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Revision as of 21:13, 7 September 2013

Torran
Avatar: 200px
Skype: watorran

About Me

Hello, I'm Torran, or WATorran on other sites if the former is already taken.
I specialize in the porting of past courses from various Mario Kart games.
I also dabble in a bit of original CT creating from time to time.
*wink* *wink* *nudge* *nudge*
Boredom drives my motivation.

Custom Sets

You may have noticed these things called Custom Sets floating around tracks that I have either made or fixed. As it says, Custom Sets are feature sets that may affect the normal gameplay of Mario Kart Wii. What does that mean? Let's say for example that a red shell is about to hit you but you go through a cannon before that happens. Normally, you're safe from the red shell the moment you enter that cannon. Not anymore. Below is a full list of Custom Sets, a short description about what they do, and the latest track that implements them. If you wish to implement a Custom Set or Sets in your custom track(s) then by all means, grab a track that already implements said Custom Set(s) and see how it's done for yourself. Just make sure you tell everyone that your custom track has a few tricks up its sleeve, or they might be in for a nasty surprise.

Custom Sets Description Latest Track
DIR (Dual Item Routes) Red shells and bullet bills will take separate paths from each other, usually advantageous for the red shell. GCN Daisy Cruiser (v1)
FEI (Flight Enabled Items) Red shells can traverse through any environment by either flying, swimming, or digging. As a consequence, other items can fly as well. Desert Mushroom Ruins (RC3.1)
RSC (Red Shell Cannon) Red shells can take cannons. As a consequence, other items can go through a cannon as well. Star Slope (RC2)
URS (Undying Red Shells) Red shells can survive hitting walls. As a consequence, green shells will slide across walls instead of bouncing back.

Torran's Tips and Tutorials

Lightmaps

Under construction.

This guide will walk the reader through the creation of lightmaps for custom tracks using 3ds Max. This guide will assume that the reader has basic knowledge of both 3ds Max and BrawlBox as well as concepts involving materials, textures, uv maps, and shaders. If you do not possess such knowledge, please go familiarize yourself with said concepts before continuing. This guide will also assume that the track's implementation is complete; the course model should be complete as should the KMP for static objects not part of the course model. Do not continue if any of these elements are incomplete as they are crucial to the creation of a complete shadow map. Now that all of the formalities are out of the way, let's begin.

First, we will cover shadow projection via sun or other light sources. This will require you to know the location of any and all light sources on your track.