DSHack

Archive Generated December 23rd, 2018
Need some people for my hack
Author Posted on 2015/10/27
#801
TheZoroark007 I´m planing to port a few Wii courses (and MKDS courses too in the future) over to Mario Kart 7. And I would need some help!
I need some people who can edit .kmp files and who can optimize the model and music!
I will begin with Warios Gold Mine.
I already made the model and .kcl, but I need a working .kmp file! Here is the Link to what I´ve done that far: https://www.dropbox.com/s/5qojeqs7zqekzt5/Gctr_GlideLake.szs?dl=0

I would be really thankfully if someone would work together with me!
Author Posted on 2015/10/31
#824
NiAlBlack Well, I'm just trying to figure out custom tracks for Mario Kart 7 myself, so I can't really help you out as I'm unexperienced myself, but I can definitely give you some advice.

So first of all, KMP editing:

As mentioned in your other thread, you can use KMP expander to edit KMP files. To use it, you must download it from github and compile it. (Check out the other thread for the link.) I compiled it using Visual Studios Express 2013. Then you can export your KMP using Every File Explorer and load it into KMP expander. Here you can select different sections and export them as CSV. However, you will encounter issues with the German number format (looking at the source code, this could easily be fixed though), so be sure to set the decimal separator to a point "." instead of a comma "," and the list separator to a comma "," instead of a semicolon ";" using the Control Panel beforehand.

Now you can edit your exported file using Microsoft Excel or similar software.

When done, go back to KMP expander, select the corresponding section, click "Inject CSV" and select your edited file.

BTW, the start point is in the Object (GOBJ) section.

2. Scale:
From my experience, a good scale when importing Mario Kart Wii tracks into Mario Kart 7 is 0.1 or even a little less. I took a look at your track and it appears that it is not scaled from the origin. If you scale from the origin, you can simply multiply all values in the MKWii KMP with your scale factor and transfer them to MK7.

3. Model Detail:
Models in MKWii have more detail. Hence, I encountered a slow motion bug when I tested your track. To avoid this, I'd recommend you to use the files ending in "_d" when exporting from Mario Kart Wii. They were designed for multiplayer so they have less detail. If you still encounter a slow motion bug you could try to use a New 3DS and overclock it, that might help it. I don't own one so I can't test it. However, it would be a shame if certain tracks were only playable on the New 3DS.

4. KCL:
When testing your track I could only drive a few meters before I was out of bounds, so something is definitely horribly wrong with your KCL. I also noticed that pretty much everything is drivable, which indicates that your KCL was created from the model itself instead of a separate collision model. I'd recommend you to use Wiimms SZS Tools to export Mario Kart Wii's KCL as OBJ and use that instead. This way, you'll definitely get all the flags right and you'll also save memory as KCL's have less detail. This might also help you to get rid of the slow motion bug.

5. Track Slot/Objects:
You might wanna start with something more similar when it comes to objects. I'd recommend Rock Rock Mountain as it already has bats. The cars from Wuhu Island should work as railroad cars. However, I coudn't figure out how to port objects from one track to another yet, but it has been done for N64 Rainbow Road, so it must be possible. I know that the first ported objects for MKWii required hex editing, so that might be the only way right now, but I don't really know.

I hope that was somewhat helpfull.
Author Posted on 2015/10/31
#825
MKGirlism
If you still encounter a slow motion bug you could try to use a New 3DS and overclock it, that might help it. I don't own one so I can't test it. However, it would be a shame if certain tracks were only playable on the New 3DS.

It's not possible, even if you put a legit Cartridge of MK7 into a New 3DS, it'll still execute it as an old 3DS Game, and therefore, it'll still use the RAM and CPU Limits of an old 3DS.
In order to make it work differently on a New 3DS, MK7 should have been re-Compiled, using the New 3DS DESC, and with at least SDK 10.0 (which matches Firmware 9.x).

But I don't have the MK7 Source Code, nobody other than Nintendo's MK7 Team (or Retro Studios) has, so unless one of the people from the MK7 Team would sacrifice his or her job, there's no way to re-Compile MK7 for New 3DS.
Author Posted on 2015/10/31
#826
NiAlBlack

It's not possible, even if you put a legit Cartridge of MK7 into a New 3DS, it'll still execute it as an old 3DS Game, and therefore, it'll still use the RAM and CPU Limits of an old 3DS.
In order to make it work differently on a New 3DS, MK7 should have been re-Compiled, using the New 3DS DESC, and with at least SDK 10.0 (which matches Firmware 9.x).

