Difference between revisions of "Sandbox"

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(Undo revision 51203 by Suigetsu (talk))
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[[User:Leseratte|Leseratte]] ([[User talk:Leseratte|talk]]) 04:14, 7 October 2013 (UTC)
 
[[User:Leseratte|Leseratte]] ([[User talk:Leseratte|talk]]) 04:14, 7 October 2013 (UTC)
 
04:14, 7 October 2013 (UTC)~
 
04:14, 7 October 2013 (UTC)~
 
 
==Method 3: Using OpenCOLLADA DAE to import to Sketchup==
 
 
This tutorial is on how to remake a paint track without having to remake the KMP. Before starting, please get the following tools.
 
 
* [http://www.oldversion.com/windows/google-sketchup-8-0-0-0 Sketchup 8]
 
* [http://www.mediafire.com/?rzbcud50ch15wao BRRES Viewer 1.31]
 
* Something that can convert OBJ to OpenCOLLADA (Preferably 3DS Max 2011 - 2012)
 
* [http://www.stonetrip.com/developer/forum/viewtopic.php?f=24&t=25521 A script if you are using 3DS Max]
 
* A Course_Model.brres of your course.
 
 
 
First, load up the BRRES Viewer 1.31 and open the course_model.brres. Go into Model→Export and export the model as OBJ. (I recommend that you make a folder, because it exports the textures with it.)
 
 
Convert your OBJ file to OpenCOLLADA DAE with the Script listed above or use another tool. (The reason you want it as OpenCOLLADA, is because regular DAE files don't import into Sketchup 8 with textures. You can get a script for importing OBJ files into it, but it is not as accurate with the positioning.)
 
 
Now open up Google Sketchup 8 and go into File→Import and select a DAE file. Select the whole model and Right-Click→Explode.
 
 
Congratulations, you've successfully imported a track into Google Sketchup 8 if you've done this correctly.
 
 
----------
 
 
==[[PAT0|PAT0 Animation]]==
 
 
Alright, this is how to make a PAT0 animation in BrawlBox for custom hacks. A few things to note:
 
 
* If your animation has 60 frames, the animation will last 1 second, because Mario Kart Wii runs at 60fps.
 
* All PAT0 animations must be set to Version 4. Any other version will cause a freeze!
 
* If you want an easy way to find out how frames you will need, you will a [https://www.google.com/search?q=calculator&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a Calculator]. Multiply the seconds you want your animation to for by 60fps. Then divide by how many textures are being used. Formula: AnimationTime x 60 = The frame amount for the PAT0 Animation. (i.e. If I want my animation to last about 9 seconds, I would multiply 9 by 60 and I get 540.)
 
* Don't let one animation get you down. You need to focus on more important things like school and work. Take your time and try your best with animation.
 
* You will need multiple textures that will be used for the animation.
 
 
Alright, now that's over, now let's get down to business. First, export a course_model.brres from your track to place of choice.  (Make a backup of your SZS file, just in case.) Open it up in [http://brawltools2.googlecode.com/files/Brawlbox%20v0.67%20Update%201.zip BrawlBox v0.67], right click the BRRES in the GUI and click New→ Texture Pattern. Change the version of the PAT0 file by opening the AnmTexPat(NW4R)→ NewPAT and look for the version tab. Backspace, and type the number 4 in. Now, look at the tab "Frame Count" and type in the number of frames, that you have found for your animation. Click the tab "Loop" and set to "True" from the drop-down menu.  Right-Click the NewPAT animation and click "New Entry". Go into the NewNode→Texture0 and right click and click "New Entry" for how many textures you are going to use for the animation. Now look in the 3DModels(NW4R)→MDL0→Materials for the entry name of your textures. Go back to the PAT0 and rename them all in the order you want them to appear in by right clicking them and clicking "Rename". Save it once you are finished and replace it in the SZS using [[CTools Pack|the SZS Explorer.]] Open the SZS→course_model.brres→3DModels→MDL0 and save it in there. Then save.
 
  
 
==Names in Other Languages==
 
==Names in Other Languages==
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==Porting From [[List_of_Retro_Tracks_from_Mario_Kart_DS|Mario Kart DS]]==
 
 
To port courses from Mario Kart DS, you will need the following.
 
