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- - - - - - - - - - - - - -This format stores model, texture and animation data for the track and objects.
-Guides:
-A material animation controls various effects such as:
-Go to the tree. Right click on the animations folder and create your animation type you want.
-Now select it. It will appear in the animation graph window we will use to edit it.
-Now to start on editing.
-Click on the material you want to edit. You can either select your mesh and go to the material tab or select the material in the tree.
-Now in the textures tab click on the texture you want to animate. Right click it then Insert Keyframe.
-Now increase the frame count. We will make it set to 200.
-Move the timeline cursor by holding down right click with your mouse. -Alternatively you can hold down left click on the top where the frame bar is at.
-Then change the texture to what you want changed to during that frame.
-And that is all there is to texture animations!
- -These kinds are all created the same way.
-Click on the material you want to edit. You can either select your mesh and go to the material tab or select the material in the tree.
-Now go to the params tab.
-Then click on the param you want to edit. Right click it then Insert Keyframe.
-With it keyed it will now display in the animation graph.
-Now increase the frame count. We will make it set to 200.
-Move the timeline cursor by holding down right click with your mouse. -Alternatively you can hold down left click on the top where the frame bar is at.
-Set it to a spot you want to key an animation at.
-Then edit your values.
- -You can use the color up top to edit these.
-These you edit the same way but edit the number box.
-For these you need to have a tex_mtx parameter in your material. -You can use the Alpha/EmissiveSRT preset or some other preset that supports these.
-Then you right click it and insert key.
-Now it is in the animation graph.
-Edit the number boxes and the timeline cursor to create the scrolling animation.
-You can duplicate a material to transfer one animation to another material.
-Right click on the material then click Duplicate. Then rename the material to match another.
- -You can change the total animation length to play slower or faster by resizing. Right click on the animation then click Resize.
-These control how the model will display.
-You can view the game shaders/materials real time by toggling it in the view settings.
-Note if your PC does not support these and this setting breaks, you can remove CafeConfig.json to reset it.
-When you import your model by default it will default to a simple opaque material. -You will need to change it if you want transparency or additional effects.
-Here you can use the in tool provided presets.
-Name | -Effect | -Includes Textures/Animations | -
---|---|---|
Alpha/AntiGRoad | -Supports alpha and has anti gravity trail colors | -☐ | -
Alpha/EmissionTexSRT | -Supports alpha and emissive texture and animating SRT from tex_mtx0 | -☐ | -
Alpha/Normal | -Supports alpha and normal, spec and bake texture maps | -☐ | -
Lava/Normal | -Lava | -☑ | -
Opaque/Normal | -A well rounded default material. | -☐ | -
Opaque/Emissive | -Supports emissive textures. | -☐ | -
Opaque/VertexColor | -Supports using vertex colors (model must include these or it will be black). | -☐ | -
Shared/Dashboard | -Dashboard panel | -☑ | -
Shared/Glider | -Glider panel | -☑ | -
Shared/GravityPanel | -Gravity panel | -☑ | -
Special/TV_PlayerCameraDisplay | -A material that can display the current camera (used by the TV displays). | -☑ | -
Translucent/DiffuseOnly | -A simple see through material. | -☐ | -
Water/Normal | -Water | -☑ | -
You want to use the materials under the Alpha folder for transparency.
-If you need something see through you can use the materials under the Translucent folder.
-Gliders, gravity and dash panels are all both inside here to use aswell.
-To save your own from an existing map you can type in a name and click the save button.
-This will save it to your Presets\Materials folder in the application's folder. You can adjust the folders inside to categorize them.
-When you right click the material in the tree you can export, replace, rename, copy and remove the material.
-If you export with this method is is highly suggested you use the .zip extension. This will transfer shader contents over
-This is how you assign textures/images to your material.
-Types of texture maps:
-Name | -Effect | -
---|---|
Diffuse | -The main texture map. This will give your material the color. | -
Normal Map | -A texture that provides lighting details and makes it appear more 3D. | -
Specular Map | -Controls the shininess of the material. White is full reflection and black is none. | -
Shadow Map | -Controls shadows. For courses it uses the red channel for ambient occusion and green for shadows. | -
Light Map | -Controls lights. This map should only include raw lights with full black ambient color. | -
Emission Map | -Controls glow/light intensity. | -
Transmission Map | -Controls light intensity illuminating from a source like cloth. | -
To change texture you can either double click the item in the list or press this button.
