![]() I hope to make a more in depth video regarding track making soon covering some tricks for anti gravity areas and such.įor now i will explain some basic track modeling. Here you go! Please use the one for the right program and in max make sure scale = 1! You ideally want to make your road model around that size in whatever program you are using.įor those who would like to download a model to use for a size reference. (You can enable measurements in blender with this tutorial)Įnabling measurements in blender, the road is around 249 meters, (32.1 centimeters). Now for this test, i am going to make a very basic track. obj/dae formats from other programs so you may need to open your model in 3DS Max first and then export them. Wexos's Toolbox may have trouble with certain. Ideally, any program will work fine aslong as your model can be exported as an. Part 1 ModelingThere are multiple ways you can make your own track. Now lets make our course! We first are going to start the modeling part!ġ. Some sorta 3D model and may have a small white texture. BGENV A sarc which stores AAMP files and sometimes a bfres files to control the looks of a course.PTCL Particle effects executed via byaml objects.BIN Ideally the course_mapcamera, which controls mini map paramters.Īdvanced stuff (No tools to edit these yet).BARS Stores sound effects executed from the byaml.In this case course_maptexture is the mini map. BYAML Course data for things like lap paths(checkpoints), enemy paths(ai routes), object placement, glider paths, ect.BFRES Models, textures, and texture animations are stored inside.This tutorial can also be viewed here and may be a bit more organised as gamebanana lacks a similar spoiler system.Ī course located in content/course will contain mutiple files. With that being said, lets get straight to how these are done! If you are familiar with MKWii course making, then this is very similar and may be easier for those experienced with that game. This tutorial is pretty big as it took about a week of research and testing to put together. Max speed has been edited for different tracks.We can finally make our own custom tracks for Mario Kart 8! Nearly everything can be edited and it's up to the community to finally start more track creation.Pressing + will select a random track on the select screen.The second one, Star Slope, can only be accessed with the code LEFT, UP, RIGHT, LEFT, UP, RIGHT, HOME/START. The first track, Disco Fever, can only be accessed with the code UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, HOME/START. The 216 "normal" tracks can be seen here.Īlong with the 216 visible tracks shown above, two tracks can only be accessed with codes while creating a custom track layout. ![]()
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