User ID: 119
Thread: Models making/preview.
Author | Posted on 2015/10/27 |
Baoulettes |
Hello ^^ New here but used to be active few years ago on Mario Kart Wii stuff so I know what it look like to make things ^^ Now here my question (totaly new to 3Ds or even DS making) What file does hold the course models ? What not possible yet? Like can we make moveable objects? Animated texture ? Normal map /Mip Map /bump map possible? Also I got 3Ds max only, is there a way to import/export from it for Mario Kart Seven :)? Thanks it will help a lot. My idea is to port my Custom track from Wii to 3Ds (if you search mkw baoulettes on youtube you might see what was my CT^^) |
Author | Posted on 2015/10/27 |
Baoulettes |
I know that we can do pretty much everything. About moveable object I was telling a mesh with bones structure and animation. ^^ My main question what how to make a models from max to 3ds ^^ Like the file format it use, software used beside a modelling software :) |
Author | Posted on 2015/10/28 |
Baoulettes |
Well explained, thank you ! I think I got the keys, now only need to make the doors that goes with ahah |
Author | Posted on 2015/10/28 |
Baoulettes | Same problem as you, currently trying to figure out what cause it ^^ |
Author | Posted on 2015/10/28 |
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 2015/10/29 |
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 2015/11/10 |
Baoulettes |
![]() ![]() ![]() ![]() Here what I am working on :) |
Author | Posted on 2015/11/10 |
Baoulettes |
I use vertex paint modifier as in Alpha Channel :) (3ds max*) |
Author | Posted on 2015/11/12 |
Baoulettes |
GCN Bowser's Castle? Yes it is sorry i had not seen it directly :) |
Author | Posted on 2015/11/15 |
Baoulettes |
![]() Well for me the drawing distance work fine ? ^^ |
Author | Posted on 2015/11/18 |
Baoulettes |
@TheZoroark007 Creative studio :) In material go into Fragment to make the shader. Then create Cmata (material animation files) and play with curbes :) hope it help. If no I gonna try to make better explain tomorrow :) |
Author | Posted on 2015/11/22 |
Baoulettes |
Hum. Maybe learning fragment would help a lot to make pretty boost pad?^^ |
Author | Posted on 2016/07/27 |
Baoulettes |
Xbox 360 there! Kidding ! but the choice is too hard between 3ds and n64. Both got Zelda OOT. One have souvenir the other quality. I will cast 3DS (Tank not the one that been released after it) |
Author | Posted on 2016/07/31 |
Baoulettes |
<- Test -> you need to add a light in the CMDL. Also to make it properly you need to set fragment light on on material + primary colour in fragment. and with that light add also a Scene environment, like you light in it and you're good to go. Without light & Scene environment that why peoples say Fragment light crash :) |
Author | Posted on 2016/07/31 |
Baoulettes | yes yes I just realised that why I deleted my post (btw you're a ninja!) |
Author | Posted on 2016/07/31 |
Baoulettes |
I can't wait to try it ! Especially Point radius and color (working with grass texture in background is soooo hard xD) |
Author | Posted on 2016/08/01 |
Baoulettes |
Hello I present you here my incoming custom track. After a long absence of myself (maintly due the fact i had to repair my 3DS) here I am. This custom track had first design on paper because I love drawing I used to watch ton of mario kart video all game serie to get what their special touch is and my goal in all my CT for now will be to keep that special paw they put in their work. So here we go I will post time line screenshot dev to in game this way you will know how i proceed in creation in case you wonder :) ScreenShot : All pictures are clickable to get them in full resolution :) I started with a simple road first. ![]() Then I started to apply a texture (notice that still the same I use now :D) ![]() but what is a road without "wall" to keep them? Well terrain formation here i come :) ![]() You will say, that good Baou but where are your promised falls ?! well here two tiny then ... ![]() And so these two was too tiny ? you wanted to see it from close? here you go big FALLs and a bridge near it. Enjoy :D ![]() ![]() That cool but i want another bridge ... and .. an ARROW ! ![]() Now what about we go Under falls but not in water more like... Say no more ! ![]() You want more falls ? mountain ? and more bridge and boost pad? ![]() Now all my dev screenshot are done here the tiny map itself to give you an idea :) ![]() Now let see my first test ingame maintly focused on Light system :) ![]() ![]() Then more about animation of