Tutorial  Updated

Create custom Mario Kart 7 tracks

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, , Reason: Added Animations

Spatchy

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Anyone who makes a custom track successfully can post it here. Me and Pablomf6 are putting together a CTGP 7 custom track pack! There are also some tips on track building such as renaming the tracks and console codes for retro courses!
 

ShadowLuigi~NG~

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I've tried this method and Ermelber's method, but I have no idea what's going on. Could it be my checkpoints? I created 2 versions. One where I did not delete the enemy and item routes and one where I deleted both to create my own. They are all inside the check points as well. I'll upload a link and hopefully someone would be able to get back to me on this.


Edit: Currently getting help
 
Last edited by ShadowLuigi~NG~,

DarkFlare69

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i get creative studio not found when exporting with nw4c with settingS?!?!
Create an environment variable called "NW4C_ROOT" and then set the value to "C:\NW4C\" (both without the quotes. Then, create: C:\NW4C\h3d\ and paste the DccPlugin folder in there (should contain several others inside of it)
 

Cruse_Tambal

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I managed to make the track, but it spawns me in the wrong location. It would be nice if someone could help me on that. :)

If anybody needs the files, I can send them to you, if anyone could help.
 

theOWL1234

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great job but i have a question-im very bad at making 3d models anny1 could help me?

i want a 1969 chevrolet impala classic black cabrio as cart i eould make the sound files.
 

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