-If you want to animate these please refer to this material animation guide.
-To support alpha on your textures make sure to select a material that supports alpha.
-This controls how the texture will repeat when outside the UV borders.
-This mode is how the image should be displayed from a distance. -By default it uses a blurry filter (bilinear) but you may want to have pixel perfect view (point)
-These configure the uniform data on how the material will be rendered.
-While there is alot of parameters, the ones provided by the presets may be fine to keep as is.
-If you have game shaders enabled you can view what parameters are used by the shader.
-If a material parameter is not in this list that you need you may need to use a different preset.
-Important ones are tex_mtx0, tex_mtx1, and tex_mtx2. These control the UV transform per texture slot.
-If you want to animate these please refer to this material animation guide.
-If you have a model on top of another you can force it to draw on top with no flickering.
-Go to the render info section. Double click gsys_pass and set the value to seal.
-These configure various render effects.
-Name | -Effect | -
---|---|
gsys_pass | -Controls render depth order. If set to seal it draws over things. | -
gsys_dynamic_depth_shadow | -Casts shadows. | -
gsys_dynamic_depth_shadow_only | -Casts shadows and model is hidden. | -
gsys_static_depth_shadow | -Casts shading when an object or player is under. | -
gsys_static_depth_shadow_only | -Casts shading when an object or player is under and model is hidden. | -
gsys_cube_map | -Determines to display in the reflection cubemaps. | -
gsys_cube_map_only | -Determines to display in the reflection cubemaps and model is hidden. | -
gsys_dynamic_reflection | -Unknown. Possibly controls real time reflections? | -
gsys_priority_hint | -Some sort of draw order. field_wall or field_floor for courses. | -
gsys_light_diffuse | -The lightmap to use for area env lighting. | -
gsys_env_obj_set | -The area set to use (configures bloom per area) | -
MK8D removes render state section from wii u and stores the settings in the render info section.
-Name | -Effect | -
---|---|
gsys_render_state_display_face | -Determines what to display. both displays both faces. | -
This area you can change the cull state. If you set it to None you can see both sides of your model.
-This also controls the state (opaque, translucent, alpha) of your material. However you cannot edit the render state without changing to another preset.
-This section controls what effects the material uses.
-This CANNOT be edited as these settings configure how the shader was compiled.
-You can still however look at this to understand what settings are used.
-For a more technical explaination on how these work you can check out the technical material docs.
-This determines how the game will use bfres samplers/attributes for the shaders.
-For example you could use _u0 for all uv layer attributes for the shader.
-This would make all the shader UV layers use the first UV layer in bfres.
This kind of animation moves bones around for transforming model vertices.
- -Tip:
-If the animation is external, you can toggle the model render from the render dropdown.
-Inside maya, make sure the .anim plugin is enabled.
-Now for doing custom animations, you will need to export the model you want to animate from the tool as .dae.
-Then simply import the .dae to maya with File - Import with DAE_FBX filter or All Files.
-If you want to import an .anim from the tool, select all bones by holding shift and click.
-Then import the .anim.
-Create desired animation, then select all the edited bones and export.
-Replace animation, then you are done!
-You will need this plugin https://github.com/PositionWizard/Blender_io-scene-ANIM/releases
-Get the .zip and install the plugin from Edit -> Preferences
-Make sure it is enabled and present. As of this guide, I use blender 3.6.
-First, you will need to export the model you want to animate from the tool as .dae.
-Next you need to convert the .dae to .fbx with this tool.
-https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives
-Get the .fbx and import into blender with file -> import.
-Go into pose mode to edit the bones. Make sure you use XYZ Euler for rotation.
-After you edited the animation, I suggest File - Save before exporting.
-To export, go to File -> Export -> Maya Animation
-Lastly select your animation you want to replace and select the anim file that was exported.