water and falls + alpha based on vertex colours (transition :)) ![]() Now what about this boost pad :D ![]() Now well added sun (moved a bit since) better colours for water and fall, light as become a bit more yellow to put a different atmosphere. ![]() Change a bit the Minimap reworked Tree to palm. Added temporary Items box and coins on minimap (will it stay like that in game? no idea.) ![]() Reworked Fully the tiny map :) ![]() Here my Todo List : Visual : KCL : Need Value for "go through water" but no fallboundary... If anyone have thanks :) KMP : Change Cameras Minimap : SZS : Suggestions You have suggestion or idea for this CT ? Idea for my next CT ? (theme will be ruins) Change Log : Update 4.0 : Fix BCLIM for minimap. Fix Minimap position Now both minimap look Great in game Update 3.0 : KMP: Removed unused objects. Visual: Improved Mipmap gestion to make the whole track look Way better. Fixed Startline Shadow SZS: Removed the following folders : CmnDokan1 CmnPylon CmnTree1 TcBalloon TcBoard Removed following files : CmnDokan1.bcmdl CmnPylon.bcmdl CmnTree1.bcmdl TcBalloon.bcmdl TcBoard.bcmdl TcBalloon.kcl TcBoard.kcl TcBoard_NoClide.kcl Gctr_ToadCircuit_ch0.bclgt Gctr_ToadCircuit_ch0.bcfog "0x36225904" Update 2.0 : Removed lag in GP. Fixed Texture rendering. Modified Light Colours. Modified Falls texture/colours I open to any comment. Galvarny Falls HackStock |
Author | Posted on 2016/08/03 |
Baoulettes |
Hello Sorry if double post isn't really great it just to show there is move. Here a first release. 01 - Galvarny Falls MEGA Feel free to mirror it ;) Here as promised the source of it: 01 - Galvarny Falls SRC so now here the know issue : Minimap have weird padding. Minimap (black and white) not correctly placed. Falls don't show "splash" (I need KCL id ... but can't find ^^) Maybe Lags on GP. I can't really fighter on it for today I did tried for hours they are tiny but still present :/ Camera cause they are totaly wrong. SZS isn't cleaned else it doesn't boot. No Gombas will be added, maybe Frog. Here what you can do with SRC and / or szs What ever you wish ! Put in pack , distribute , mirror I'm fine with if you reuse my model just give credit and we're are fine :) About .max. It require 3ds Max 2015 or superior with NW4C plugin installed. CTEX have been made with photoshop Cs6 NW4C plugin. Credit : SZS Generator script by Pablomf6 Texture by Nintendo :P Tested on OLD 3DS 11.0 E with NTR CFW :) |
Author | Posted on 2016/08/04 |
Baoulettes |
eheh No worry I had put that on my last past (needed an edit it was not appearing .-.) so what ever you wish with the ct :) |
Author | Posted on 2016/08/06 |
Baoulettes |
Sorry for double posting (again?) I updated that track with tiny fix :D Removed lag in GP. Fixed Texture rendering. Modified Light Colours. Modified Falls texture/colours I open to any comment. Galvarny Falls HackStock |
Author | Posted on 2016/08/08 |
Baoulettes |
Hello :) Before any screen or todo etc let have a tiny fact on why I made this track. At first I want a Forest styled track so there I changed my mind, but why? Well after Galvarny Falls I asked myself what track pop in my head when I do think about Mario kart. First it was Ghost Valley I from SNES Like how much fun I had to beat my friend because I used Bowser there and most of them waren't that much in love with that game back in time to use Bowser or DK. Also I then asked again what was my luckiest finish in Mario kart series, there instantly it was whe I was kind with my brother we were doing Banshee BoardWalk run and right before start line I throw a blue shell and pass line before him when he was doing some freestyle backflip in the airs eheh So here a tiny sequel to Banshee Boardwalk. So now let have some tiny screen? Still in progress ^^ ScreenShot : All pictures are clickable to get them in full resolution :) Okay here a first screen, well at first I wanted to include torch in model 3d but later while playing I noticed i could put them as objects to reduce resources usage while having a better rendering :D ![]() And here I removed these torch , added signal arrow to guide the player, a start line yeay, and a logo ! ![]() You will tell hey you spoken about Ghost Valley but, oh okay i see what you did there ! ![]() Todo : Visual : KCL : KMP : Add cameras (not yet possible for me) SZS : Minimap : Video : Download Suggestions You have suggestion or idea for this CT ? Idea for my next CT ? More coming soon, Also for me this project I'm doing to do many Mario kart track is both personal and a way to show to employer my 3D style under limited and strict environment so please if my Quality goes down tell me, I always want to keep creativity and fun, I don't wanna Quantity over Quality, so if i have to stick months to make it better I will :) Thank you ~ |
