User ID: 105
Thread: NSMB2 editor upcoming -- CoinKiller
Author | Posted on 2015/10/06 |
TheZoroark007 |
Finally another NSMB2 editor! Does this support entrance/zone editing? These two are the reason I don't use Reggie! anymore since I would really need them! If I can help you, just ask me! I have a Gateway andwould be proud to test some stuff for ypu! |
Author | Posted on 2015/10/06 |
TheZoroark007 | Is .kmp editing/creating possible right now? I started a custom track back in April and all I need now is a working .kcl... |
Author | Posted on 2015/10/06 |
TheZoroark007 | Is there a tutorial for that? |
Author | Posted on 2015/10/07 |
TheZoroark007 |
Or simply, try compiling my KMP Expander https://github.com/Ermelber/KMP-Expander Thank you! I will try it! Edit: Now I just have to figure out how to read the positions from my track and port them to the .csv file ... And at the moment, I don't need a complex .kmp file with enemy routes and so on.I would just need a simple .kmp where I don't fall down/ride out of the bounds everytime I drive somewhere where the original track has ended (I don't mean the collision file, that is ok on my mod). |
Author | Posted on 2015/10/10 |
TheZoroark007 |
So, what do I have to edit to make the course driveable in Time Mode (Kart Points or Enemy Routes or Checkpoints...)? And should I first import my model in Mario Kart Wii, then make a MK Wii .kmp and read the positions from there (or is there a way to convert MK Wii .kmp directly to a MK7 .kmp?) ? Or if you want to make the .kmp for me (would be nice, but you haven´t to), here is the model file (as .obj) : https://www.dropbox.com/s/9quuw88g36yo25w/goldmine.rar?dl=0 |
Author | Posted on 2015/10/10 |
TheZoroark007 |
Ok. I will do it tomorrow! Thanks! But what do I have to edit to make the course driveable in Time Mode (Kart Points or Enemy Routes or Checkpoints...)? |
Author | Posted on 2015/10/11 |
TheZoroark007 |
No, you have to read the values from an NKM because MKDS scale = MK7 Scale Are you sure that the scale is the same? I converted my course to .kcl and in the .nkm editor I only see a part of my course... I now scaled the model down by 50 % now it is shown in the .nkm. Is everything right until this point? Here is what I´ve done yet: ![]() |
Author | Posted on 2015/10/12 |
TheZoroark007 | Can anyone check if everything is correct? |
Author | Posted on 2015/10/13 |
TheZoroark007 |
When this supports MK7 in the future, do you think you can add .kmp editing support ? |
Author | Posted on 2015/10/17 |
TheZoroark007 | Do the Plugins also work with 3DS Max 2012 64x or only with 32x ? |
Author | Posted on 2015/10/22 |
TheZoroark007 |
Graphical editor in progress: It looks great that far! Can't wait till the release! |
Author | Posted on 2015/10/26 |
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 |
TheZoroark007 | Where can I insert the filename? |
Author | Posted on 2015/10/27 |
TheZoroark007 | No there is no option. I just click NW4C export in Plugins and get that error |
Author | Posted on 2015/10/27 |
TheZoroark007 |
Topic. I would really need one , because I want to make a kind of Super Mario Galaxy remake! |
Author | Posted on 2015/10/27 |
TheZoroark007 |
Well, it seems that at least it is possibe to edit levels: https://gbatemp.net/threads/rom-hack-super-mario-3d-world.400877/ |
Author | Posted on 2015/10/27 |
TheZoroark007 |
Yes, but there it gives: Unknown keyword "count" |
Author | Posted on 2015/10/27 |
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 2015/10/28 |
TheZoroark007 |
Will this be able to first load the .kcl of the course one want to create? Would be very usefull to see the right positikns! And as a suggestion: It would be nice to have a .nkm to .kmp converter to make porting easyer, if that is possible! |
Author | Posted on 2015/10/30 |
TheZoroark007 |
Ok. Thats fine too! I'm really looming forward to this! Btw. how many polys can a model have to play good in MK7? Same fir how big can he texture be (filesize)? |
Author | Posted on 2015/10/31 |
TheZoroark007 |
I ported the battle courses Tart Top and Block Fort to MK7. They are driveable, but now I just need too wait for the .kmp ediitor to make them really enjoyable! Screenshots: ![]() ![]() ![]() ![]() ![]() ![]() |
Author | Posted on 2015/11/01 |
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 2015/11/02 |
TheZoroark007 | Do we already have a collection of what point does what in a .kmp ? |
Author | Posted on 2015/11/02 |
TheZoroark007 | I mean a documentation ln what things like Previous 1;2,3 ... mean. |
Author | Posted on 2015/11/03 |
TheZoroark007 | What is the maximum Poly count for Model and .kcl without lags ? |
Author | Posted on 2015/11/04 |
TheZoroark007 | Does this also import the materials from the object or is that "only" the object color? ? |
