1. TheZoroark007

    OP TheZoroark007 GBAtemp Advanced Fan
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    Hello, this is my first tutorial here and I hope that it will be good enough! I will try to explain you how to make a completely Custom Track for Mario Kart 7. The steps for those are:

    1. The Model
    2. The Collision
    3. The KMP
    4. Animations

    Tools you need:
    - EveryFileExplorer: http://florian.nouwt.com/EFE.zip
    - The Tool KMPExpander: http://store.dshack.org/index.php?/file/168-kmp-expander/

    1. The Model

    The first step in creating a custom track is the model. To create a model, you can use Sketchup or any other 3D modeling software. Your model should not have more than 10000 polys and not more than 21 textures. After you have created your model, you should export it as .obj and and then you have two opportunities
    1. Use EFE: When you use EFE, you only have to click File-New from File-CTR Graphics (CGFX) and select your model as obj.Insert the name of the course (Gctr_GlideLake for example). Then click the save symbol and save it somewhere. Now open the .szs of the course you want to replace and you are done. This is the faster way , but the textures have no transparency and your CT will most likely lag.
    2. Use the NW4C Plugins (http://store.dshack.org/index.php?/file/3-ds-and-3ds-hack-pack/). To use them, move the plugins to your Maya/3DSMax folder and start them with the .bat inside the hackpack.Since I use Maya and I couldn´t find out how to use this in 3DSMax, I will explain this for Maya Users. First open up Maya with the .bat that is coresponding your Maya version and load up your model. Now press Window<Rendering Editors<Hypershade and select all of your textures. Now with that window open click NW4C< NW4C Set Material Attidude and uncheck Fragment lightning. Now click on NW4C<NW4C Export with Settings and enter the name of the Course you want to replace (Gctr_GlideLake for example). Now open up the Folder you saved the file to and open CreativeStudio (In the DShack Pack). Now load your course in there and select opttimize<simplyfy bones and save as binary. Now import the course with EveryFileExplorer into your .szs and you are done. This way takes longer, but the result is much better!

