User talk:Dylanmario

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Revision as of 16:17, 20 February 2024 by Dylanmario (talk | contribs)
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Welcome to the Custom Mario Kart Wiiki!

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Thank you for joining the Custom Mario Kart Wiiki!

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Thank you! Trainiax/SwampyGator (talk) 20:52, 7 June 2021 (UTC)


Something about your mods

Hello, I was wondering, do you have Discord? I wanted to contact you for fix the icons of your cool mods. Otherwise, all your mods are incredible, thanks!

-Victini777

Hello back, No I don't have discord sorry but a fix for the icons would cool, I thought they do look odd, Also thank you very much, Also that Broozer mod is really good. I really like the artwork and the custom animations for it.

-Dylanmario

Questions about your Propeller Mario mod

What did you have to specifically change with the model for it to look proper ingame? Since the page implies that the model was from NSMBW and I am trying to do a Propeller Luigi mod. Thanks in advance. Techmuse (talk) 21:34, 6 April 2022 (UTC)

Hello, sorry for the late reply I haven't been feeling very well, all I did was export the actual Propeller Mario model from NSMBW and then imported it into Blender. Then I imported the Mario model from MKWii into Blender. There I resized and rotated the Propeller Mario model over the MKWii Mario model until the scale looked the same. It was a while ago since I did the mod so I kind of forgot what I mostly did after that point. Dylanmario (talk) 18:03, 9 April 2022 (UTC)

Icons

So I'm a beginner at custom characters and I want to add icons to my mods. What's the best way to make the icons? XanderKartWii (talk) 23:22, 7 June 2022 (UTC)


I use Blender for my icons so here are the steps:

1. Go to Pose Mode and rotate the arms on the character so it looks like this --> Posed Bee Luigi.jpg.

2. Go back into Object Mode and change the Z axis on the Armature to 50 so it rotates half way.

3. Press the red X button by the Transform box so it repositions the camera infront of the character and try to get a good view of the head and most of the top body by zooming in and out.

4. Make sure to correct these settings:

  • Go to Render Properties and in the Film tab check the Transparent option.
  • Change Metallic and Specular values to 0 (This is optional).
  • Turn off Gizmo and Overlays (These are located just above the Transform box).

5. In Object Mode, go to the View tab and press Viewport Render Image, this will render the character with a transparent background. Go to Image and Save As.

6. Open your preferred paint program and highlight the character using a Magic Wand and then Crop to selection. After that resize the image so that the Height value is 62 pixels and make sure Maintain aspect ratio is checked. Resize the canvas (not the image) to 64x64 (32x32 if you are doing the Map icon) and move the resized image in the middle. Also make sure to delete any white background parts as well.

7. (Optional) After resizing the image I usually like to make it brighter by going to Effects then Photo then Glow. Change the Radius value to 1 and Brightness value to -100 leaving the Contrast value at 10. This all done on Paint.NET and may be different on other paint programs.

Hopefully this wasn't to complex. But happy to help a fellow modder :) Dylanmario (talk) 07:29, 8 June 2022 (UTC)

Honestly, this is kind of complex. Is there an easier way? XanderKartWii (talk) 00:24, 9 June 2022 (UTC)


You can also use BrawlBox or BrawlCrate.

Preview the character by right-clicking on model and then Preview. Select the long rectangular box on top, there should be an Options button and in it should have Take ScreenShot. After that read the previous step 6 to edit the picture in a paint program. These are the only known ways I know how to get icons for the characters.

Also what program do you use to edit the textures and such? Paint.NET, GIMP, PhotoShop? Dylanmario (talk) 10:46, 9 June 2022 (UTC)

Got the icons. Thanks! By the way I use FireAlpaca. XanderKartWii (talk) 22:14, 9 June 2022 (UTC)


Never heard of that program, might give it a try if I get bored of Paint.NET. Anyways glad to help. Dylanmario (talk) 16:00, 10 June 2022 (UTC)

Update Permission

Is FJRoyet allowed to update GP Bananan Ruins and MPDS Pedal Pushers? The former would be an alternative version because he wants to restore the original item box model, while the latter would fix the intro cameras. --KantoEpic (talk) 01:21, 16 January 2023 (UTC)

That is very kind of him, Yes he is allowed to update any of my tracks. Dylanmario (talk) 11:07, 16 January 2023 (UTC)

How do you make custom characters?

I wanted to mod a Mr I into the game, but he does not have a rig. I tried to do it with a Bejeweled 2 gem, but it crashed. --Unsigned comment by GreenwaveStudios (talk).

You need to use the Armature that is used by Mario Kart Wii Characters if you are gonna rig new characters. Even then there's already a Mr. I character made by another author you could use instead. Dylanmario (talk) 20:07, 26 October 2023 (UTC)

That was what I was using. I decided to make a character of a different model, but it turns out the model has seperate pieces and no textures.

I also wanted to add an extra texture for the head.

Screenshot 2023-10-28 222208.png GreenwaveStudios (talk) 22:59, 28 October 2023 (GMT)

If you are creating a brand new character from scratch you'll need to use programs such as Paint.NET to make textures. I'm going to assume you want to make a basic colour texture? If so make sure the width and height is in the Powers of 2 such as 2x2 or 64x32.

If you want the head to have a separate texture to it leave it. But to join the rest of the body highlight them and press Ctrl J while your mouse is in the 3D space (The area of your model).

To apply the textures in Blender highlight one of your models and select the red circle option and press New.

Materials Tab.jpg

Now where it says Base Color, select the yellow circle next to it and then Image Texture. You should now have an option to open and locate the texture file. Dylanmario (talk) 12:26, 29 October 2023 (UTC)

Ok, thanks. But now what I want to do is add a texture for the face inside of the texture i have chose for the model. How do you do that?