-Go to the tree. Right click on the animations folder and create your animation.
-Now select it. It will appear in the animation graph window we will use to edit it.
-Now to start on editing.
-In the tree select the bone you want to animate. Right click the position, rotation or scale then Insert Keyframe. -This will insert the current position, rotation or scale to the animation.
-Now increase the frame count. We will make it set to 50.
-Move the timeline cursor by holding down right click with your mouse. -Alternatively you can hold down left click on the top where the frame bar is at.
-Edit the values you want to animate. I will make the rotation 360 degrees on the Y axis so it spins.
-Preview
-To start adding your own textures you want to right click the texture folder and click Import Texture
-If you want to change an existing texture, right click and hit Replace.
-Select your image file. It can be .png, .dds, .jpg, .bmp, and .bftex (raw) -If you are importing you can select multiple files at a time. Light maps optionally can use .exr HDR encoding.
-Now a window will appear.
-Set the formats as such:
-If you have a shadow or light map you should make the mip count 1.
-When that is selected you can click Ok.
-Now your texture is added. If you need to assign the texture refer to the material guide.
-The kcl file is what represents the map collison. This is what makes the karts stay on the ground. -This file can control a variety of things (like falling into water, activating a glider, floor sound/particles)
-To start you want to get your map model in your 3D program of choice.
-For this guide I will be using blender.
-Make sure you divide your model based on what collision types you want by either meshes or materials.
-This can include roads, walls grass, sand, offroad, dash panels, slippery roads, etc.
-It is very important both the roads and walls are seperated.
-If you need a glider, make sure you have a small plane above it like this as a seperate mesh or material.
-This will activate gliding when the player touches it and a glider path is nearby.
-Export your model as .obj.
-Right click on the .kcl and click on "Replace".
-Select how you want to assign materials (mesh or materials from .obj)
-Then assign your materials from the attribute drop down.
-It is very important you assign your walls to a wall type so you cannot drive on them.
-This dropdown includes materials aswell on the right side.
-Name | -Effect | -
---|---|
Road 1 - 4 | -Normal road types with 8 different materials | -
Wall 1 - 3 | -Normal wall types with 8 different materials | -
Dash | -Gives you a boost | -
Gravity Pad | -Collision used for gravity panel sounds/effects | -
Glider Pad | -Collision used for glider panel sounds/effects | -
Fall Out | -Water/Lava/Void from falling out of the map | -
Glider Activator | -Activates gliding from a plane hovering over the panel | -
Slippery | -Makes the road slippery | -
Item Road | -Only items can pass through | -
Item Wall | -Only items can pass through | -
Invisible Wall | -Has no particles or sound when hit. Only use this for out of bounds areas not intented to be hit | -
Offroad types are next and includes sand, snow, carpet, dirt, etc. -These are ordered from slow to slowest.
-Name | -Effect | -
---|---|
Sand | -Slow movement. | -
Light Offroad | -Slower movement | -
Offroad 1 - 2 | -Slower movement with more materials to use. | -
Heavy Offroad | -Slowest road movement. | -
Next is the special types.
-Name | -Effect | -
---|---|
LWALL | -Unknown effect. | -
BWALL | -Unknown effect. | -
Pull | -Usually used for pull areas like rivers (still need to use pull paths to move players) | -
Moving Terrain | -Unused? | -
Effect Trigger | -Triggers effects somehow. | -
Sounds Trigger | -Triggers sounds somehow. | -
Dummy2 | -Empty unsolid. | -
Dummy3 | -Empty unsolid. | -
You can select special types on the left side which includes tricking on the collision as well as high gravity.
-High gravity is useful when you are going down a steep hill and you don't want to fly off it.
-For example Wario's Goldmine uses this during some slopes.
-Once finished click the apply button.
-Save your collision by right clicking on the kcl and selecting Save or CTRL + S.
-If you want to import your model various times you can rename your meshes or materials based on the material type to use.
-Make them COL_## with the ## being your material ID in hex. -When you reimport your model it'll automatically select it.
-Note how the selected mesh is COL_C, The ID shown in that list is 0x000C.