Author | Posted on 2016/08/08 |
Baoulettes |
Graphics-wise, it reminds me to the N64. That is my main goal, get N64 look while having some Snes base ^^ It looks quite curvy. Is this too much ?^^ Should I lower curve/jumps etc? |
Author | Posted on 2016/08/10 |
Baoulettes |
Made an update on this CT :D Fixed tiny visual issue, improved visual quality, cleaned SZS and removed unused objects in KMP (Thanks Pablo to notice me that ^^) The update as been submitted in HackStore ^^ here a short video |
Author | Posted on 2016/08/12 |
Baoulettes |
soon I will publish a video and screen in game, I just have to fix that tiny lag issue in GP, also tiny plus, the two minimap will be properly positioned. Removed some fog there and there, some flying coins there, a Moon ! And more important for me a PERFECT music for this track :) for the music I asked authorization and got them that maintly why I had not done and uploaded video today. |
Author | Posted on 2016/08/12 |
Baoulettes |
Hello :) After some moment of trial test I found way to do both minimap look good. So here we go. Difficulty : Easy - just long at first then it become faster. Requirement : GlobalMap and Localmap as png or other but same position and 1024x1024 BOTH not 256x256 ! Gimp GlobalMapProper.xcf : From HackStore. An hexa Editor (HxD for example in my screenshot I use it) KMP editor Ohana (not rebirth) OR a way to do "BCLIM" Patience ! Let first get a look what a GlobalMap and Localmap should look at First ! Both are in same position (I mean the road match for both) and both are 1024x1024 ! ![]() ![]() Now once you have them like I do, be sure, else you will have to start again from start. So Open Gimp and Load my .xcf. It should look like that : ![]() Now drag&Drop both GlobalMap and LocalMap pngs into that project. Be sure both are center and you should have something similar to this now : ![]() Once that done hide two layer, LocalMap & LocalMapBase. Select Your GlobalMap layer Scale it down with "Scale tool" (Shift + T) and put in the tiny dialog box like this : (Ps : to refresh scale and and remove on pixel with tiny arrows else it will not scale most of time.) ![]() Click that "Scale Button" Now you will see things like that if you followed : ![]() Using Black and yellow border of the layer place it carefully to match same position as "Base" Use CTRL + Mouse wheel to zoom (OSX should be Command + mouse slide if magic mouse else I don't know sorry) Zoom in to see the Right upper corner of GlobalMap Base. Use move tool (Key M) and Keyboard arrow to move Your globalmap to match the base. (careful a pixel count !) It should now look like that : ![]() And if you zoom out to view all should look like that, Your GlobalMap should perfectly overlay the base and should be by few pixel out bound but that "normal" for now. till I found proper way. ![]() Now, Hide the base and resize the image to be 256x256 to do that see this picture : ![]() In the dialog box input 256x256 and zoom in to get proper view and you should have this, this way now : ![]() now you can do "Export as" and select as .png Name it "GlobalMapProper.png" as that how I will call it for the next part of the tutorial ! Now we will convert these PNG as BCLIM, if you know how good, for those who don't know use Ohana software open any original BCLIM with it. MapName_map.bclim = GlobalMapProper.png MapName_map2.bclim = LocalMap.png I think I didn't to explain that part as basicely everyone know and can easly learn this Ohana is pretty simple to use. For other method using nintendo software I will not explain it here :) Now we will do our .bin ! Well two to be honest to avoid a mistake made by KmpExp during save. So open KMP Expander with Both your KMP/UIMapPos.bin and Load you LocalMap.png as picture. You should have something like this matching your Custom Track : ![]() Now go in UiMapPos section and place your PNG to match your Ennemies Route or what ever you wish, place it properly to match your KCL or such till that look good, like you did before but it screwed that other tiny map. Be sure to use round number it will be Easier for you to get Global Map value. LocalMap = 1024x1024 png don't forget ! so for me it look like that : ![]() Now we will calculate Global map Points ! For that a tiny calculator or brain as you prefer :D GlobalMap X1 = LocalMap X1 - 150 GlobalMap Y1 = LocalMap Y1 + 701.269 GlobalMap X2 = LocalMap X2 - 150 GlobalMap Y2 = LocalMap Y2 + 701.269 Example on screen bellow check it :) so in short for me that : finish by selecting a GlobalMap value and press Enter this way it will now be a rectangle (That important for next) ![]() once that proper like that save UIMapPos.bin as UIMapPos1.bin ! and then Select a LocalMap point and press enter to get a good Square (enix) ! and this will be like that ![]() save the bin as UIMapPos.bin and open both on Hexa editor to get it that way (note the name of files.) You will see it this way : ![]() now that just a copy past job. Go on UIMapPos1.bin tab. And select + copy the first line : ![]() once copied go to the other tab (UIMapPos.bin) And paste this OVER the other first line. and this would make things like that : ![]() Now save that "UIMapPos.bin". Now, you should have proper UIMapPos.bin, BCLIM so just import it on the SZS by any method you would with other files :) The HackStore UIMapPos Edit.zip contain the following. All picture show in this tutorial in case they are deleted by host Gimp project template. Galvarny Falls GlobalMap.png and LocalMap in case you need reference :) You are free to rewrite, rehost picture as you wish in case that is required. Also I can help in case you need. |
Author | Posted on 2016/08/12 |
Baoulettes |
the game require 256x256 for white colour map and 1024x1024 for coloured maps, so about how you scale down/up you picture or where it is taken from it should be ajustable to any picture software editing ^^ I used gimp because that a fast/free and know method. Else I would have used photoshop but that isn't free so I wanted it to make it for all :) Yet if I have to correct anything feel free I would be glad to make it easier/faster. |
Author | Posted on 2016/08/12 |
Baoulettes | You just have drop menu with cubic, linear and none when you scale up and down with gimp :) |
Author | Posted on 2016/08/23 |
Baoulettes |
Hello :) https://www.dshack.org/store.php?page=file&fid=312 Here a V1 :D It feature most of Banshee Boardwalk element, it have several nostagic touch and technically it have enough spawn point, shouldn't have any issue in GP (I played it 7 time in row before release .-.) It have perfect minimap also :) Hope you like it :D |
Author | Posted on 2016/08/23 |
Baoulettes | Let hope it will please players as it pleased me to make it ~ |
Author | Posted on 2016/08/24 |
Baoulettes |
Hello^^ I fixed your link. also this is really nice I will actually try Maya to confirm if that work or not ! Thank you for sharing information it is always nice :) Also to post video see my example, remove space after "yt" and it will work fine :) also please fix you profil in Youtube channel just put your ID/Name there no full link. |
Author | Posted on 2016/08/26 |
Baoulettes |
That funny you speak about idea ! , they are noted ! about some underwater I started to work on another track and it feature some underwater part (i needed a tiny track to understand it ^^) Also I will keep that other theme I like them |
Author | Posted on 2016/08/26 |
Baoulettes |
Hello :) Well I wanted to make a CT after Banshee Boardwalk 2 (Basicly I love modelling stuffs) At first I draws random things on papers I end up with a Forest run theme but was not yet sure so I gone on 3DS did random face and it look like that no : ScreenShot : All pictures are clickable to get them in full resolution :) First a tiny look of it in general : ![]() And now ingame :D ![]() ![]() ![]() ![]() ![]() Update :D ![]() ![]() ![]() ![]() ![]() ![]() ![]() Todo : Visual : KCL : KMP : Fix Godray out of underwarer. Add cameras (not yet possible for me) SZS : Minimap : Download : Hackstore Link |
Author | Posted on 2016/08/30 |
Baoulettes |
This depend on Pablo, will he include it :D also I will have done probably in few tiny days :) |
Author | Posted on 2016/08/31 |
Baoulettes |
Tiny "bump" About to release it ![]() ![]() ![]() ![]() ![]() ![]() ![]() This one will feature under water section, Arrow to indicate direction, and sweet light ~ Hope you will like it :) |
Author | Posted on 2016/09/23 |
Baoulettes |
