Talk:Custom Track Tutorial

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Discuss here about the Custom Track Tutorial

Which track do I replace?

How do I know which track to replace with my Custom Track? ~§ω★ξviL 22:44, 18 August 2012 (UTC)

It depends of used sound effects and more of the special features of the slots. -- Wiimm 07:54, 19 August 2012 (UTC)
Could that be a reson why my track freezes while it is loading? ~§ω★ξviL 23:25, 20 August 2012 (UTC)
May be. If you send me the track, I can make a quick preview for you. You can use a forums PM -- Wiimm 05:12, 21 August 2012 (UTC)


I think I'm gonna take the job of re-writing the KMP tutorial. I know a good way to write it ~igorseabra4

And why did you completely removed the PROGRAM tutorial page? Which aim is just to describe how programs work (ok kmp part wasn't good)
Vulcanus2 20:54, 19 March 2011 (CET)
I was going to re-write it in each tutorial's page. For example, using the SZS Modifier is so easy it doesn't require a tutorial, but the KMP editor does. So the tutorial for it is the same as the KMP editing ~igorseabra4
Much better than before, huh?
Igorseabra4 00:15, 21 March 2011 (CET)
Where can i find the download of SZS Explorer?!? I cant find it and i downloaded CTools!--Funkykong975 13:58, 4 August 2012 (UTC)
SZS Explorer is part of CTools. When you install CTools, you get SZS explorer. --Jefe 15:28, 4 August 2012 (UTC)
I still don't find it on my computer.--Funkykong975 06:13, 5 August 2012 (UTC)

Is there the possibility to make a Music Editing / Modification tutorial in here ? A lot of people find difficult the BRSTM making.

HelloImYourMind 01:17, 9 June 2011 (CEST)

You can start :P
Tock 02:04, 9 June 2011 (CEST)
Thanks! I'll start as soon as possible :) but I might need some help, I dunno this page format.
HelloImYourMind 02:09, 9 June 2011 (CEST)

Please! Update the tutorial, in the Kcl archives, when I put these values an error message appears:

"The KCL generation encoutered a problem with one or more areas. These have been excluded from the Kcl."
Type Variant Hex Value
Road (0x00) 002 0040

LBFlbf1 12:38, 3 July 2011

You can ignore this errors.
Tock 17:54, 3 July 2011 (CEST)
Thanks!
LBFlbf1, 18:27, 3 July 2011
I have other problem with kcl, my course model is too complex for the kcl, and I cannot expand the file. See a better description of the problem here.
LBFlbf1 13:12 4 August 2011

Unlock

Can this page be unlocked? I'd like a stab a cleaning up this page.--Jefe 20:01, 9 October 2011 (CEST)

It's only locked for unregistred people.
Tock 21:46, 9 October 2011 (CEST)

Ah. I misread the message at the top of the page then. --Jefe 00:57, 10 October 2011 (CEST)
Maybe it's the change you made to my user group, but this page is still locked for me. --Jefe 12:22, 15 October 2011 (CEST)
Now it must work :P
Tock 13:40, 16 October 2011 (CEST)

Shadows

I wanna make shadow on my CT, but i dony know how to make shadows. Could someone create a shadow tut?

PC Freak 17:06, 17 July 2012 (UTC)

There are so far four ways to create shadows for a course.
  • Vertex colors (requires a 3D editor that supports vertex colors and DAE exporting for BrawlBox)
  • Shadow mapping (requires a 3D editor that supports multiple uv maps and DAE exporting for BrawlBox)
  • Shadow polygon and texture blending
  • Darkened textures and/or polygons
They are listed in order of difficulty with the last option being the easiest in my opinion.
I'm not good at tutorial writing but maybe whoever writes it can explain each of these options for CT creators. --Torran 19:44, 17 July 2012 (UTC)
I'll do that last one first on a earlier version, if someone makes a tutorial I'll do the better one, becouse the characters don't get darker.
PC Freak 06:01, 18 July 2012 (UTC)