Lighting for maps are divided into areas. The dropdown for areas will display in color what material use what.
-The sun controls the color/direction and amount of light in the whole scene. -Nightime maps use around 0.4 for amount while day time may use over 2.0. -The direction will affect shadows.
-Tips -- The direction should always be negative for the Y value so it points down. -- The color should be yellow for day time and a light blue for night time.
-The lower and upper light color. Generally more noticable in nightime maps and can affect the shadow color. -The chara hemi light controls drivers, items and map objects. The course affects the course model.
-This controls the amount of fog from the camera. The start value is the amount to display from the camera and end is where the fog will end at.
-Fog can also be used for water areas. If the start area is negative, it is behind the camera. The smaller the value, the more dense it will be.
-This video shows the process of making a map day time by adjusting the light amount and skybox.
-The index value is used in place of which area to use.
-Example:
-Materials with 0 uses course0/chara0, and materials with 1 use course1/chara1, and so on. This applies to fog# too.
This section can adjust the overall final output of the screen. You usually do not need to edit this at all. This affects all the objects, the drivers and the course. -You can adjust the overall brightness, hue, gamma, and sauturation. Do keep in mind that this should not be used for making maps darker like for nighttime, that shold be done using the sun!
-Keep in mind this does not affect just the course, so use carefully depending on the art style you want.
-Controls additional screen post effects. You usually do not need to edit these and they will not display in the tool.
This kind of lighting is not editable yet.
-This file consists of a voxel grid using spherical harmonics for lighting. -Lighting only affects map objects and drivers and bakes the same lighting used in the light map. - This file may affect drivers and objects being too dark if the map is far from where it was originally.
A map editor aimed at Mario Kart 8 Wii U and Deluxe.
-Keep in mind the GUI is WIP and may change over time!
-These are boxes which can control replay cameras, audio, map object movement, and other things.
-You can switch to the area editor under the editor list.
-
Shortcuts | -Effect | -
---|---|
Alt + Mouse Down | -Adds area. | -
Del | -Delete | -
Q | -Also can add area. | -
Ctrl + D | -Duplicate | -
Ctrl + C | -Copy | -
Ctrl + V | -Paste | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
If you have the Drop Objects to Collision option toggled up top, this will spawn it above the nearest collision.
-From left to right the menus control: -- Adds object (near camera) -- Removes object -- Copy selected -- Paste
-Areas can be shown as a filled color with this option in the tools window. This may help see where the area ends easier.
-You can have objects move around (if the map object supports it).
-First toggle both map objects and areas so you can see them in the viewer.
-Next click on your map object then select the Relative Area
-Now this object can move around inside the box. Keep in mind this is limited to a few objects used by the game like PcBalloon.
-These determine what replay cameras to "record" player movement when the player is inside. -You can add more than one camera to link up multiple cameras to switch between.
-These have their own editor for adding. Configuring what effect to display is done per course from another file and cannot be edited in tool atm.
-These are for unloading parts of the track.
-First you add one.
-Next add a clip. A clip represents a group of areas to unload at once.
-Select the added clip then add your areas.
-This clip can unload sub meshes from the course model and also map objects.
-Note course model unloading is not supported by the current model importer atm but will be in a later update
-Now that is created for it to be used in game we need to assign the clip number to a lap path point. -When the player goes inside the lap point it unloads that region in game to save on performance.
-When you select an area, they will have properties inside the properties window.
-The game uses byaml files for objects placement, paths, and various other things.
-Wii U
-Deluxe
-Deluxe has a new battle mode which uses additional byaml files to configure different modes. 200CC is also merged with the default byaml file (course_muunt).
-This file has various sections.
-To view the map settings, click on the byaml in the tree.
-You will have properties shown on the right side.
-Name | -Effect | -
---|---|
Global Effect ID | -Effect to always show in the map like snow/rain (controlled per course slot from .elink/.xlink file) | -
Head Light | -Determines to turn kart head lights on/off or from lap paths. | -
Lap Count | -Number of laps used. 0 If track does no looping. | -
IsFirstLeft | -Changes start grid and lakitu direction to be the flipped opposite direction. | -
IsJugemAbove | -Unknown purpose | -
JugemAbove | -Unknown purpose | -
LapJugemPos | -Unknown purpose | -
PatternCount | -Unknown purpose | -
The Params list is 8 global parameters to use on all map objects.
