ROM Hack Mario Kart DS: Custom Track Issues

Snivy Smasher

New Member
Newbie
Joined
Oct 14, 2014
Messages
4
Reaction score
1
Trophies
0
Age
29
XP
80
Country
So I'm working on a custom track for Mario Kart DS and I want to change the Y value I spawn at so I don't fall through the floor. The thing is, no matter how I edit the Y value of the model, it doesn't work. If there's another solution, I'd love to know it.
My next issue is the collision itself, I have a separate CT file that has the right collision values etc. But when I load it, I just fall through the floor on a continuous loop.

If you have a solution to either issue, it would be much appreciated! :lol:

-Snivy

UPDATE: I give up. No matter what I do to get it working, whether it be hours of research or winging it, I still get the collision issue. Why nobody has made a full MKDS track maker, I do not know. All we have is a broken "Course Modifier" and "File Explorers". :angry:
 
i have no knowledge of rom editing. But if you are unable to change spawn height my workaround would be to lower the entire course.
Is spawn height a fixed worldspace value, or a set distance from the tracks collision model? If you fall off courese you respawn somewhere, and the tracks have different elevations on different parts of the course so how does that work?
 
i have no knowledge of rom editing. But if you are unable to change spawn height my workaround would be to lower the entire course.
Is spawn height a fixed worldspace value, or a set distance from the tracks collision model? If you fall off courese you respawn somewhere, and the tracks have different elevations on different parts of the course so how does that work?
The thing is, I'm new to this whole Custom Track nonsense and the tutorial I followed mentioned nothing about worldspace values or distances from the collision model to the actual model. All it said was create a .kcl and set the right values, and the result would have been just like the tutorial's. :wink:
 
The thing is, I'm new to this whole Custom Track nonsense and the tutorial I followed mentioned nothing about worldspace values or distances from the collision model to the actual model. All it said was create a .kcl and set the right values, and the result would have been just like the tutorial's. :wink:
Ah ok, i just assumed there was some kind of editor for DS roms, or maybe mario kart tracks specifically like the new super mario levels. I have proficient knowledge of 3D modelling, and a little of some game engines. So my reply was theoretical based on that knowledge.
 

Site & Scene News

Popular threads in this forum