Author | Posted on 2015/11/05 |
TheZoroark007 | Nice! Can´t wait for the release! |
Author | Posted on 2015/11/06 |
TheZoroark007 |
Well here a little tips (I got it working on max 2014) 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 |
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 |
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 |
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 2015/11/07 |
TheZoroark007 | Well, there is no need to use a hex-editor! There already is a version of KMPexpander that let you export .csv and let you reimprt them |
Author | Posted on 2015/11/07 |
TheZoroark007 | Is there a fast way to really copy the values or does it require to tipp the values manually? |
Author | Posted on 2015/11/08 |
TheZoroark007 |
I made Shadow Bowser (Mario and Luigi: Inside Story) to MK7: https://www.dropbox.com/s/qu23186ggeruhlr/shadowbowser.rar?dl=0 ![]() ![]() ![]() ![]() ![]() ![]() |
Author | Posted on 2015/11/09 |
TheZoroark007 | I somehow don´t see the .obj I imported. I tried 3 different .obj files, I clicked view/object importer, then a window with my material names shows up and when I close it, nothing shows up in the editor... |
Author | Posted on 2015/11/09 |
TheZoroark007 |
Can you send me this OBJ? Yes: https://www.dropbox.com/s/b9hq29r4zuwc0i6/obj.rar?dl=0 Edit: It still isn't working and it seems that noone kniws why... |
Author | Posted on 2015/11/10 |
TheZoroark007 |
The strange thing is that I now used the original .kmp from DK Jungle and extracted the original Model from DK Jungle. This is, what it looks like: https://i.imgur.com/sXN3Tnp.png You should really use a .kcl viewer like EFE does. There it shows up correctly for me! |
Author | Posted on 2015/11/10 |
TheZoroark007 | That worked for me! Thank you very much! |
Author | Posted on 2015/11/10 |
TheZoroark007 |
I´m working on a MK Wii port of the track Wario´s Gold Mine and progress went well since Ermii helped me with the KMP. There are still improvements to be made , since the collision file is not that good, because it somehow kick you off some parts of the track where you drive up and you are somehow out of bounds at one part of the race where it goes down deep, but otherwise it´s working without lags! Here are some screenshots: ![]() ![]() ![]() ![]() Downloadlink if you want to test or improve: https://www.dropbox.com/s/5qojeqs7zqekzt5/Gctr_GlideLake.szs?dl=0 |
Author | Posted on 2015/11/10 |
TheZoroark007 | I think my Username would be the same, since Zoroark can be male or female, but my reallife name would be Lucia I think |
Author | Posted on 2015/11/10 |
TheZoroark007 |
No, it's Lukas |
Author | Posted on 2015/11/11 |
TheZoroark007 | Yep, it was extremly close! |
Author | Posted on 2015/11/16 |
TheZoroark007 | Will Beta 2 will let us really create completely new courses? It sseems that something KMP expander does (or doesn't) prevent moving/showing some things which then are out of bounds< whitescreen crash |
Author | Posted on 2015/11/17 |
TheZoroark007 |
Jesse, I tried that CT before, and it's not the Viewport that's small, it's the entire Model that's small. I know. I made a bigger version, but I have some KMP problems (Whitescreen)
I don't think I can really improve how it look.I will make it bigger, but I had to reduce the courses poly count from 18867 to 9989 and also the textures so that the course does't lag anymore, so it's clear that the course doesn't look as beauty as on the Wii ! |
Author | Posted on 2015/11/17 |
TheZoroark007 |
The Gold Mine now has it's Wii scale:![]() ![]() ![]() |
Author | Posted on 2015/11/18 |
TheZoroark007 |
The Gold Mine now has it's Wii scale: I fixed the rail,pipe,fence and wood texture about two hours ago ! And I saddly don´t know how to animate the booster pad and so I can´t improve it! |
Author | Posted on 2015/11/18 |
TheZoroark007 |
@TheZoroark007 Creative studio :) It would be great if you would make that more detailed explaination, but I will also try to do it with the current explaination! Thanks for helping me! |
Author | Posted on 2015/11/20 |
TheZoroark007 |
Never Delete Enemy/Item Points entirely, create a new Path instead (or otherwise, put them in a Circle, if you don't care about CPU and Items yet). I did that, but I wanted to move my custom track more onto the middle to make the bottom screen work and that first worked, but then I also moved the checkpoints/enemy-points/item-points and the goal and now the game gives me a whitescreen... If you want to help me with this problem and you want to find what's wrong, here is the Kmp: https://www.dropbox.com/s/cn2ystggq00zsur/try.kmp?dl=0 |
Author | Posted on 2015/11/20 |
TheZoroark007 |
Could you try to set "Prev 1" and "Next 1" in the Enemy- and Item Point parts to "-1"? I will try that when I'm home later! Thanks for the tip! |
Author | Posted on 2015/11/20 |