Bandicam 2023-10-29 19-09-45-668.jpg GreenwaveStudios (talk) 19:10, 29 October 2023 (GMT)

So you want to have another texture on the already green textured face? If so go back into Paint.NET or whatever you use with that green texture and put the other texture you want over it, resize it if you need to and reapply it in Blender though you might need to change the UV Mapping of the model so that part doesn't appear on the body. If you don't know how to UV Map I would recommend looking up a tutorial on how to do it. Hope this helps. Dylanmario (talk) 21:47, 29 October 2023 (UTC)


No, that's not what I mean. What I mean, is I have edited the texture I have picked, and put a face on a part of it. Then I put it on the model. Obviously i might have to do something to put it on properly. Screenshot 2023-10-30 080327.png --Unsigned comment by GreenwaveStudios (talk).

Ok so now what you need to do is change the UV Mapping of the head model in the previous picture you showed so it is over the face part of the texture. Go to the UV Editing Tab and switch from Object Mode to Edit Mode from the top left and highlight the head which you can then change the UV Mapping of it. Dylanmario (talk) 20:32, 30 October 2023 (UTC)

Bandicam 2023-10-31 09-09-06-457.jpg This is confusing. There's no things to change the UV mapping, whatever it's called. --Unsigned comment by GreenwaveStudios (talk).

sorry, i'm just impatient and want to get working on other things quick --Unsigned comment by GreenWaveStudios (talk).

Ah I see the problem and I should of mentioned it my bad. You simply Unwrap it by pressing U and a menu should pop up with an option Unwrap. You can also unwrap it from the view of the 3D space by Project from View. Dylanmario (talk) 11:32, 1 November 2023 (UTC)

GreenWaveStudios, please begin signing your talk page messages by adding ~~~~ to the end of your messages. Trainiax (talk | contribs) 12:17, 1 November 2023 (UTC)


Does this look like a good UV map? Methinks it may look strange ingame. GreenwaveStudios (talk) 15:55, 1 November 2023 (UTC)

Screenshot 2023-11-01 155258.png

That looks like a good UV Map. Dylanmario (talk) 19:12, 1 November 2023 (UTC)

OK, now what should I do next? My model is finished. GreenwaveStudios (talk) 20:08, 1 November 2023 (UTC)

I'm not really well at the moment and I understand you want to make a custom character. But since it's kind of difficult to explain what you need to do in text form without it being confusing (refer to a earlier post about making icons), I would recommend watching this tutorial here which helped me make custom characters a while ago and would be less confusing. Dylanmario (talk) 09:58, 2 November 2023 (UTC)

The thing is, is that when I go to rig, there's no menu to assign the bones. GreenwaveStudios (talk) 11:44, 2 November 2023 (UTC)

I think I should wait until you get well. I can probably learn what to do in text form, as long there is enough images. GreenwaveStudios (talk) 19:45, 9 November 2023 (UTC)

Ok so before you make a custom character (assuming you have dumped your game). Make sure you have an SZS file that you are gonna put the new character onto so for example, the filename for Mario on the Mach Bike would be ma_bike-mr.szs. Go here for reference.

1. Download BrawlCrate and open said SZS file and export the model to DAE. Also before you proceed go here and export the material and shader inside the MDL0 model which I will explain why later.

Step1.png


2. Download Autodesk FBX Converter x64 2013, drag and drop the DAE onto the left side and convert it via the button on the lower right.

3. After that import that model you converted into Blender.

4. Now you should see the Armature and it's model. Now you need scale YOUR model up or down until it's the same height. Then you highlight YOUR model first and then the OTHER one like this. Once if you have it like this Press Ctrl + J or right click in the 3D space.

Step4.png


5. Now go to Edit Mode and only delete the old models vertices. You can easily do this by individually selecting it's material and deleting it. Then delete this material by going back into Object Mode.

Step5.png


6. Now you need to rig it. Although it might look difficult at first, it will be super easy to do it the next time. Judging by your custom character I would only worry about these following Vertex Group names:

  • ankle_l1
  • ankle_r1
  • spin
  • wrist_l1
  • wrist_r1
  • face_1

You can view these by selecting this green triangle.

Step6.png


7. In Edit Mode, Highlight the part of your character you want to rig and press Assign (make sure the right one is highlighted!).

8. Once you rigged the whole model, Go to Weight Paint, Weight and Normalize All.

Step8.png


Well Done! You just made your first custom character. Now you wanna export it to FBX, go to Armature and untick Add Leaf Bones. Now repeat step 2 but instead of the DAE file, you put the FBX file and change it's destination format to DAE Collada.

9. Import it back into BrawlCrate by replacing the old model. Make sure these settings are the same for you. Also import the texture.

Step9.png


10. Now go in it's material and delete this! After that replace it with the material you exported earlier and rename it to the name of your texture. Highlight lm_0 and lm_1 and make sure the HasTextureMatrix is set to True. If you can't leave it.

Step10.png


11. Simply replace the shader with the exported one from earlier as well and save the szs file.

And that's it your done. You can also retexture the karts and bikes if you want and if you want to take it a step further you could replace the lod and multiplayer variants of the models too. But I'll let you try do that on your own. Dylanmario (talk) 10:01, 11 November 2023 (UTC)

thank you so much! GreenwaveStudios (talk) 08:26, 18 November 2023 (UTC)

Glad to help! Dylanmario (talk) 11:47, 18 November 2023 (UTC)

Mod Permission

Hey, I was wondering if I could use your Donkey Kong Jr. mod as a base for a mod I'm working on if that's alright? Bits (talk) 17:28, 17 February 2024 (UTC)

Yes, go right ahead! What character are you making btw? Dylanmario (talk) 16:17, 20 February 2024 (UTC)