 
* [http://www.zapotlanejo.info/Uploads/KoichiSenada.3dsMaxConvertXML.2008.11.25.zip KoichiSenada's 3DS Max 3DXML Plugin]
 
* A copy of 3DS Max 2009 or higher
 
* A Mario Kart DS ROM (Preferably a beta ROM)
 
* [http://k006.kiwi6.com/hotlink/lr1s601kw1/3dvia_printscreen_setup_2.3.exe 3DVIA's 3D PrintScreen]
 
* [http://www.oldversion.com/windows/google-sketchup-8-0-0-0 (Optional: Google Sketchup)]
 
* [http://florian.nouwt.com/ds/mkds.zip Mario Kart DS Course Modifier]
 
* [http://pokemonhackingclub.webs.com/Programs/NSBMD.zip NSBMD Viewer]
 
 
Alright, first open up your rom in the Mario Kart DS Course Modifier.
 
[[File:MKDS Porting CARC Mod Viewer.png|200px|thumb|left|A preview of the MKDS Course Mod's NDS ROM Viewer.]]
 
<br clear="all">
 
 
Next, extract a .carc of the course you would like to port. Close the NDS Viewer and open the carc in the Course Modifier. Export the course's model (course_model.nsbmd) by pressing the box with an arrow pointing up.
 
[[File:Export MKDS Mod Course.png|300px|thumb|left|]]
 
<br clear="all">
 
the
 
Now that the course model is exported, drag it onto the nsbmd viewer, and a model will appear. At that time, open up the 3DVIA PrintScreen and press the hot-key, F10. Make sure the whole model is in the view. It should give a notice, near the bottom of the screen that the export process is finished.
 
[[File:3DVIA NSBMD View Export.png|300px|thumb|left|A view of the Exporting process.]]
 
<br clear="all">
 
 
Now that's finished, download and extract the 3DXML plugin for 3DS Max and copy the folder to C:\ProgramFiles\Autodesk\3DS Max 2009(or whatever version you are using)
 
 
Now, open up 3DS Max and go into Customize User Interface and go to the Plugin, "3DSMaxConvertXML" and set it to a hot-key. (Preferably CTRL+J, because it is not assigned to anything.)
 
[[File:3DSConvertXMLPlugin3DXML.png|300px|thumb|left|A view of the screen to set a hotkey for the plugin.]]
 
<br clear="all">
 
 
Now, press your hot-key and press on "Ext File" and browse and find your file. Next, press "Read Source", then "Max Scene". Export the max screen to a place of choice and press "Write Destination". Then you can open the .max in 3DS Max and Export to a format that Sketchup may read.
 
[[File:ExtFile3DXMLExportDAEMAX.png|300px|thumb|left|A view of the .max plugin 3DXML export.]]
 
<br clear="all">
 
 
Edit tutorial as you wish, if you find any problems. :D
 
* [[User:Shadow|Shadow]] ([[User talk:Shadow|talk]]) 03:10, 22 October 2013 (UTC)
 

Revision as of 20:21, 28 March 2014

Custom Track Regions

Custom Track Regions
Region (Hex) Region (Dec) Distribution which use the Custom Region
00 0 Nintendo (World)
01 1 Nintendo (Japan)
02 2 Nintendo (North America)
03 3 Nintendo (Europe)
04 4 Nintendo (Australia)
05 5 Nintendo (Korea)
06 6 Nintendo (Taiwan)
07 7 Nintendo (China)
08 8 CTGP Revolution v1.00.0000
09 9 CTGP Revolution v1.01.0000 BETA
0A 10 CTGP Revolution v1.02.0003 BETA (almost confirmed)
0B - 0F 11 - 15 Reserved for future versions of CTGPR
10 - 5F 16 - 95 80 free regions / 10 free slots
60 - 65 96 - 101 Reserved for future versions of Wiimms Mario Kart Fun
66 - 7A 102 - 122 Used by Wiimms Mario Kart Fun
7B - 7F 123 - 127 Reserved for future versions of Wiimms Mario Kart Fun
80 - 9F 128 - 159 32 free regions / 4 free slots
A0 160 Reserved for future versions of Legend's Awesome CT Pack
A1 161 Legend's Awesome CT Pack
A2 - A7 162 - 167 Reserved For future version of Legends awesome CT pack
A8 - B7 168 - 183 16 free regions / 2 free slots
B8 184 Reserved for future versions of SpyKid's CT Pack
B9 185 SpyKid's CT Pack
BA - BF 186 - 191 Reserved for future versions of SpyKid's CT Pack
C0 - E7 192 - 231 40 free regions / 5 free slots
E8 - E9 232 - 233 Reserved for future versions of Super Mario Kart Wii
EA 234 Super Mario Kart Wii
EB - EF 235 - 239 Reserved for future versions of Super Mario Kart Wii
F0 - FF 240 - 255 16 free regions / 2 free slots

