to set them.
 
 
-An object has an invalid ID.<br>
 
--You've told the game to load something that isn't even a real object. Either remove this object, set its ID to 00, or change it to something else.
 
 
-You have an object that requires solid ground in an area where there is no solidity.<br>
 
--Objects like Thwomps require solid ground beneath them. Move then onto the track or remove them from your KMP.
 
 
-You have two STGI entries.<br>
 
--Remove one.
 
 
===KCL===
 
 
Check for:<br>
 
-Proper KCL Flags<br>
 
-Two-sided faces<br>
 
-Model being too complex for KCL<br>
 
-That its properly generated (You can check using Wiimm's SZS Tools)
 
 
===Other===
 
-You have a brres for an object but it still doesn't load.<br>
 
--Make sure the brres isn't corrupted or modified. Also be sure you have anything else required by the object, like effects.<br>
 
---Also be sure any custom content inside the BRRES is the correct version.
 
 
-Your file size is very big.<br>
 
--Remove files that aren't used by the track.
 
 
-Your map model is missing required bones.<br>
 
--Your map_model requires bones named "posLD" and "posRU" to position the map. Without them, the game can crash.
 
 
==Mid-race Crashes==
 
 
These are usually a combination of problems, such as:
 
 
-Game crashes when trying to enter a cannon.<br>
 
--Be sure your cannon trigger in your KCL matches the Cannon ID in your KMP.
 
 
-Game crashes/lags shortly after starting, with flashing colors/geometry!<br>
 
--This usually happens with a corrupt BRRES, likely a corrupt CHR0 animation. Try replacing the BRRES.
 
 
-Game crashes when I touch a certain object / part of the track<br>
 
--This could be a lot of things, ranging from bad KCL, to missing files, to bad KMP, depending on the situation.
 
 
-Game crashes when watching intro cameras in Grand Prix or VS mode<br>
 
--Your CAME is setup improperly. One of your values are set to something that's impossible (or your "Next Camera" is set to a camera that doesn't exist
 
 
-Game works in Time Trials but not in VS/Grand Prix<br>
 
--Your "First Camera" is probably wrong.<br>
 
--Or, you have a corrupt object that is only set to appear in VS mode. Check your KMP.
 
 
==Slowdown==
 
 
Slowdown can be caused by a lot of things.
 
 
-You may have too many objects.
 
 
-Your KCL may too complex. Be sure to try your track without any character modifications as well.
 
 
-You may have textures that are too large. Large textures take up a lot of memory and can easily slow down the game.<br>
 
--Try not to make textures larger than 256x256 in most cases. 256x512 can be used if needed. 1024x1024 should be used sparingly.<br>
 
---Nintendo uses one 2048x2048 texture; the Earth in Rainbow Road.<br>
 
--Transparent textures can cause lag if there are a lot of them, too.
 
 
-Your track model itself might be too complex.<br>
 
--You can use textures to fake detail in most cases, such as bricks and details on windows.<br>
 
--Things in the distance do not need as much detail as things that are close. You'll never know the difference when they're that far away.
 
 
-You might have too many textures.<br>
 
--This isn't as likely but it's still possible. Duplicate textures should be delt with, or shrunken down to a smaller size.<br>
 
--SketchUp's OBJ export tool may create a lot of duplicate textures.
 
 
-Your materials have too many shader stages.<br>
 
--You shouldn't need 8 textures on one polygon. Try combining them into one texture, if possible.
 

Revision as of 21:11, 8 January 2015

LODI (File Format)

Header

The LODI file format starts with a 0x74 byte header structure.

Offset Size Description
0x00 4 "LODI" File identifier, ASCII string.
0x04 4 Always 0x3EF.
0x08 4 ?
0x10 4 Start of the file, always 0x00.
0x14 4 End of the file.
0x18 4 Section offset
0x1C 4 ?
0x20 4 Section offset
0x24 4 ?
0x28 4 Section offset
0x2C 4 ?
0x30 4 Section 1 offset, always 0xC00.
0x34 4 ?
0x38 4 Section 2 offset.
0x3C 4 ?
0x40 4 BRRES / Textures section offset.
0x44 4 ?
0x48 4 Section 3 offset.
0x4C 4 ?
0x60 4 ?
0x64 4 File ID?
0x68 4 Same as 0x64.
0x70 4 Same as 0x64.

Section 1

Each entry is a 0x90 byte structure as follows.

Offset Type Description
0x0C float ?
0x48 vector ?
0x58 vector ?

Section 2

Each entry is a 0x? byte structure as follows.

Offset Type Description
0x00 ? ?

Section 3

Each entry is a 0x? byte structure as follows.

Offset Type Description
0x00 ? ?