DSHack

Archive Generated December 23rd, 2018
Garhoogin
User ID: 586

Thread: MKDS Course Modifier crashes while creating NSBMD file
Author Posted on 2017/09/09
Garhoogin I used the program to fix my model, which worked just fine. I was able to create a KCL file, which worked just fine. While creating NSBMD file, however, it hangs and says "Not Responding" on the caption bar. In the Task Manager, it shows around a constant 50% CPU usage, but no disk usage. It had created a "track.nsbtx" file, but it was empty. I let the program run a little longer like this, and nothing had changed. My textures are square 326x326 PNG images, and the .mtl file is also present. Am I doing something that would cause it to hang like this, or is it just a bug?
Thread: MKDS Course Modifier crashes while creating NSBMD file
Author Posted on 2017/09/09
Garhoogin Okay, I will resize my textures to be smaller and a power of 2 and see if that works. Thanks for the feedback!
Thread: Mario Kart DS setting respawn points in a course
Author Posted on 2017/09/16
Garhoogin Sorry, I hate to pollute this forum yet again with my stupidity, but I cannot find a way to set respawn points, new laps or AI paths. I've Googled for a while and I'm not finding any accurate results (or maybe I'm just bad at Googling?) I have a feeling this sort of thing is stored inside the NKM file. I've viewed it inside Every File Explorer and it just looks like a mess to me. I can understand just enough to place a starting point and rotation, but that's just about it. Could someone please tell me how to do this, because I can't seem to figure it out. Any help would be appreciated and would help me to become better at these things!
Thread: Mario Kart DS setting respawn points in a course
Author Posted on 2017/09/16
Garhoogin There only appears to be one set of coordinates. Shouldn't there be two, one for the death point and one for the respawn point? Or am I mistaken in some way?
Thread: Mario Kart DS setting respawn points in a course
Author Posted on 2017/09/16
Garhoogin So from my understanding, when you fall below Y-level 0 or touch an out-of-bounds collision, it will respawn you to the closest respawn point. Is that accurate?
Thread: Mario Kart DS setting respawn points in a course
Author Posted on 2017/09/17
Garhoogin So it's not exactly the closest respawn point you get placed at, but the closest one to the checkpoint you last went through? How are checkpoints set up? Also, how do I set laps? I've seen some tracks that even have a set lap number. How do I allow the laps to work also?
Thread: Mario Kart DS setting respawn points in a course
Author Posted on 2017/09/19
Garhoogin I've been reading and following what he was doing, but the checkpoints wouldn't work. They all have a key value of -1, except for 5 of them, which are 0, 1, 2, 3 and 4. Is it not working because there are too many, or is there not enough? I placed the first line on the start line, even.
Thread: Mario Kart DS setting respawn points in a course
Author Posted on 2017/09/19
Garhoogin I uploaded the files and screenshots here. I followed what he was doing exactly as I saw it, unless I just missed something.
Thread: Forum Bug Fixes, and Additions/Removals/etc.
Author Posted on 2018/06/21
Garhoogin I think I found a bug where the dinosaur doesn't show up on all 404 pages. The image url doesn't start with a '/', so on a subdirectory of the site it won't show up. This bugs me for some reason.
Thread: tom";drop table users;--
Author Posted on 2018/06/22
Garhoogin https://xkcd.com/327/
Thread: Forum Bug Fixes, and Additions/Removals/etc.
Author Posted on 2018/08/06
Garhoogin I think I found a bug in the Shoutbox. When you click the right arrow next to a person's name, it won't do anything if the message has a ' in it. The call to qButton doesn't have escaped single quotes, and the string just ends there.
Thread: help in custom tracks
Author Posted on 2018/10/17
Garhoogin Basically, you have to create a course model in an editor of your choice, as long as it can be exported to an obj file. Also create another more simplified model containing all the collisions. In mkdscm, convert the main model to nsbmd and nsbtx files, and the kcl model into a kcl file. You can load them into a ROM of the game by replacing an existing track's files with the ones you created. The nsbtx file would go under coursename_TEX. You can edit the nkm in the course to include CPU paths, spawn points, checkpoints, etc.



KCL ids

NKM editing

Course names
Thread: Having issues with textures on my custom track
Author Posted on 2018/10/28
Garhoogin Maybe the textures are sized incorrectly. They must have a width and height of a power of 2 no greater than 1024x1024. Also, the DS only has 512KiB of texture RAM.
Thread: Forum Bug Fixes, and Additions/Removals/etc.
Author Posted on 2018/10/28
Garhoogin Posts appear doubled on the site. It seems to also cut off the other half of the posts.
It looks like this.