These paths are for controlling the AI you are racing against.
-The giant circle radius controls where they can move around in and also affects drifting during turns.
-Shortcuts | -Effect | -
---|---|
Ctrl + D | -Duplicate | -
Alt + Mouse Down | -Add points. If one is selected it connects to that. | -
Del | -Delete | -
Q | -Also can add points. | -
E | -Extrude | -
F | -Connect/Disconnect 2 selected points | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
To start you want to enter the enemy path editor.
-Then Alt + Mouse to create. Start creating where you would start racing at.
-Keep the point selected then simply keep Alt + Mouse to draw your paths onto the road.
-Make sure the arrow is facing towards the direction they should drive.
-You can connect multiple paths to a point by keeping that point selected then creating a new one. -This can be used if you wanted to split out the roads or create shortcuts
-The big yellow circle controls the drivable region. You should make sure these are scaled decently sized to allow drifting and free movement.
-You can hide them with the circle button.
-If you need to see the path more clearly you can toggle XRAY mode which draws over the course model.
-For shortcuts you can make them require speed (like a mushroom) with the priority property. -This will determine if the AI can take the split route or not.
-Now with knowing how to use these keep adding them until the whole map is connected.
-When you need to connect 2 points, first select the point then the other point you want to connect to.
-Click on the connect button (or press F)
-With that finished, AI can freely move in your map.
-Keep in mind for these to work you need to make lap paths as explained here.
-Shortcuts | -Effect | -
---|---|
Battle Flags | -Controls battle mode but purpose is unknown atm | -
Path Direction | -Unknown purpose | -
Priority | -Determines when to use the branched point such as shortcuts/bullet bills | -
These paths are for controlling the glider direction when activated.
-Shortcuts | -Effect | -
---|---|
Ctrl + D | -Duplicate | -
Alt + Mouse Down | -Add points. If one is selected it connects to that. | -
Del | -Delete | -
Q | -Also can add points. | -
E | -Extrude | -
F | -Connect/Disconnect 2 selected points | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
To start you want to enter the glider path editor.
-Then Alt + Mouse to create. Place these where a glider would activate.
-Keep the previous point selected then keep creating these to create a fully connected path in the direction you want to glide in.
-I suggest using Ctrl + D to duplicate, then use the translation gizmo to move the glider points.
-If you need to disable dropping to the ground, you can disable this settings.
-Lastly, for the last few points, make sure they go under the ground to pull the player torwards it.
-Simply make sure all your points (aside from the last few under ground) has Is Cannon checked and the glide type Cannon.
-If you make all points cannon, you may be stuck in the air and never be able to get back on the ground.
-Shortcuts | -Effect | -
---|---|
Glide Type | -Determines if glider is a normal or cannon type. | -
Use Updraft | -Determines to use an updraft or not. | -
Is Cannon | -Determines if the glider point shoots like a cannon or not to the next point | -
Ascend | -The exact purpose is unknown but may control the strength for ascending | -
These paths are for controlling anti gravity. -If the player is inside the region it activates. -The direction these are facing determine the direction of gravity.
-Shortcuts | -Effect | -
---|---|
Ctrl + D | -Duplicate | -
Alt + Mouse Down | -Add points. If one is selected it connects to that. | -
Del | -Delete | -
Q | -Also can add points. | -
E | -Extrude | -
F | -Connect/Disconnect 2 selected points | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
To start you want to enter the gravity path editor.
-Then Alt + Mouse to create. -Ctrl + D to duplicate and keep creating these to fill the region you want as anti gravity.
-After these are made, make sure you put all the lap path groups these are inside of.
-This is required for these to activate.
-Now that is done you can create Gravity Camera Paths. They control the camera angle. -These you can convert from the gravity paths you just made.
-Make sure you assign them aswell by selecting the gravity path and adding the camera path.