    2. The Collision
    Every track needs a collision. If it wouldn´t, you would fell down the floor the whole time. So, how do we create a coll:
    1. Take your model and delete everything the driver will never touch (like the cover of a cave). Attention: The collision must be exactly where the model is or it won´t work, so use the model of your Custom Track (CT) without moving it.
    2. Export your collision as .obj and open up EveryFileExplorer (EFE). There click File<New from File<< MArio Kart Plugin< Mario Kart 7 Collision (KCL). Select your exported .obj and in the fields where there is 0000 insert one of these values( depends on what the material should be, like lava,mud,water,wall,road...):
    00 00 = Road
    00 01 = Road (perhaps a bit faster, than the other Roads?)
    00 02 = Road
    00 03 = Road
    00 04 = Sand, without speed changes
    00 05 = Sand
    00 06 = Sand
    00 07 = Road
    00 08 = Speed Boost (The rainbow coloured plates)
    00 09 = Glider Pad
    00 0A = Fall through it
    00 0B = Out of Bounds
    00 0C = Water (similar to the drivable Water in SNES Koopa Beach, in Mario Kart DS)
    00 0D = Road
    00 0E = Crashes the Game, and Force Quits it. After that, the 3DS Reboots.
    00 0F = Fall through it
    00 1A = Fall through it
    00 1B = Fall through it
    00 1C = Wall
    00 1D = Fall Boundary
    00 1E = Fall through it
    00 1F = Fall through it
    00 2A = Fall through it
    00 2B = Out of bounds
    00 2C = Fast Road (?) (those arrows pads at the final section at Rainbow Road since no SFX while drifting)
    00 2D = Metal Road (used at Airship Fortress, but has no SFX at specific tracks)
    00 2E = Crashes the Game, and Force Quits it. After that, the 3DS Reboots.
    00 2F = Fall through it
    00 3A = Fall through it
    00 3B = Fall through it
    00 3C = Fall through it (also activates glider, probably unused)
    00 3D = Water (Fall Boundary)
    00 3E = Fall through it
    00 3F = Fall through it (also with a flower off-road)
    00 4A = Fall through it
    00 4B = Out of Bounds
    00 4C = Road (like the Green Mushroom at Mushroom Gorge)
    00 4D = Dirt Road (apparently, has no SFX while drifting at specific tracks)
    00 4E = Crashes the Game, and Force Quits it. After that, the 3DS Reboots.
    00 4F = Fall through it
    00 5A = Tree effect
    00 5B = Fall through it
    00 5C = Fall through it (also activates glider, but this time you can trick on it)
    00 5D = Lava (has no SFX at specific tracks)
    00 5E = Fall through it
    00 5F = Fall through it
    00 6A = Fall Boundary
    00 6B = Out of Bounds
    00 6C = Road (like the Green Mushroom at Mushroom Gorge)
    00 6D = Metal Road (used at Airship Fortress, but has no SFX at specific tracks)
    00 6E = Crashes the Game, and Force Quits it. After that, the 3DS Reboots.
    00 6F = Fall through it
    00 7A = Fall through it
    00 7B = Fall through it
    00 7C = Fall through it (also activates glider)
    00 7D = Lava (Lavafall, has no SFX at specific tracks)
    00 7E = Fall through it
    00 7F = Fall through it
    00 8A = Fall through it
    00 8B = Out of Bounds
    00 8C = Road (like the Green Mushroom at Mushroom Gorge)
    00 8D = Dirt Road (apparently, has no SFX while drifting at specific tracks)
    00 8E = Crashes the Game, and Force Quits it. After that, the 3DS Reboots.
    00 10 = Wall
    00 11 = Wall
    00 12 = ???
    00 13 = ???
    00 14 = ???
    00 15 = Wall
    00 16 = ???
    00 17 = Fall Through It
    00 18 = Fall Through It
    00 19 = Fall Boundary
    00 20 = Road
    00 21 = Carpet Road
    00 22 = Road without SFX (Piano Sound Effect if its at Music Park)
    00 23 = Slippery Dirt Road
    00 24 = Concrete Road
    00 25 = Sand
    00 26 = Mud (The Train Track Mud at Kalimari Desert)
    00 27 = Mud
    00 28 = Speed Boost (With Dirt Sound Effect)
    00 29 = SFC Jump Pad (The Jump Pad at SNES Mario Circuit 2)
    00 30 = Rock Wall
    00 31 = Glass Wall
    00 32 = Wall without SFX
    00 33 = Fall Through It
    00 34 = Rock Wall
    00 35 = Rock Wall
    00 36 = Fall Boundary
    00 37 = Fall Through It
    00 38 = Fall Through It
    00 39 = Water (Fall Boundary Water)
    00 40 = Concrete Road
    00 41 = Road
    00 42 = Road without SFX (Xylophone Sound Effect if its at Music Park)
    00 43 = Slippery Road
    00 44 = Carpet Road (somewhat drive a little slower?)
    00 45 = Honey (From Honeybee Hive)
    00 46 = Off-Road (Regular Road Sound Effect)
    00 47 = Water Road (The Road at Neo Bowser City)
    00 48 = Speed Boost (With Dirt Sound Effect)
    00 49 = Glider Pad
    00 50 = Metal Wall
    00 51 = Ice Wall
    00 52 = Wall without SFX
    00 53 = Fall Through It
    00 54 = Metal Wall
    00 55 = Metal Wall
    00 56 = Fall Boundary
    00 57 = Fall Through It
    00 58 = Fall Through It
