Hacking Mario Kart 8 Modding Central

  • Thread starter Thread starter lonemoonHD
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Hi, guys.

Anybody knows how to put the timer on a regular gp/vs race?
Something like this:



It would be interesting for the speedrun community, specially for 200cc. We even don't have Time Trials.
So, I was checking my dumped game, byaml files, but I really don't see if there's an option like counter=false in the code, or something like that, for regular races. I would want to change it to allow me (and more people) to just have the counter on regular races, and don't pay more attention to the different loading times between every track.

Thanks in advance.
 
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Ok, I just thought there was an easier way. I don't know too much about Gecko, pointers, and all that stuff. Just the basics.
Thanks, anyway.
 
Ok, I just thought there was an easier way. I don't know too much about Gecko, pointers, and all that stuff. Just the basics.
Thanks, anyway.

Yeah, it'd have to be done by "enabling" the timer in VS races through a code, similar to the speedometer code in MKW. An internal timer exists, it's how the game knows when to allow certain items to be obtained (shock, blue shell, etc), we just gotta figure out a way to give it a physical appearance.
 
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I realize now I never posted what I made when I was having texture issues. I got it fully working:
OOOOO1.png
 
Really cool, what issues were you having though? Was it with the eyes? (if you edited them, can't tell)
It was a few pages back (like ~10 pages back). The texture encoder (or something) was incorrectly swizzling my textures so they were severely mixed up. I found a workaround.
 
Is there a list for all the vehicle names? I'm sure someone posted it already but I cba to look through all these pages.

I'm also confused as to how to edit the face/eyes. I already edited all the separate .dds files for them, but I'm not sure if I have to run each one through Splicer individually or if they all get grouped together or what. I assume I'd have to but I want to know for sure before I do lol
 
Is there a list for all the vehicle names? I'm sure someone posted it already but I cba to look through all these pages.

No, there's no documented list for things like that right now unfortunately. I might make one if I'm not too lazy cuz it'd be useful.

edit:
d61c6986bd5a40f39dd802eccdf823a1.png

88c970ff624b4e98a4cc9d2dbc17af43.png


Sorry for the weird ordering of the karts.

There are over 300 texture variations in the body_tex folder which will be annoying to go through to document which file corresponds to which color for karts like Circuit Special or Biddybuggy...
 
Last edited by Harmonia,
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No, there's no documented list for things like that right now unfortunately. I might make one if I'm not too lazy cuz it'd be useful.

edit:
d61c6986bd5a40f39dd802eccdf823a1.png

88c970ff624b4e98a4cc9d2dbc17af43.png


Sorry for the weird ordering of the karts.

There are over 300 texture variations in the body_tex folder which will be annoying to go through to document which file corresponds to which color for karts like Circuit Special or Biddybuggy...

Awesome thanks, this helps a lot.

Yeah I noticed most just have letters to mark the colors. A, B, C, ect. Plus the character names can be pretty vague sometimes which can really be a pain. >.<
 
Last edited by Harmonia,
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A work in progress list of every single kart body file can be found here: https://docs.google.com/spreadsheets/d/12Ju79m4RgkPwVHoDhzsGC-yCxjBbZVGmQ4vL2VK2O4w/edit?usp=sharing

Format is: Vehicle Name / Internal Filename / Where it's found in the dump / Notes

Once I'm done going through everything in the kart/body and kart/body_tex folders I will document characters, tires and gliders in the same way. Courses and objects have already been documented by Ray Koopa.

This is extremely helpful, thanks. It makes me realize just how many color changes among characters there are. I never even paid attention to half of them lol.
 
This is extremely helpful, thanks. It makes me realize just how many color changes among characters there are. I never even paid attention to half of them lol.

A lot of the color "changes" are just the 12 different Mii colors having their own files for kart colors despite none of them being unique for... some reason. There aren't actually that many unique colors except for the Standard vehicles, Pipe Frame and City Tripper. The colored Yoshi/Shy Guys also share those Mii files because DLC laziness.

I was surprised to see how little Sport Bike swaps there were, for example. I thought there were more but nah, just Mii files.
 
Last edited by Harmonia,
So I edited all the face textures for the Female Animal Crossing character and for some reason this keeps happening any idea why it's the only texture that's done this

rUtqisn.png
 
When the "course_model.szs" was ripped, textures nrm and spm do not come out as it should. How can I fix?
 

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When the "course_model.szs" was ripped, textures nrm and spm do not come out as it should. How can I fix?
 
with 'convertGTX', and I put the texture with "splicer". Could be a error of MipMaps?

Don't use splicer.bat, that's just for inserting your edited textures. You don't actually even need it at all when you can insert the textures in a quicker way through the hax.py cmd prompt script itself.

Just use extract.bat and then convertGTX.bat and then use the OutDDS_Lossless files. It should work fine.
 
Last edited by Harmonia,
Don't use splicer.bat, that's just for inserting your edited textures. You don't actually even need it at all when you can insert the textures in a quicker way through the hax.py cmd prompt script itself.

Just use extract.bat and then convertGTX.bat and then use the OutDDS_Lossless files. It should work fine.
ok but also the edited texture will not come out well ...
 
Last edited by chri02,

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