Hey all within the last 2 weeks someone suggested to me modding Mario Kart Arcade GP DX, and so from there I learned about the leaked rom, about using TeknoParrot to run it, all that stuff and have been working on this since.
https://github.com/Blurro/MKArcadeGPDXTool
Download here ^^^
The Models Resource page is currently pretty barren and the only existing tool is Killz's Switch Toolbox which for this file is left unfinished, so today I'm happy to present this tool that will convert any of the game's .bin 'BIKE' archive files to a fully built .dae file, with the correct skeleton, rigging weights, and everything!
Import to Blender if you want to keep normals and for bone names to keep the '.' dot instead of 'FBXASC046' like Maya replaces it with (don't rename that though, Maya will still export is as a dot again)
...Or import to Maya for the more accurate to the game armature where the mesh is a child of a skeletal bone, which Blender doesn't like. Yeah dunno why these apps gotta be finicky like that... the tool's importing will make sure to account for that so long as you keep the mesh named the same as the bone of the same name.
If anyone knows of a way to get vertex normals into Maya on a skinned mesh let me know
Made this as practice for when we finally have Switch 2 homebrew so I can dive right into MK World modding, maybe get the game's first custom character on that like I did for Mario Kart Tour which sadly noone cares about modding at all lol. Search for MKT's GameBanana page if that interests you.
This is my first time making a tool for an overlooked model format like this and I've definitely learned some things. First custom character on its way!
If for some reason you have any issues let me know, I usually do manage to leave in a silly oversight somewhere. Enjoy!
https://github.com/Blurro/MKArcadeGPDXTool
Download here ^^^
The Models Resource page is currently pretty barren and the only existing tool is Killz's Switch Toolbox which for this file is left unfinished, so today I'm happy to present this tool that will convert any of the game's .bin 'BIKE' archive files to a fully built .dae file, with the correct skeleton, rigging weights, and everything!
Import to Blender if you want to keep normals and for bone names to keep the '.' dot instead of 'FBXASC046' like Maya replaces it with (don't rename that though, Maya will still export is as a dot again)
...Or import to Maya for the more accurate to the game armature where the mesh is a child of a skeletal bone, which Blender doesn't like. Yeah dunno why these apps gotta be finicky like that... the tool's importing will make sure to account for that so long as you keep the mesh named the same as the bone of the same name.
If anyone knows of a way to get vertex normals into Maya on a skinned mesh let me know
Made this as practice for when we finally have Switch 2 homebrew so I can dive right into MK World modding, maybe get the game's first custom character on that like I did for Mario Kart Tour which sadly noone cares about modding at all lol. Search for MKT's GameBanana page if that interests you.
This is my first time making a tool for an overlooked model format like this and I've definitely learned some things. First custom character on its way!
If for some reason you have any issues let me know, I usually do manage to leave in a silly oversight somewhere. Enjoy!







