Is your course model round? Don't forget to also give textures some color so you know where the road isI have a problem with KMP Expander, when i import the .obj of my custom track it gives me a grey circle
Is your course model round? Don't forget to also give textures some color so you know where the road is
No, KMPExpander has a feature where you choose a colour for your textures for example you can make grass texture green etcFor the textures colors i need sketchup ?
Kmp expander 2.0 beta 5 has this feature ? Because i can't chosse colour for the texturesNo, KMPExpander has a feature where you choose a colour for your textures for example you can make grass texture green etc
http://www.spycolor.com/color-index,aKmp expander 2.0 beta 5 has this feature ? Because i can't chosse colour for the textures
EDIT:Nvm i found it, but how can i know for example the color id for green ?
Because you edited it in a bad way.When i try to load my custom track with an edited kmp the game crashes, why ?
Routes are for objects, such as goombas. The route id is displayed on the object in kmp expanderMay I ask what are the "Routes" for?
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KMP Expander gives me an error when I right click and it stops the whole program. Is there a workaround?
Edit: can someone take a look at this KMP for me? It crashs when I try to use it.
Also, that's because beta 5 is very unstable. Use beta 4May I ask what are the "Routes" for?
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KMP Expander gives me an error when I right click and it stops the whole program. Is there a workaround?
Edit: can someone take a look at this KMP for me? It crashs when I try to use it.
Routes are for objects, such as goombas. The route id is displayed on the object in kmp expander
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Also, that's because beta 5 is very unstable. Use beta 4
it's probably on dshack, but here:Where i can download the beta 4 ?
1. Always set a previous 1 and next 1 value for enemy, item, and checkpoints. Use 0.Wo what are the rules I need to follow to get a KMP to work?
What do you mean by convex checkpoints and key checkpoints?1. Always set a previous 1 and next 1 value for enemy, item, and checkpoints. Use 0.
2. Convex checkpoints.
3. Key checkpoints (first is 0, in the middle is 1, and near the end is 2)
4. Don't delete objects until your KMP loads successfully with the enemy, item, and checkpoints edited.
The following are tips, not really rules.
1. Don't put checkpoints too close together or too far apart. Space them evenly
2. Do gradual turns. Reference Cocunt Mall for an example.
3. Don't do anything outrageous.
4. Dont put the startline in between the first and last, either put it after the first or before the last
Hope this helps