    00 59 = Lava
    00 60 = Smooth Road
    00 61 = Bumper (From Waluigi Pinball)
    00 62 = Road without SFX (Glockenspiel Sound Effect if its at Music Park)
    00 63 = Slippery Road
    00 64 = Water (similar to the drivable Water in SNES Koopa Beach, in Mario Kart DS)
    00 65 = Water (slows you down)
    00 66 = Off-Road (Regular Road Sound Effect)
    00 67 = Slippery Water (No Water Effect)
    00 68 = Speed Boost (No SFX while drifting)
    00 69 = Glider Pad
    00 70 = Wood Wall
    00 71 = Wall (Toad Balloon, I believe)
    00 72 = Wall without SFX?
    00 73 = Fall Through It
    00 74 = Wood Wall
    00 75 = Wood Wall
    00 76 = Fall Through It
    00 77 = Fall Through It
    00 78 = Fall Through It
    00 79 = Lava (The Lavafall from Bowser's Castle)
    00 80 = Wood Road
    00 81 = Leaf Road (from Maple Treeway)
    00 82 = Road (confused on this one, but your kart shakes a little when driving on it)
    00 83 = Slippery Road
    00 84 = Grass (doesn't slow you down)
    00 85 = Grass
    00 86 = Grass
    00 87 = Slippery Road without SFX
    00 88 = Speed Boost (No SFX while drifting)
    00 89 = Glider Pad
    00 90 = Wall without SFX
    00 91 = Wall without SFX
    00 92 = Wall without SFX
    00 93 = Fall Through It
    00 94 = Wall without SFX
    00 95 = Wall without SFX
    00 96 = Fall Through It
    00 97 = Fall Through It
    00 98 = Fall Through It
    00 99 = Fall Boundary
    01 XX = Everything is the same but with a shadow effect
    00 A0 = Road
    00 A1 = Glass Road
    00 A2 = Road (Somewhat a little slippery?)
    00 A3 = Snow Road
    00 A4 = Wood Road
    00 A5 = ???
    00 A6 = Snow (off-road)
    00 A7 = Road (like the Green Mushroom at Mushroom Gorge)
    00 A8 = Speed Boost
    00 A9 = Glider Pad
    00 B0 = Wall (not fully tested)
    00 B1 = Wall (not fully tested)
    00 B2 = Wall (not fully tested)
    00 B3 = Fall through it
    00 B4 = Wall (not fully tested)
    00 B5 = Glass Wall
    00 B6 = Fall Through It
    00 B7 = Fall Boundary
    00 B8 = Fall Through It
    00 B9 = Fall Through It
    00 C0 = Metal Road (ones from Piranha Plant Slide)
    00 C1 = Road (your kart shakes as well)
    00 C2 = Metal Road (used at Airship Fortress, but has no SFX at specific tracks)
    00 C3 = Sand Road (used at Kalimari Desert)
    00 C4 = Mud Road (your kart also shakes)
    00 C5 = ???
    00 C6 = Ice (off-road)
    00 C7 = Road (like the Green Mushroom at Mushroom Gorge, but slippery)
    00 C8 = Speed Boost (with Metal SFX)
    00 C9 = Glider Pad (with Metal SFX)
    00 D0 = Wall (Toad Balloon SFX?)
    00 D1 = Wall without SFX
    00 D2 = Wall (Used for Invisible Walls?)
    00 D3 = Fall Through It
    00 D4 = Toad Balloon
    00 D5 = Crashes?
    00 D6 = Fall Through It
    00 D7 = Fall Through It
    00 D8 = Fall Through It
    00 D9 = Fall Boundary
    00 E0 = Metal Road (used at Airship Fortress, and has SFX at any track)
    00 E1 = Rainbow Road (has sounds only at Rainbow Road and SNES Rainbow Road)
    00 E2 = Dirt Road? (No SFX while drifting)
    00 E3 = Dirt Road
    00 E4 = Sand Road
    00 E5 = ???
    00 E6 = Mud Off-Road (has no mud effect)
    00 E7 = Road (like the Green Mushroom at Mushroom Gorge, but slippery)
    00 E8 = Speed Boost (with Metal SFX, the Airship Fortress one)
    00 E9 = Glider Pad (with Metal SFX, the Airship Fortress one)
    00 F0 = Music Note Wall (has SFX at any track apparently)
    00 F1 = Wall without SFX
    00 F3 = Fall Through It
    00 F6 = Fall Through It
    00 F7 = Fall Through It
    00 F8 = Fall Through It
    00 F9 = Fall Boundary
    02 08 = Boost Pad, but also Crashes the Game, and Force Quits it. After that, the 3DS Reboots.
    03 08 = Crashes the Game, and Force Quits it. After that, the 3DS Reboots.
    04 05 = Crashes the Game, and Force Quits it. After that, the 3DS Reboots.
    04 08 = Crashes the Game, and Force Quits it. After that, the 3DS Reboots.
    20 XX = Everything is the same but you stick to it (mostly used for (for example) those hilly turns at Rainbow Road after the Saturn section)
    30 XX = Everything is the same but a trick ramp that you stick to (I don't know where its used in the Nintendo tracks, so it could be unused or I just forgot where its used)
    40 XX = Everything is the same
    50 XX = Everything is the same but its a Trick Ramp
    60 XX = Same as 40 XX
    70 XX = Same as 50 XX
    70 09 = Cannon Activator
    80 XX = Same as 40 XX
    90 XX = Same as 50 XX
    A0 00 = Slippery Road (also like 20 00)
    A0 08 = Boost Pad (also like 20 08)
    A0 09 = Cannon Activator (a bit glitchy, probably unused)
    B0 09 = Cannon Activator (a bit glitchy, probably unused)
    C0 09 = Cannon Activator
    .
    Now save the .kcl as whatevername.kcl and import it into the same .szs file you imported your model.

