Talk:SNES Ghost Valley 3 (Omonimo747)

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Revision as of 17:04, 1 November 2015 by Omonimo747 (Talk | contribs)

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From the pictures, it looks like the vrcorn is quite small or maybe just misplaced. You can even see a Boo clipping through it in the first picture. If you're using Wiimms SZS Tools just make sure you add --pfile=-vrcorn when transforming. Also make sure that you use the correct proportions and placement for the track if you didn't do already. Just look at GV2's model for reference.
--maczkopeti (talk) 11:34, 31 October 2015 (UTC)

It is also possible to only resize (in a second turn?) the vrcorn by using --pfile=vrcorn --scale=xx.
If using wszst test --pfile=-vrcorn the tools list the final interpretation of options: ... patch files: 2360 = "LOG,KMP,KCL,MODEL,MINIMAP"
-- Wiimm (talk) 13:56, 31 October 2015 (UTC)
Thanks for advices, but Boos are just misplaced, because I'll place them better after placing the obakeblocks (but I don't exclude a vrcorn's scale).
In that regard, do you know a way to place the blocks in order like SNES GV2, avoiding a manual one by one placing? Because with OBJ importer on KMP Cloud and KMP Modifier they are imported disorderly and the CSV importer of KMP Modifier doesn't work (objects are without ID and saving gives error, so a save is impossible).
-- Omonimo747 (talk) 15:24, 1 November 2015 (UTC)
You can use KMP Cloud's copy-pasting. Just have the XYZ positions divided by tabulators and paste them in.
--maczkopeti (talk) 16:19, 1 November 2015 (UTC)
But I have to replace coordinates one by one thus.
-- Omonimo747 (talk) 16:40, 1 November 2015 (UTC)
No, it doesn't have to be one by one, just paste all of the coordinates in once.
--maczkopeti (talk) 16:48, 1 November 2015 (UTC)
It worked,thank you so much. I think it's a good thing write this somewhere for the future and for other CT Creators; where could be written?
-- Omonimo747 (talk) 17:04, 1 November 2015 (UTC)