DSHack

Archive Generated December 23rd, 2018
Need help getting started with MK7 modding.
Author Posted on 2015/11/02
#833
User 129 Hello.
I recently found out that Mario Kart 7 can be modded via romhacking. But I don't know what's possible, and what's not possible.
I would like to edit tracks object layout and whatnot, and make custom tracks, replace the music, etc...
So I basically need a info dump of everything MK7 modding.
Thanks:)
Author Posted on 2015/11/02
#834
Miles Ermiiworth You can make CTs (models in general) and custom music.
You need the plugins for Maya or 3ds max for the first aim while you can use BRSTM to BCSTM converter for the second one.
For CTs, you can edit the KMP (A file that contains Checkpoints, enemy routes, item routes etc..) with KMP Expander, which ATM only works with text files and with no graphical editor (I'm working on a brand new version these days).
Author Posted on 2015/11/02
#836
User 129 I have 3ds max, so where can I find the plugins for that, and whatever other tools I'll need.
I found KMP Expander https://github.com/Ermelber/KMP-Expander but how would I compile it? Also, what's CSV?
How would I generate custom track collision, or is that part of the 3ds max plugin? I think the format is KCL?
And does it matter what version of the game I have? (physical game card/eShop version)
Author Posted on 2015/11/02
#842
Miles Ermiiworth

I found KMP Expander https://github.com/Ermelber/KMP-Expander but how would I compile it? Also, what's CSV?

You need Visual Studio to compile it. Btw I think I'll upload that old version for everyone. CSV is a text file with Comma-separated values (CSV). KMP Expander lets you export the routes as CSV so that you can edit them in Excel or simply on Notepad.

How would I generate custom track collision, or is that part of the 3ds max plugin? I think the format is KCL?

By using EFE you can generate KCLs that, yes, are the collision files. No 3ds max plugins for this

And does it matter what version of the game I have? (physical game card/eShop version)

Nope
Author Posted on 2015/11/02
#844
Platinatic EFE: Every File Explorer created by Gericom available on a site called GBAtemp
(just in case you don't have it)
Author Posted on 2015/11/03
#848
User 129 I have visual studio 2013, I hope KMP Expander will compile :P
Where can I find the 3ds max plugins and other tools I'll need? I already have Every File Explorer.
What scaling units does MK7 use? So I know what to set my 3ds max units to.
Are there any limits I should be aware of like, poly count limit, texture resoultion limit, etc...
Author Posted on 2015/11/03
#849
MKGirlism
Where can I find the 3ds max plugins and other tools I'll need? I already have Every File Explorer.

http://store.dshack.org/index.php?/file/3-ds-and-3ds-hack-pack/
http://store.dshack.org/index.php?/file/161-batch-png-to-ctex/

Are there any limits I should be aware of like, poly count limit, texture resoultion limit, etc...

There's an official Limit of 512 kB of VRAM.
However, Pablo already figured out, the real Limit is 2 MB of VRAM.

Also, Textures must be the Power of 2, and no bigger than 256x256, if I'm right (because if not, it'd be no bigger than 128x128).
And finally, it's a general rule for any Console: Keep the Poly Count for irrelevant details as little as possible.
Like, no need to make a High-Poly Palm Tree, which is so far away, the Player will never reach it, anyway.

Speaking of that, it's best to completely remove irrelevant details from the KCL Model, and keep that Model limited to just Road, Walls, and anything else the Player can touch.
Author Posted on 2015/11/03
#850
Miles Ermiiworth

Also, Textures must be the Power of 2, and no bigger than 256x256, if I'm right (because if not, it'd be no bigger than 128x128).


512x works fine too, it's the compression that matters.
Author Posted on 2015/11/03
#851
User 129 Thanks for linking the tools MKGirlism :)
Is there a way to check the amount of VRAM my CT will use, or just put it in the game and see what happens?
I'll keep the poly count and the KCL stuff in mind.
Author Posted on 2015/11/03
#852
MKGirlism Yes, in the first Link, there's something called "3DEditor".
Once you Export your Model from Maya or 3DS Max to CMDL, you can use that Tool to verify it.
But as Ermii already said, Compression really matters, which is why I put up the second Link.
Author Posted on 2015/11/03
#853
User 129 Ah. ok.
I think all I need to know now, is what units the game uses so I can set 3ds max's units to be correct.
Author Posted on 2015/11/04
#854
MKGirlism Why would Units matter?
You can as well just take an already existing MK7 Model, Scale and Position your CT, so they both match the Start Position, and done!
Author Posted on 2015/11/04
#855
User 129 I thought that the scaling units would matter because it matters in another game I mod. Guess not for MK7 :P
Author Posted on 2015/11/04
#856
User 129 I made something quick in 3ds max to test, and I'm ready to export. But I can't get the NW4C_menu.ms script to run.
I'm using 3ds max 2013 64-bit, and I'm pretty sure I set everything up correctly.
I put NW4C_Export.dle in C:\\Program Files\\Autodesk\\3ds Max 2013\\plugins
And the files that are in ...\\DS_and_3DS_Hack_Pack\\3DS\\DccPlugin\\3dsMax\\x64\\2013\\Scripts\\Startup in C:\\Program Files\\Autodesk\\3ds Max 2013\\scripts\\Startup

I tried running NW4C_menu.ms from ...\\Autodesk\\3ds Max 2013\\scripts\\Startup and nothing happens