Need Help Importing Files

Hi guys, I'm new to your wiki and I like it a lot to be honest. I was directed here while trying to make a custom track. I have a problem when trying to import my obj file that I made in GoogleSketchup onto my brres editor. Every time I try to import my .obj file it says, "Importer Error, Invalid Argument vn.768448e-017-1.24703e-015-1. What do I do to fix this? I've heard that I need to use the OBJexporter because my sketchup is too new, but I don't know where to put it and how to use it to update. Help? Please? Sorry if this is in the wrong place or format, I'm still a noob on here.
-- Unsigned comment by Pokecole37 (talk)17:02, August 25, 2013‎ (UTC)

Your object exporter for Sketchup is overdated. You'll need to find an older version of the obj exporter. --Segatendo 8:04, 14 February 2014 (UTC)
Try this one.--Jefe (talk) 20:32, 14 February 2014 (UTC)

Saving a Track

Can someone please make a tutorial on how to save custom tracks and where to save them on the SD for Mario Kart Wii?--TAS EPIC (talk) 05:22, 2 August 2014 (UTC)

Read this. --Quajeek99 (a.k.a. ezioma3) (talk) 14:06, 2 August 2014 (UTC)

Custom Track will not load.

I followed all the instructions on the tutorial, but my custom track will not load when I try it on my wii.

--Yoshinator (talk) 00:25, 28 November 2014 (UTC)


There are so many causes for a track to not load. Have you tried removing objects from the KMP if there are any?
--Guilmon35249vr (talk) 02:14, 28 November 2014 (UTC)
Still does not load. Why is that?
--Yoshinator (talk) 23:14, 28 November 2014 (UTC)
What's inside your SZS file?
--Guilmon35249vr (talk) 17:01, 15 December 2014 (UTC)

Graphic bug in some of my custom tracks

I've already created some custom tracks on MKWII which worked fine but if i draw some complex shapes they'll look like this in the game: (left picture: mkwii / right picture: SketchUp)Superandi CTImportError.png

I used "SketchUp"(with obj exporter), "Wiimms SZS Tools" and "Wii Scrubber" for my custom tracks. Has anybody ever seen this bug and knows how to fix it?

--Superandi (talk) 22:06, 14 December 2014 (UTC)

I'd say it's mostly the complex geometry, more than the obj exporter can handle. I had something very similar happen to me when I attempted to export a minecraft mesh to another game. It also has to do with how it's constructed. Lots of indentations and curves, and very few simple flat faces aside from the floor. Models like this might look good inside SketchUp, and even if you managed to export it correctly, it is just too complex for a game like Mario Kart Wii. It would also look terrible because of how lighting works in MKWii - the mesh just "glows" so you don't get any shadowing and would appear to be mostly flat surfaces anyway. (Vertex coloring is used in standard tracks, and by some CT authors in levels like Sunset Ridge.)
Take a look at some of MKWii's stock tracks or even most custom tracks. Textures are used to approximate the look of complex surfaces, but the geometry itself is usually quite simple. Reoccurring shapes like those torches or columns should be constructed very simply or made into objects so they are instanced - a single object is loaded into memory once instead of a bunch of independent sections of a larger mesh. Once they are a certain distance away they are culled, further helping optimize the game - which can't happen if they are part of the main level mesh. Trees in stock tracks are a very good example of this - most are either objects or 2D flat textures applied to the main model. --Jefe (talk) 05:14, 15 December 2014 (UTC)
MDL0 files have a vertex limit of 65535, since there are two bytes for number of vertices (according to the MDL0 page).
Having more than that might cause problems like this, as it would write that number improperly, probably overwriting other data, or simply not writing the full amount of points.
As said above, try making textures to make these patterns on your wall.
--Guilmon35249vr (talk) 16:57, 15 December 2014 (UTC)