Creating a BRRES with RiiStudio
This page is a part of the Custom Track Tutorial. Back to the main tutorial page.
This page describes how to create a custom track BRRES from scratch with RiiStudio.
This method will generate the smallest amount of facepoints for your model, in comparison to using CTools or BrawlBox. The image below uses Luigi Circuit as an example:
First, open your user preferences with CTRL + ALT + U (File → User Preferences in 2.70, Edit → User Preferences in 2.8+). Go to Add-ons → Install. Select "riistudio_blender.py" from the RiiStudio Directory.
Then enable the add-on, and set the RiiStudio Directory to the location of "RiiStudio.exe".
Now you should be able to export your model as a BRRES file.
With the plugin installed, you can find various additional settings under your materials.
Culling controls which side of the face should be visible. In most cases, you want to only display the front (outside). Displaying both sides is often used on materials such as fences and gates.
Controls alpha mode of the material. The following options are available:
|Outline||Binary alpha. A texel is either opaque or fully transparent.|
|Translucent||Use a full range of alpha. Use on partially transparent textures.|
Lighting and Fog
Both options control if the model should receive lighting and fog respectively. In most cases, use the default settings.
UV Wrapping Mode
You can change how the texture is extrapolated outside of its original bounds, both on U and V separately. The following options are available:
|Repeat||Causes the image to be repeated.|
|Mirror||Causes the image to be repeated and flipped.|
|Clip||Extend by repeating edge pixels of the texture.|
Texture filtering describes how the specific texture is filtered. The zoom-in option defines the filter applied to the texture while looking up close. The most common option is "Blurry" (Bilinear interpolation), which makes the texture look not pixelated and smoother. "Pixelated" (Nearest) is also an option.
The zoom-out option defines the filter that affects the texture when looking from far distances. Most common option is "Blurry" (Bilinear interpolation). "Pixelated" (Nearest) is also an option.
Mipmaps are smaller versions of the textures, which are displayed when you are further away from the models, to improve the visuals of your track. Your textures will look smoother and you can heavily reduce moiré patterns.
With mipmaps enabled, you can also change interpolation setting, which defines which mipmap should be chosen.
Here is how different mipmap settings and zoom-out filters combine:
The textures must actually contain mipmaps for this to work.
When using mipmaps, textures may become blurry if the texture LOD result is larger than expected and small mipmaps are referenced. To adjust this, you can change the LOD Bias setting. Increasing the bias will make mipmaps appear closer; decreasing will make them appear further away.
Yet to be done
Exporting from Blender
Yet to be done
Yet to be done
Introduction – Textures – Scale – Modeling ⇒ Using Blender – BRRES: CTools
BRRES: BrawlBox – BRRES: RiiStudio – Minimap – Solidity – KCL: Wiimms Tools – KMP Editing
Object Editing – Cameras – Cannons – Post-effects – Videos
Battle Arenas – Enemy routes in battle arenas ⇒ Using Wiimm's Tools – Coins
Getting Files – BrawlBox Tricks – Animations – Shadows – Mipmaps
Custom Effects – Moving Terrain – Music – Ports – Paint Remakes – Tutorial Archive
Extended presence flags: Track Tutorial – LE-CODE Track FAQ
Testing and Reviewing
Testing a Track – Visual Review – Track Transformation – Fixing Errors
3D Tools – BrawlBox – CTools Pack – KMP3D – KMP Cloud – KMP Modifier
Lorenzi's KMP Editor – MagicY – Material Tool – Post-Effect Editor – Wiimms SZS Tools – Wiimm's Tool Manager
KMP Objects – Custom Objects – Model Database – Tutorial Archive