Hello :) Well as you might have seen I am quite quiet these days. Actually that not some kind of vanish or any other action it just I am stuck. So here I will publish what I have already so maybe some new eyes would be able to point me in right direction :) First I have this basic design (Forest track at base) : ![]() And ... I am stuck with it since some days already. So my ask for some help is : What could I put in that model to make it a CT? I mean it full empty / un finished and I have no idea how to make that track pretty. Or should I just totally rework it to another theme ? Update : Well I've made something on this really hard for me as Im poor in idea but it slowly come :) ![]() Wooden turn temporary textures :) Update 2 : Let tell the name of that track. This one is particular. I chosen to make a reference to a well know ruins :) here the final name of the CT : "St�?nhenge's Ruins" for full reason why this name check Stonehenge wikipedia :) |
Author | Posted on 2016/09/30 |
Baoulettes |
Really nice one ! SMB 3 look really well made there :D Especially the tiles used for border ^^ |
Author | Posted on 2016/10/01 |
Baoulettes | that actually nice idea about walking tree I had forgot about this ennemy ^^ |
Author | Posted on 2016/10/10 |
Baoulettes |
![]() Wooden turn te;porary textures :) You asked for Water here you go I have added a part where frogs could come from ;) Also about walking tree they could be added right after the Broken Wooden bridge :) |
Author | Posted on 2016/10/15 |
Baoulettes |
Mayro Kayt Way ! Or my way to say Ahoy on board lady ! Male Female who care just be happy, you can be anything till You are happy with what you are :) I am myself a bear. |
Author | Posted on 2016/10/20 |
Baoulettes |
Make sure face normal are faced up. Make sure to use low face count, as low as you can. Make sure you see your polygon in list actually ( it must have a Material linked to it. ) Make sure you use proper scale on your obj exporter. this apply for both MK7/MKDS/MKW most of time it is issue with Face normal if everythings else seem right |
Author | Posted on 2016/10/31 |
Baoulettes |
I took one of my old MK7 CT models, scaled it times 100 on every axis, exported it with the NW4F Plugins (with the internal name being correct and everything, just in case), loaded it in 3DEditor, and exported it to BFRES. that actually a nice step :o I will try once I got my wii u back because that was the only thing missing for me. Even if I know it is not yet possible having a way to generate that bfres should help a bit |
Author | Posted on 2016/11/10 |
Baoulettes |
Well here mine to follow the trend-train ;)![]() |
Author | Posted on 2016/12/13 |
Baoulettes |
I'm bored. Wait ! that a dragon radar what you have there at left ? xD |
Author | Posted on 2016/12/14 |
Baoulettes |
ahah saddly i posted when I was really tired and I had left my brain away it seem. btw what is that red circle I see on every screen? that a mouse tracker or something like that? |
Author | Posted on 2016/12/30 |
Baoulettes |
Im on it today actually, nothing major worth a post with picture as it will be barely seen ^^ Edit : Here tiny preview of the actual progress not much beside some rocks and stuff :) I will clean it add some startline etc and there, it will have nice progress :) ![]() |
Author | Posted on 2017/01/04 |
Baoulettes |
Will test it with my incoming CT, Thank you :) If I see any major error I can report it there or you prefer in private message?^^ |
Author | Posted on 2017/01/04 |
Baoulettes |
Here a bit of progress. Reworked major part of possible shortcut, added severals decorations and clean the whole model to be under 7100faces. :) ![]() |
Author | Posted on 2017/01/05 |
Baoulettes |
![]() Unmodded rendering in dev tools. Im making basic szs to be able to test this over 3ds :) |
Author | Posted on 2017/01/08 |
Baoulettes |
how pleasing to know that remind you something I wanted to ! My goal is to make it fit in the game and telling such might suggest it could be achieved :) |
Author | Posted on 2017/01/08 |
Baoulettes |
Wow yes that look really nice I was not expecting such quality :D for sure this one will be in my game later just because it will fit in perfectly :) |
Author | Posted on 2017/01/29 |
Baoulettes |
I am currently on test to fix these lags :) As well as elemental cave. I will release them probably later in day today or tomorrow. |
Author | Posted on 2017/02/01 |
Baoulettes |
Hi, just to tell I heard the suggestion and report. In really near futur I will try to release a V2 with the following change : Removed Lens flares Fixed Item route causing freeze if it have to loop. Ending and intro cameras If you have any suggestion, request, or report about error I would prefer it to be over this thread, time to time things over discord or skype can be lost with time. But that does not mean i will not see it. If that a major like a freeze I will try to fix it asap. For now I can confirm both freeze and lens flare should be fixed. Pending proper test :) |