The first bake map controls lighting and shadows. Here i made a basic key on what color does what. MK8 has 2 bake textures a model often uses.Īnd others may look like this (or very transparent)Īs crazy as these might look, they're quite simple.
MARIO KART WII SHORTCUTS SERIES
Part 2 Shadows, Lighting, and Special effects! (Please use! Do not skip!)All tracks similar to the other Mario Kart series have their lighting and shadows baked onto a texture. It may be a bit tricky to get the size right so i suggest using orthographic view and then switching sides with the viewport cube on the right.Ģ. The reference model being blue, i now scaled it to around that size of my road. Now that i got my models created, i will be exporting it an fbx to 3DS Max.Īlso I will import a reference model to scale my track. The track is mainly for the sake of go over things quickly and easily, but do not be afraid of doing anything complex as it is simply the same process. I've added 2 planes which will be a water section and a small little tunnel to show how shadows cast. Useful for making anti gravity stuff.įor this test I made a simple track for gliding and gravity paths.
MARIO KART WII SHORTCUTS DOWNLOAD
The most common way a track would be made is using a curve and plane. 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.
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. 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.
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