TheZoroark007 |
Could you try to set "Prev 1" and "Next 1" in the Enemy- and Item Point parts to "-1"? I found the problem! It seems that there is a min. distance from the left and right checkpoint! |
Author | Posted on 2015/11/20 |
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 |
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 |
TheZoroark007 |
I've merged the 2 Threads. 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 |
Author | Posted on 2015/11/22 |
TheZoroark007 |
I made a new version of my Port from the Course Wario´s Gold Mine from Mario kart Wii. It now has: - Much Higher Textures - More Deteiled/Bug Free Model - Fixed KMP (Wood sounds,fixes) - It has the right Scale - A bottom screen map (incomplete) - Working Enemy Paths - Working Item Paths - Itemboxes and Coints - lags fixed for the biggest part You can download it here: http://store.dshack.org/index.php?/file/173-wario%C2%B4s-gold-mine-port/ ![]() ![]() ![]() Video: |
Author | Posted on 2015/11/26 |
TheZoroark007 |
1. The Model 2. The Collision 3. The KMP Tools you need: - EveryFileExplorer: http://florian.nouwt.com/EFE.zip - The Tool KMPExpander: http://store.dshack.org/index.php?/file/168-kmp-expander/ 1. The Model The first step in creating a custom track is the model. To create a model, you can use Sketchup or any other 3D modeling software. Your model should not have more than 10000 polys and not more than 21 textures. After you have created your model, you should export it as .obj and and then you have two opportunities 1. Use EFE: When you use EFE, you only have to click File-New from File-CTR Graphics (CGFX) and select your model as obj.Insert the name of the course (Gctr_GlideLake for example). Then click the save symbol and save it somewhere. Now open the .szs of the course you want to replace and you are done. This is the faster way , but the textures have no transparency and your CT will most likely lag. 2. Use the NW4C Plugins (http://store.dshack.org/index.php?/file/3-ds-and-3ds-hack-pack/). To use them, move the plugins to your Maya/3DSMax folder and start them with the .bat inside the hackpack.Since I use Maya and I couldn´t find out how to use this in 3DSMax, I will explain this for Maya Users. First open up Maya with the .bat that is coresponding your Maya version and load up your model. Now press Window NW4C< NW4C Set Material Attidude and uncheck Fragment lightning. Now click on NW4C (In the DShack Pack). Now load your course in there and select opttimize but the result is much better! 2. The Collision Every track needs a collision. If it wouldn´t, you would fell down the floor the whole time. So, how do we create a coll: 1. Take your model and delete everything the driver will never touch (like the cover of a cave). Attention: The collision must be exactly where the model is or it won´t work, so use the model of your Custom Track (CT) without moving it. 2. Export your collision as .obj and open up EveryFileExplorer (EFE). There click File like lava,mud,water,wall,road...): http://www.dshack.wiki/index.php/KCL_ID_List_(MK7) Now save the .kcl as whatevername.kcl and import it into the same .szs file you imported your model. and now the hardest part: 3. The KMP This is something that tells the game where the enemy should drive, where you are out of bounds, where item boxes are and so on... To do so, open up KMPExpander, import an already existing .kmp (you can dump that from the .szs you are using for your track). Then click view and select the .obj from your collision. You should now see many points and your course. Now you have to move the enemy points (don´t add new ones, that could cause crashing) and press the right mouse button and the KMPExpander will auto-calculate the Y-Value. Do this with all enemy points/item-points and (at least) the goal in the object section (you can also move everything there.) And now to the part where most people fail: The checkpoints. First of all I found out that there is a min. distance between the red and green checkpoint, so you shouldn´t put them too close. But you should also do not put them too far I think... So move them around your track so that it has all the green points where it´s left from the driver and all red points right from the driver. Now save and import the KMP into your szs. You are now done! Now just insert the file into your romfs folder and rebuild! EFE: Gericom. KMP Expander: Ermelber. Hack Pack: Nintendo, but leaked by MKGirlism. KCL List: MKGirlism and Stewie1.0 |
Author | Posted on 2015/11/27 |
TheZoroark007 | Will Object adding/changing the ID of an object be a thing soon? |
Author | Posted on 2015/11/27 |
TheZoroark007 | Will path editing also be in the next update? |
Author | Posted on 2015/11/27 |
TheZoroark007 | Thats good to hear! |
Author | Posted on 2015/11/27 |
