Talk:Stunt Circuit

From Custom Mario Kart
Jump to: navigation, search

KMP Problem

Is there any way to line the minimap with the KMP file? I am having trouble with that. --Bcphoton 02:49, 2 March 2013 (UTC)

I don't understand what you mean. Your minimap is always lined up as you edit when using SZS Modifier, assuming your didn't somehow move your minimap model. Or are you saying your minimap isn't lined up in-game? Either way, the Minimap tutorial explains how to make your minimap so that it is lined up correctly. --Jefe 03:03, 2 March 2013 (UTC)

I tried fixing the checkpoint, CPU, and item routes by deleting the old ones from every section except for 1, and replaced them with new ones made in section 1. Now my course wont load. I checked it with Wiimms and it gave me this:

   - HINT: 810 of 5458 drivable triangles are face down => --kcl=RM-FACEDOWN
   - HINT: 657 of 5458 drivable triangles are face down (>30°).
   - HINT: 7057 of 10000 triangles are obsolete (not referenced by the octree)
   + WARNING: 87 of 10000 triangles have invalid values => --kcl=DROP-INVALID
 > All indices are zero based!
 > Section ENPH, Enemy route group #0 of 1
   + WARNING: Invalid 'prev' link @0 [5>=1]
   + WARNING: Invalid 'next' link @0 [1>=1]
 > Section ITPH, Item route group #0 of 1
   + WARNING: Invalid 'prev' link @0 [7>=1]
   + WARNING: Invalid 'next' link @0 [1>=1]
   + WARNING: Invalid 'next' link @1 [2>=1]
 > Section CKPH, Check point group #0 of 1
   + WARNING: Invalid 'prev' link @0 [5>=1]
   + WARNING: Invalid 'next' link @0 [1>=1]
   + WARNING: Invalid 'next' link @1 [2>=1]
 > Section JGPT
   - HINT: Respawn point #2 of 6 'j2' not used/linked.
   - HINT: Respawn point #3 of 6 'j3' not used/linked.
   - HINT: Respawn point #4 of 6 'j4' not used/linked.
   - HINT: Respawn point #5 of 6 'j5' not used/linked.
 > Section GOBJ, Global object #22 of 29, type 'itembox'
   + WARNING: Link to route #0 not needed.
 > Section GOBJ, Global object #23 of 29, type 'itembox'
   + WARNING: Link to route #0 not needed.
 > Section GOBJ, Global object #24 of 29, type 'itembox'
   + WARNING: Link to route #0 not needed.
 > Section GOBJ, Global object #25 of 29, type 'itembox'
   + WARNING: Link to route #0 not needed.
 > Section GOBJ, Global object #26 of 29, type 'oilSFC'
   + WARNING: Link to route #0 not needed.
 > Section GOBJ, Global object #27 of 29, type 'poihana'
   + WARNING: Link to route #0 not needed.
 > Section GOBJ
   - HINT: 3 item boxes give special items to players.
   - HINT: One item box gives a special item to enemies.
 > Section POTI
   + WARNING: Route #0 of 20 is linked by CAME and GOBJ (may force a freeze).
   - HINT: Route #11 of 20 not used/linked.
   - HINT: Route #12 of 20 not used/linked.
   - HINT: Route #13 of 20 not used/linked.
   - HINT: Route #16 of 20 not used/linked.
   - HINT: Route #17 of 20 not used/linked.
   - HINT: Route #18 of 20 not used/linked.
   - HINT: Route #19 of 20 not used/linked.
   - HINT: Optional file:   ./posteffect/posteffect.bfg
   - HINT: Optional file:   ./posteffect/posteffect.blight
   - HINT: Optional file:   ./posteffect/posteffect.blmap
   - HINT: Additional file: ./FlagA3.brres
   - HINT: Additional file: ./SentakuDS.brres
   - HINT: Additional file: ./TownBridgeDS.brres
   - HINT: Additional file: ./TownBridgeDS.kcl
   - HINT: Additional file: ./TownBridgeDS2.kcl
   - HINT: Additional file: ./TownBridgeDS3.kcl
   - HINT: Additional file: ./TownTreeDS.brres
   - HINT: Additional file: ./effect/pocha/rk_pocha.breff
   - HINT: Additional file: ./effect/pocha/rk_pocha.breft
   - HINT: Additional file: ./effect/woodbox/rk_woodbox.breff
   - HINT: Additional file: ./effect/woodbox/rk_woodbox.breft
   - HINT: Additional file: ./group_monte_a.brres
   - HINT: Additional file: ./kinokoT1.brres
   - HINT: Additional file: ./monte_a.brres
   - HINT: Additional file: ./pocha.brres
   - HINT: Additional file: ./seagull.brres
   - HINT: Additional file: ./sun.brres
   - HINT: Additional file: ./woodbox.brres
   - HINT: Modified file:   ./FlagA3.brres
   - HINT: Modified file:   ./SentakuDS.brres
   - HINT: Modified file:   ./TownBridgeDS.brres
   - HINT: Modified file:   ./itembox.brres
   - HINT: Modified file:   ./woodbox.brres
=> 16 warnings and 42 hints for YAZ0.U8:sc18.szs