    and now the hardest part:
    3. The KMP
    This is something that tells the game where the enemy should drive, where you are out of bounds, where item boxes are and so on...
    To do so, open up KMPExpander, import an already existing .kmp (you can dump that from the .szs you are using for your track). Then click view and select the .obj from your collision. You should now see many points and your course. Now you have to move the enemy points (don´t add new ones, that could cause crashing) and press the right mouse button and the KMPExpander will auto-calculate the Y-Value. Do this with all enemy points/item-points and (at least) the goal in the object section (you can also move everything there.)
    And now to the part where most people fail: The checkpoints. First of all I found out that there is a min. distance between the red and green checkpoint, so you shouldn´t put them too close. But you should also do not put them too far I think... So move them around your track so that it has all the green points where it´s left from the driver and all red points right from the driver.
    Now save and import the KMP into your szs.

    4. Animations

    You select the material (not the texture) in CC and then open the curve editor. There, the three options at the bottom are those you want to use. Now, select one (x or y in the three). Press S, insert 0 and 0 where the coordinates are on top of the course editor. Now select the dot you just created, press S again and this time insert 60 on the left window and 1 on the right coordinates window . If you want the animation to be slower, replace the 60 with a higher number (like 300). Repeat this for every material and for X or/and Y. Now, close the curve editor and you will see a new file in CC, normaly named something with animation . There select the textures used for your animated materials and change the number of frames to that one you inserted in curve editor, so 60 (or in this example 300) and check the loop animation
    You are now done! Now just insert the file into your romfs folder and rebuild!
    If this guide for KMP editing is confusing for you, try
    http://www.dshack.org/forum.php?page=thread&tid=114

    Credits:
    EFE: Gericom.
    KMP Expander: Ermelber.
    Hack Pack: Nintendo, but leaked by MKGirlism.
    KCL List: MKGirlism and Stewie1.0
    All the information found in this Tutorial: all MK7 Hackers at DSHack.org.
     
    Last edited by TheZoroark007, Jan 20, 2016 - Reason: Added Animations
  2. Timthegangsta

    Timthegangsta Advanced Member
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    Soild a job man looking good. I'm allready half way finished with my first track your the man.
     
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  3. CuriousTommy

    CuriousTommy GBAtemp Advanced Fan
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    Out of curiosity, what 3D editor are you using?
     
  4. Timthegangsta

    Timthegangsta Advanced Member
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    I use sketchup just because its free and has all the tools I need I do use blender a bit but. I am on the fence with that one.
     
  5. CuriousTommy

    CuriousTommy GBAtemp Advanced Fan
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    Is it possible to do an underwater section like the one in Cheep Cheep Lagoon, Piranha Plant Slide, Wario Shipyard?

    I am actually trying out Blender, but I having this weird issues when zooming out. Part of the model disappears when I zoom out too far.

    screen.png screen2.png

    Edit: Added a picture to show what I mean.
     
    Last edited by CuriousTommy, Nov 22, 2015
  6. Sliter

    Sliter GBAtemp Psycho!
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    the time I want it just to make an StH based track just to see how it would look :B(could a loop work there? hahah ) but wthout my 3DS and how work it look I'm nor willing so much yet XD
     
  7. Timthegangsta

    Timthegangsta Advanced Member
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    I belive thats a setting that cuts out certain parts of the model while you edit a nother to save on hardware because eventually the model will have more pollys so it helps keep it running smooth on med -spec machines- please don't quote me on this as I'm still fairly new to blender aswell :)
     
  8. CuriousTommy

    CuriousTommy GBAtemp Advanced Fan
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    You are right, there is a setting!
    https://stackoverflow.com/questions/25878586/huge-scale-scenes-in-blender
    (You just need to change the camera clip settings only)
     
  9. YamiHoshi.nl

    YamiHoshi.nl I'm MKGirlism.
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    Nice job, stealing our hard work.
    The KCL List, all the discoveries, who make the Tools, not even one thing was credited, while anything else here on GBATemp always gets credited...