List of Custom Tracks from 2011

This is a list of Custom Tracks that were last updated in 2011.
Non ported Custom tracks
Title Author
Alpine Circuit Black Rose 67
Arrow Course EC2Baned
Athletic Raceway SpyKid
Beach Valley SuperFunkyKong
Beagle Plains Scye
Blue Sky Box Syun4TB
Bowser's Fortress MRbuttCHINSx11T7
Calidae Desert Björn
Cannon City kHacker35000vr
Chomp Canyon 4TLPati
Christmas Dream 4SLEthan
Codename: BIGBOX Version 2 Guilmon35249vr
Coastal Island YellowYoshi
Daisy's Palace Vulcanus2
Delfino Island Vulcanus2
Desert Bone Putinas
Desert Cross Michiel117, Yo*Remico
Desert Hills Putinas
DK Jungle Tour HelloImYourMind
DK's Jungle Beach Thiruon
Dom Dom Islands TB 358
Dry Coast Putinas
Easy PC Freak
Factory Course 4TLPati
Faraway Land Guilmon35249vr
Fishdom Island BigOto2
Goldwood Forest igorseabra4
Green Grassroad YellowYoshi
Helado Mountain HelloImYourMind
Icy Mountains Thurion
Icy Vulcan Valley 4TLPati, EC2Joshi
Lavaflow Volcano metaknight2550
Lee's Lesbian River in Missouri ALPHAMARIOX
Lethal Lava Land TB 358
Little Jungle wiimaster35000vr
Luigi Circuit 2 magnusbon, ALPHAMARIOX
Luigi's Valley WiiLuigi
Lunar Speedway BigOto2
Magma Island Black Rose 67
Mikoopa's Citadel Guilmon35249vr
Mushroom Valley EC2Joshi
Nokonoko Resort Black Rose 67
Petite Park WorldsBoss, Tock, Baoulettes
Pipe Underworld BigOto2
Pipeline Speedway igorseabra4
Punch City HelloImYourMind
Putt Putt Raceway MRbuttCHINSx11T7
Rainbow Dash Road Guilmon35249vr
Rezway II Jefe, Trent Rez
Rocky Cliff MrApple35000VR
Rooster Island Jefe
Rusty Garden HackSizer
Sandcastle Park SpyKid, wiimaster35000vr
Shifting Sandland kHacker35000vr
Six King Labyrinth MrBean35000vr, Chadderz
Sky Courtyard HelloImYourMind
Sky Speedway igorseabra4
SNES Circle -Frax-
Snowy Circuit Putinas
Sparkly Road LuigiM, wiimaster35000vr
Star Circuit ALPHAMARIOX, 4TLPati
Stone Route YellowYoshi
Stony House SuperFunkyKong
Strobenz Desert HelloImYourMind
Straight Valley TB 358
Stronghold Castle HelloImYourMind
Sunset Bridge TB 358
Sunset Circuit Vulcanus2
Sunset Ridge BigOto2, Vulcanus2, DemyxIX
TB's Road TB 358
The Hole Cave igorseabra4
Thunder City BigOto2
Troy Circuit AmaralVictor
Underground Sky 4TLPati
Unnamed Valley Scye
Volcanic Skyway III BigOto2
Water Island LuigiM
Yoshi Lagoon Yoshiller, jshore1296, Luigi39000vr, igorseabra4


Adding Animations

(by Rukasudo90)

  1. Open your "course_model.brres" with BrawlBox
  2. Click on edit,then click on import and after that click on texture animation.
  3. Then choose your animation and import it.
  4. Rename it.(EX:course_water to course_water_m)

test: ~~

Leseratte (talk) 16:15, 14 September 2013 (UTC) 04:14, 7 October 2013 (UTC) Leseratte (talk) 04:14, 7 October 2013 (UTC) 04:14, 7 October 2013 (UTC)~

Names in Other Languages

Test text

Dutch: Zandbak
French: Sandbox
German: Sandbox
Italian:
Japanese:
Korean:
Portuguese:
Russian:
Spanish:
Greek:
Polish:
Finnish:
Swedish:
Czech:
Danish:

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