TheZoroark007 | Looks good! I will try it out tomorrow! |
Author | Posted on 2015/11/28 |
TheZoroark007 |
I´m working on HD Peachs Gardens right now. Here are some screenshots:![]() ![]() ![]() The driver´s texture is made by Stewie1.0 But I have some problems: The background is sometimes in front of the map objects and makes them invisible and some textures (like in the last screenshots) appear invisible in a certain view... I have no idea how to solve this problems... |
Author | Posted on 2015/11/28 |
TheZoroark007 | I riped it from MKWii with Brawlbox and exported as .dae |
Author | Posted on 2015/11/29 |
TheZoroark007 |
You should then enable the Vertex Colors and Shadow Maps with 3ds max :P How do I do this? |
Author | Posted on 2015/12/01 |
TheZoroark007 | Do you have any ETA for the next version? |
Author | Posted on 2015/12/01 |
TheZoroark007 |
Now I'm working on Moonview Highway. It's playable without lags, but I have to make the model better and fix the collisions. Here are some screenshots: ![]() ![]() ![]() |
Author | Posted on 2015/12/05 |
TheZoroark007 |
Just finished the first working beta from Moonview Highway:![]() ![]() ![]() There are still bugs with the collision and the game lags a bit at some parts while in GP, but it´s working nice otherwise! You can test here : https://www.dropbox.com/s/qyi1orubr97g87f/MoonView.rar?dl=0 |
Author | Posted on 2015/12/06 |
TheZoroark007 |
Pablo made the SZS Compiler. You could try adding the cars :P I know. But I will wait with that until KMPExpander supoorts path and object eding/editing. |
Author | Posted on 2015/12/06 |
TheZoroark007 |
Nice, I will try that out later. Edit: Well, I somehow still can´t add/delete/change objects... The fields are still grayed out! |
Author | Posted on 2015/12/07 |
TheZoroark007 |
Sorry, I had uploaded an older version! Now it's the correct one! http://store.dshack.org/index.php?/file/168-kmp-expander/ Now it',s working, thanks. I finnaly could add Minecarts to my track! But I hope we will get path editing soon, because I replaced the windmill blades with them and now the minecarts are just turning around. I also have to find out where the collision for the objects is stored... |
Author | Posted on 2015/12/08 |
TheZoroark007 | You should not make the red and green checkpoints too close to each other. Also, if something freezes, you should try to redo your work with a original KMP. That's how I do it |
Author | Posted on 2015/12/10 |
TheZoroark007 |
The "not too close together" means absolutely nothing, especially when you consider how close together the checkpoints are on the original tracks from the game. I meant the distance between the green and red side of one checkpoint, not the checkpoints too close to each other |
Author | Posted on 2015/12/10 |
TheZoroark007 | It looks very strange... |
Author | Posted on 2015/12/11 |
TheZoroark007 | I want to add custom objects to my CT, but I can't find the collision files for it anywhere. I heard that they should be in the .szs of the course I want to replace, but I don',t see them there. So does anyone know where the coll for (for example) the windmill blades are located? |
Author | Posted on 2015/12/11 |
TheZoroark007 |
Only certain objects have editable collision files (such as ramps and platforms). Most of the other objects' collision is hardcoded so you've pretty much got no chance in changing it. So I have to replace platforms to make a object with working coll? Thanks ! |
Author | Posted on 2015/12/11 |
TheZoroark007 |
Only certain objects have editable collision files (such as ramps and platforms). Most of the other objects' collision is hardcoded so you've pretty much got no chance in changing it. Well, I don't see them in most of the tracks .szs... But in Toad Circuit, I see that the baloon has a colission. So if I replace the windmill blade , make a kcl for it and pack it with szs modifier, would the collision in the .szs override the hard-coded colission? |
Author | Posted on 2015/12/15 |
TheZoroark007 | Ok. Then I have to stick to the baloon and ramp kcl... Do they have to be in the folder with the object when I rebuild the szs with SZS Generator? |
Author | Posted on 2015/12/31 |
TheZoroark007 | Edit: Nvm. Ermii was faster |
Author | Posted on 2015/12/31 |
TheZoroark007 |
Hey, I have some issues (I think?) with the .obj importer in KMP Expander. When I open up my obj, the window pops up, but I'm unsure what exactly is supposed to happen... Like I close the window, but it changes absolutly nothing on the display. The obj works fine for any other purpose. Is there any key I need to press to apply the settings I chose in the importer or something? I had the same problem. And seeing that you are also german, here is the solution that helped me: http://www.dshack.org/forum.php?page=thread&spage=3&tid=98&pid=916#916 |