But I don't have the MK7 Source Code, nobody other than Nintendo's MK7 Team (or Retro Studios) has, so unless one of the people from the MK7 Team would sacrifice his or her job, there's no way to re-Compile MK7 for New 3DS.


I was talking about smealum's latest release. You can use hans to overclock with any regular 3DS game. He stated that it reduces lag in some games. Are you sure that doesn't work?
Author Posted on 2015/10/31
#827
MKGirlism Yes, I'm sure about that.
Another important thing I didn't mention, is that VRAM in the old 3DS and New 3DS is exactly the same, and so is the GPU.

Besides, I didn't say anything about Overclocking.
Author Posted on 2015/10/31
#828
NiAlBlack Well, you said it's limited to an old 3DS's CPU, but using overclocking it's not. I get that the same GPU will not allow better graphics, but a slow motion bug could also occurr due to a complex KCL.
Author Posted on 2015/10/31
#829
MKGirlism Like I said, I never said anything about Overclocking, except that I didn't say anything about Overclocking.
Besides, not everyone (can) use(s) HANS, so if you want to provide such CT's, you'll need to Test them without Overclocking, before you put those up in the Hack Store.

And CT's being slow is not a Bug in MK7, it's a Bug in the Model and/or KCL you have made.
SketchUp is known to fuck up Models, by adding more Triangles than necessary.
Other than that, EFE's BCMDL Converter is still Buggy.
And finally, Collision also counts for the amount of Triangles shown in-game, so let's say: 2000 Triangles in the Model + 2000 Triangles in the KCL = 4000 Triangles total.
So if you make a KCL File, make sure you use a separate OBJ File, in which you remove everything the Player will never touch.
Author Posted on 2015/11/01
#831
TheZoroark007 I shrinked the poly count of the Wii tack to 10000. It works flawless!
Now I justt have to wait for the graphical .kmp editor (I´m really bad at using exel)
Btw. The out of bounds-thing is releated to the .kmp and not the .kcl.

Here is the updated, no-lag version: https://www.dropbox.com/s/5qojeqs7zqekzt5/Gctr_GlideLake.szs?dl=0
Author Posted on 2015/11/01
#832
NiAlBlack
Besides, not everyone (can) use(s) HANS, so if you want to provide such CT's, you'll need to Test them without Overclocking, before you put those up in the Hack Store.

Pretty much what I said:

If you still encounter a slow motion bug you could try to use a New 3DS and overclock it, that might help it. I don't own one so I can't test it. However, it would be a shame if certain tracks were only playable on the New 3DS.



And CT's being slow is not a Bug in MK7, it's a Bug in the Model and/or KCL you have made.
SketchUp is known to fuck up Models, by adding more Triangles than necessary.
Other than that, EFE's BCMDL Converter is still Buggy.


Yeah, I know that too. However, If your model is simply too complex (which could easily happen with MKWii models) a model without unnecessary triangles won't help you. I never attributed it to MK7 itself. And technically, it's not a bug but just more information than the system can handle.


And finally, Collision also counts for the amount of Triangles shown in-game, so let's say: 2000 Triangles in the Model + 2000 Triangles in the KCL = 4000 Triangles total.
So if you make a KCL File, make sure you use a separate OBJ File, in which you remove everything the Player will never touch.


Yeah, that's why I suggested to use the KCL from MKWii.
Author Posted on 2015/11/03
#846
TheZoroark007 What is the maximum Poly count for Model and .kcl without lags ?
Author Posted on 2015/11/20
#982
TheZoroark007 On my Wario´s Gold Mine port there appeared a new problem_ Once the last driver in GP mode crosses the goal in the first round, the game gets locked up. Does someone know why? Here is the course: https://www.dropbox.com/s/iyr0e5uxs78uued/Gctr_GlideLakeBeta0.1.szs?dl=0
Author Posted on 2015/11/21
#990
TheZoroark007 I recreated the course, it still crashes in the second round. I have no idea why. I hope someone can help me! Here is the course: https://www.dropbox.com/s/lya2c1er2ijlhsz/Gctr_GlideLake%28Alpha2%29.szs?dl=0
Author Posted on 2015/11/21
#991
MKGirlism I've merged the 2 Threads.
Could you keep Questions regarding the same CT in 1 Thread, next time?
Author Posted on 2015/11/21
#992
TheZoroark007
I've merged the 2 Threads.
Could you keep Questions regarding the same CT in 1 Thread, next time?

I can, but if someone else has the same problem, he probaply won´t find the answer because it´s in another thread and the person then create a new thread! Btw. I updated the track, still the same problem, but lags are fixed : https://www.dropbox.com/s/lya2c1er2ijlhsz/Gctr_GlideLake%28Alpha2%29.szs?dl=0