DSHack

Archive Generated December 23rd, 2018
MK7 CT
Author Posted on 2015/10/13
#737
User 113 Hello , im Kerem
and was really curius of these custom tracks. How can i create my own?
I really need help...Btw My favorite rainbow road is n64 rainbow road.
Author Posted on 2015/10/13
#741
MKGirlism Here's a little Starters Pack: https://www.dshack.org/store.php?page=file&fid=3
To change whatever resides inside SZS Files: http://archive.dshack.org/thread.php?tid=2308 (There is still no EFE Thread on this Forum, for some reason...)
Highly recommended for Textures: https://www.dshack.org/store.php?page=file&fid=161
And if you're using an MK7 ROM (instead of LayeredFS): https://www.dshack.org/store.php?page=file&fid=104

Okay, now you have the Tools, mostly, because you'll still need Maya 2012, 2013, 2013.5, or 2014 (Or 3DS Max from the same years).
If you use Maya, you must use the BAT File in the "DS and 3DS Hack Pack", to run Maya, in order to Export your CT as CMDL or BCMDL.

While Exporting, make sure your CMDL Name matches with the Tracks' Name, or it will not work.
Additionally, make sure you disable Fragment Lighting for all Materials in Maya or 3DS Max.

If you don't have Maya, or if these steps are to difficult, you can as well use EFE's CMDL Importer, but it's still unstable.
Author Posted on 2015/10/14
#744
User 113 So do i create a model on sketchup? Then what do i do?But thanx anyway you are awsome!
Author Posted on 2015/10/14
#745
MKGirlism The next step, is to read the entire Text I just wrote again.
Author Posted on 2015/10/16
#757
User 113 Ok. ;)
Author Posted on 2015/10/17
#762
TheZoroark007 Do the Plugins also work with 3DS Max 2012 64x or only with 32x ?
Author Posted on 2015/10/17
#764
Platinatic it needs to be 3dsmax 2011 32x
Author Posted on 2015/10/17
#765
MKGirlism
Do the Plugins also work with 3DS Max 2012 64x or only with 32x ?

It does, but higher is better.

it needs to be 3dsmax 2011 32x

That only applies to the DS Plugins.
Author Posted on 2015/10/26
#791
TheZoroark007 I tried to use the plugins on 3DS Max, but everytime I try to export a
model as NW4C, 3Ds Max says: Output File Name is wrong , but I didn't inserted any...
Also, if I export a model from 3DS Max as .obj and try to convert it with EFE, it says: Given Path Format is not suported...
Author Posted on 2015/10/26
#792
MKGirlism
3Ds Max says: Output File Name is wrong , but I didn't inserted any...

Because you actually have to insert a File Name, the exact Track Name, to be exact.
So if you want to put your CT on Toad Circuit, your File Name has to be "GctrToadCircuit", for example.
Author Posted on 2015/10/26
#793
TheZoroark007 Where can I insert the filename?
Author Posted on 2015/10/26
#794
MKGirlism It should be an option while Exporting, but I'm not entirely sure, as I use Maya 2014 instead.
Author Posted on 2015/10/27
#795
TheZoroark007 No there is no option. I just click NW4C export in Plugins and get that error
Author Posted on 2015/10/27
#797
MKGirlism Don't you by any chance have another option called, "Export with options"?
Best is to ask Pablo, he uses 3DS Max.
Author Posted on 2015/10/27
#800
TheZoroark007 Yes, but there it gives:
Unknown keyword "count"
Author Posted on 2015/10/28
#807
Baoulettes Same problem as you, currently trying to figure out what cause it ^^
Author Posted on 2015/10/28
#808
Baoulettes Well here a little tips (I got it working on max 2014)

To correct the first problem "Unknown keyword "count" "
add "NW4C_ROOT" Environnement variable in the dirrectory that go Every 3DS NW4C tool (creative studio etc)
Then open Macroscript debugger (listenner)
It will tell you everything it need and where it need to be :)
Author Posted on 2015/10/28
#816
MKGirlism
Well here a little tips (I got it working on max 2014)

To correct the first problem "Unknown keyword "count" "
add "NW4C_ROOT" Environnement variable in the dirrectory that go Every 3DS NW4C tool (creative studio etc)
Then open Macroscript debugger (listenner)
It will tell you everything it need and where it need to be :)


That's to complicated.
You can as well just make a new Folder somewhere (like: C:\\NW4C), and only set the "NW4C_ROOT" Variable to that Folder.
Windows will take care of the rest for you.
Author Posted on 2015/10/29
#819
Baoulettes That almost what I did (different folder)
But to make everything working after that I just suggest to look at the listenner ^^
Author Posted on 2015/11/06
#866
TheZoroark007
Well here a little tips (I got it working on max 2014)

To correct the first problem "Unknown keyword "count" "
add "NW4C_ROOT" Environnement variable in the dirrectory that go Every 3DS NW4C tool (creative studio etc)
Then open Macroscript debugger (listenner)
It will tell you everything it need and where it need to be :)


That's to complicated.
You can as well just make a new Folder somewhere (like: C:\\NW4C), and only set the "NW4C_ROOT" Variable to that Folder.
Windows will take care of the rest for you.

How do I set the variable to C:\\NW4C ?
Also, how can I then convert the .ctex files and the .bcmdl to one custom track ?

Edit: In Maya 2015 it tells me that CreativeStudio cannot be found!
Author Posted on 2015/11/06
#867
MKGirlism First off, Right Click "This PC", and choose "Properties".
Go to "Advanced System Settings", click "Environment Variables", and click "New...". (User or System, it doesn't matter.)


Before you Export your Model, make sure you do this little extra step:
1. Go to Window -> Rendering Editors -> Hypershade.
2. While you have that open, go to NW4C -> NW4C Set Material Attribute.


While Exporting, make sure it looks about like this:


In Creative Studio (NW4C\\h3d\\tool\\bin\\CreativeStudio), perform the following steps:
Author Posted on 2015/11/06
#868
TheZoroark007 Thank you! Now it´s working.

Btw. How do I check if a model has problems , because of big size etc ?
Author Posted on 2015/11/06
#869
MKGirlism It's done in 3D Editor (NW4C\\h3d\\tool\\3DEditor).
However, my Tablet doesn't want to show me the Properties Window, when I want it to, so I can't explicitly show it, at the moment.
Author Posted on 2015/11/06
#870
TheZoroark007 Ok. There is no reason to hurry.

Normaly, the max poly count for .kcl is 10000 and for the model it's 15000, so 25000 in totall and the max texture is 2MB. Is that right?
Author Posted on 2015/11/06
#871
Gericom
Ok. There is no reason to hurry.

Normaly, the max poly count for .kcl is 10000 and for the model it's 15000, so 25000 in totall and the max texture is 2MB. Is that right?

You can not simply add the number of triangles in the model to the number of triangles in the kcl. These are 2 totally different things.
Author Posted on 2015/11/06
#872
TheZoroark007 I know. But I thought that he 3DS loads both and so is the poly count...
So, what is the maximum amount of polys on the screen?
Author Posted on 2015/11/06
#873
MKGirlism There is no hard limit, or if there is, we don't know.
And 2 MB applies to the total VRAM, which means Textures, Materials, and Vertices together.
Author Posted on 2015/11/06
#874
Miles Ermiiworth KCL isn't in VRAM, just sayin' :P