How can I fix it so it will work again? --Bcphoton 06:09, 9 March 2013 (UTC)

Change the next/prev setting of the section to 0, assuming you removed the others. Also be sure that section covers all entries of the group.
kHacker35000vr 22:06, 9 March 2013 (UTC)

Texture Problem

I am having problems getting textures to show up in game. They show up in the SZS Modifier and in the camera preview. but when I actually start the race, they don't load. The textures that don't load are: Asphalt 1 (Road), Turbopad 1 (Boost), and Groundcover Sand (Off Road). Stone (Walls) load fine.

The dimensions of those textures aren't in powers of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024....) The game has trouble with textures that aren't the right size. Open them in a photo editor and resize them. Also, several of your textures are black in the SZS, this is caused when you aren't using a texture in SketchUp. This is all covered in the Modeling With 3D Editor Tutorial. --Jefe 04:16, 3 March 2013 (UTC)

I tried resizing them and importing the black textures, but it still won't work. What can I do? --Bcphoton 02:44, 4 March 2013 (UTC)

I took another look at your SZS. You can't see those textures because the surfaces are upside down. The Delfino model had the same problem. Whenever you make a surface that you're going to touch in SketchUp, you have to make sure the surface is white, not light blue. If it's blue, you won't see it and won't collide with it. You'll have to reverse all the faces that are pointing the wrong way. Check the 3D modeling article for how to fix, it's explained in detail. --Jefe 03:58, 4 March 2013 (UTC)


Checkpoints

I am having problems with checkpoints. When I pass the finish line, it doesn't count laps and it jumps my position to 12th. What can I do to fix it? --Bcphoton 22:59, 5 March 2013 (UTC)

Just as a note, I see you've posted several questions here and deleted them as you figured things out. Once you post something on a talk page it's supposed to stay there. It would be better to just post your solution instead of removing the question.
There could be several things happening with your checkpoints. The sections might be in the wrong order, or you might be missing a key checkpoint somewhere if they aren't stretched wide enough. --Jefe 04:47, 6 March 2013 (UTC)

I can't get the sections of my checkpoints to connect. I try to type in -127 for the next and last column, but it just puts it back to whatever it used to be. I can't figure out what is wrong. --Bcphoton 00:41, 7 March 2013 (UTC)

Are you using SZS Modifier or KMP Cloud? Cloud seems to handle checkpoints better and fixes some stuff automatically. Actually, for most things now, you should use Cloud. It's considerably more user-friendly.--Jefe 02:37, 7 March 2013 (UTC)


Jump Ramps

Im trying to make blue jump ramps on the sides of walls, and I have tried using the Fast Trick and Trick Ramp KCL flag for it, and neither work. What KCL flag is right? --Bcphoton 23:40, 8 March 2013 (UTC)

Im trying to make blue jump ramps on the sides of walls. Is Fast Trick the right KCL flag? --Bcphoton 22:58, 13 March 2013 (UTC)

You're thinking of half pipe ramps. I haven't made one, but I'm sure you need the Half-pipe Ramp (0x13) KCL type. You also need to make a wall extending upward vertically. I'm not sure how the KCL is supposed to be set up on them though. --Jefe (talk) 06:03, 14 March 2013 (UTC)

AdFly

Why do I keep getting the download link changed from AdFly to Mediafire? I want it to be AdFly. --Bcphoton 01:54, 10 March 2013 (UTC)

Have you been paying attention to this? http://wiki.tockdom.com/w/index.php?title=Stunt_Circuit&action=history
ZillaSpaz 02:18, 10 March 2013 (UTC)

I looked in the Rules before posting that AdFly link and it didn't say it wasn't allowed. --Bcphoton 02:39, 10 March 2013 (UTC)

The rules are for the most common events, but the rules never cover everything that can happen. That is where moderators are for. All custom tracks contain nintendo elements, it is impossible to don't have them. If you use adfly you are making money of something that is already on the edge of being legal, and that is illegal. And don't expect to make a lot of momey anyway, with 200 downloads you only have a few cents.
kHacker35000vr 08:52, 10 March 2013 (UTC)

Video

Could someone take a video of v1.2 of this track? Thank you! --Bcphoton (talk) 03:40, 15 April 2013 (UTC)