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)
 
^^^ 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)
 +
 +
 +
----
 +
 +
 +
=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 20:57, 12 December 2014

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 ? ?

^^^ Is this REALLY neccessary? I have never seen an article on the Wiiki with this infomation. --Michael (talk) 21:01, 12 November 2014 (UTC)




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:
-course.kmp
-course.kcl
-course_model.brres
-map_model.brres
-vrcorn_model.brres
-Any object files used in course.kmp

KMP

-First thing to try is to remove objects from your KMP that you won't need for your track.
--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.
--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.
--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.
--Try to reduce the number of objects to be below 200.

-An object has invalid settings.
--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.
--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.
--Objects like Thwomps require solid ground beneath them. Move then onto the track or remove them from your KMP.

-You have two STGI entries.
--Remove one.

KCL

Check for:
-Proper KCL Flags
-Two-sided faces
-Model being too complex for KCL
-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.
--Make sure the brres isn't corrupted or modified. Also be sure you have anything else required by the object, like effects.
---Also be sure any custom content inside the BRRES is the correct version.

-Your file size is very big.
--Remove files that aren't used by the track.

-Your map model is missing required bones.
--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.
--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!
--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
--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
--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
--Your "First Camera" is probably wrong.
--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.
--Try not to make textures larger than 256x256 in most cases. 256x512 can be used if needed. 1024x1024 should be used sparingly.
---Nintendo uses one 2048x2048 texture; the Earth in Rainbow Road.
--Transparent textures can cause lag if there are a lot of them, too.

-Your track model itself might be too complex.
--You can use textures to fake detail in most cases, such as bricks and details on windows.
--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.
--This isn't as likely but it's still possible. Duplicate textures should be delt with, or shrunken down to a smaller size.
--SketchUp's OBJ export tool may create a lot of duplicate textures.

-Your materials have too many shader stages.
--You shouldn't need 8 textures on one polygon. Try combining them into one texture, if possible.