    Then let me do it for you:
    EFE: Gericom.
    KMP Expander: Ermelber.
    Hack Pack: Nintendo, but leaked by MKGirlism.
    KCL List: MKGirlism and Stewie1.0
    All the information found in this Tutorial: all MK7 Hackers at DSHack.org.

    I said that, because everything in this Thread (including the Replies) makes it sound like you did it all.
     
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  10. szymbar15

    szymbar15 GBAtemp Regular
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    Oh well.
    I didn't expect all the DSHack dramas will reach GBATemp as well. But hey, a circle of life. First some people steal discoveries from others on DSHack, then others steal stuff from people on DSHack and post it to GBATemp.
     
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  11. YamiHoshi.nl

    YamiHoshi.nl I'm MKGirlism.
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    It wasn't my intention to create a Drama here, I only wanted everything to be fair, and that can only be done, when I speak the truth.
     
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  12. Ermelber

    Ermelber GBAtemp Regular
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    Yes, just use the "WaterDive" object (ID: 0x0141) and its Y is equivalent to the height of the water.
     
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  13. TheZoroark007

    OP TheZoroark007 GBAtemp Advanced Fan
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    I added the Credits, but if you don't create a full tutorial on how to create a CT, I just do it. I put the KCL in spoilers because they are from DsHack.
    I should credit you next time.I´m sorry that I forgot that!
    This was my first tutorial and it only exist, because multiple people wanted me to make one, so I simply forgot to mention the makers of the tools and researchers!
     
    Last edited by TheZoroark007, Nov 26, 2015
  14. YamiHoshi.nl

    YamiHoshi.nl I'm MKGirlism.
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    Don't get me wrong, it's nice you made a Tutorial, I just wanted to point it out, to keep things fair.
    The only reason why I didn't make a Tutorial, is simply because I suck at making Tutorials.
     
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  15. Ermelber

    Ermelber GBAtemp Regular
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    You can also include my WIP tutorial of KMP Expander on the first post if you want.
     
  16. TheZoroark007

    OP TheZoroark007 GBAtemp Advanced Fan
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    I will
     
  17. CuriousTommy

    CuriousTommy GBAtemp Advanced Fan
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    So I have been playing with Blender for a while but I keep having trouble with importing the exported .obj from blender to EveryFileExplorer. I always keep getting the error: "The given path's format is not supported." I'm having a suspicion that it may have to do with beizer curves but I need to do more experimenting.

    Do the models have to be exported as triangles like how Mario Kart Wii CT Model's have to be in triangles?

    Is it like Mario Kart Wii where you have to add the model files in the course, or is it like Mario Kart 8 where all the KCL objects are all in one common folder and you only have to worry about adding the ID in?
     
    Last edited by CuriousTommy, Nov 27, 2015
  18. TheZoroark007

    OP TheZoroark007 GBAtemp Advanced Fan
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    The path error can be solved by open the .mtl file and delete the path to your texture, so if your path is C/MK7/CT/omg.png delete the C/MK7/CT part from the whole document (with replace all in editor).

    For the triangles, I'm not sure, but I think it woud be better to triangulate the model
     
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  19. Ermelber

    Ermelber GBAtemp Regular
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    Sure?

    Yes, but in this case, you don't need any BCMDL. It just triggers the water :P
     
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  20. CuriousTommy

    CuriousTommy GBAtemp Advanced Fan
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    I got it to work! Thank you all! Now I can continue working on it! (On a side note, I seem to randomly die on certain spots, but I heard that there is nothing anyone can do about it, I also have to see if I can do something about the glitchy collision for the pipe)
    20151127_084931.jpg 20151127_085049.jpg 20151127_085220.jpg

    Okay, I'll give it a try on Rainbow Road.
     
    Last edited by CuriousTommy, Nov 27, 2015
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