-You can increase the camera angle/height a bit with this property.
-This helps if you are driving on slopes and need the height to show at a higher angle.
-Name | -Effect | -
---|---|
GCamera Paths | -The camera paths to use to determine the camera angle of the anti gravity section. | -
Camera Height | -3 different height levels to determine how to angle the camera height. | -
Transform | -Determines to activate anti gravity. This should always be on. | -
This is the opening animation when the game loads the map.
-You can switch to the intro camera editor under the editor list.
-Then in the tools window click Add Canera
-Simply move the camera to your desired spot then add/update/remove points.
- -Once you add 3 cameras then it is finished! The tool will configure the camera settings automatically.
These paths are for controlling item paths for items like red and blue shells.
-The giant circle radius controls the search area to interact with the target driver.
-Shortcuts | -Effect | -
---|---|
Ctrl + D | -Duplicate | -
Alt + Mouse Down | -Add points. If one is selected it connects to that. | -
Del | -Delete | -
Q | -Also can add points. | -
E | -Extrude | -
F | -Connect/Disconnect 2 selected points | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
To start you want to enter the item path editor.
-The process is the same as enemy paths so look at that page.
-After you made your enemy paths I suggest converting them to item paths.
-This way you can make small edits to your item paths afterwards if necessary.
-Shortcuts | -Effect | -
---|---|
Hover | -Allows the item to hover in the air for this point instead of breaking. | -
Search Area | -Determines how large of an area the item should search for the target driver. | -
Priority | -Determines when to use the branched point such as shortcuts | -
These paths are for controlling the current lap you are on and the boundaries of the map. -They also control where to respawn the player if they fall off the map.
-Shortcuts | -Effect | -
---|---|
Ctrl + D | -Duplicate | -
Alt + Mouse Down | -Add points. If one is selected it connects to that. | -
Del | -Delete | -
Q | -Also can add points. | -
E | -Extrude | -
F | -Connect/Disconnect 2 selected points | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
To start you want to enter the lap path editor.
-Then Alt + Mouse to create. Start creating where your lap would start at. -Ctrl + D to duplicate and keep creating these to fill the entire region you can drive on.
-Make sure the arrow is facing towards the direction you drive in by rotating the entire selected lap point object.
-I suggest you duplicate (Ctrl + D) then use the translation gizmo to precisly move your lap path.
-When the road splits, make sure you split your lap paths by selecting the lap point, then creating a new one (do this twice).
-This will ensure if the player falls off, they stay on the correct path.
-Keep adding these until your entire drivable region is covered with lap points.
-When you need to connect 2 points, first select the point then the other point you want to connect to.
-Click on the connect button (or press F)
-Next we need to determine what lap path will activate a new lap. We do this from the lap point properties.
-Select your lap path point then make the Lap Check property set to 0. -If you want to do a Mount Wario style course where laps increase during the game, increase the value by 1 each lap increase.
-If you make a track non looping, set the lap count to 0 in course settings.
-Now we need to do one last thing called checkpoints. These determine if you are in the correct place.
-The best way to do these is just increase the amount by 1 every few points starting from the value 1. -If you have 2 split possible paths you want to make sure they match.
-For this example, this is set to 2 for both. Each player needs to be able to pass through the same numbered check points no matter the route they take.
-Return points are where the player will respawn if they fall within that region. -These are marked by these cubes/arrows.
-Enter a cave and want kart headlights to turn on? You can do this by lap path point properties.
-Aslong as the player is inside that region, the kart headlights will stay on.
-Then make sure the head lights are enabled in the course settings.
-Map objects are various objects in the scene like item boxes, goombas, coins, spawn points, and much more.
-You can switch to the map object editor under the editor list.
-
-Most scenes will have a skybox and a start point (spawn for players)
Shortcuts | -Effect | -
---|---|
Alt + Mouse Down | -Adds current object in toolbar. | -
Del | -Delete | -
Q | -Also can add objects from toolbar. | -
Ctrl + D | -Duplicate | -
Ctrl + C | -Copy | -
Ctrl + V | -Paste | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
This object represents the spawn and is required for your map. You place this on the starting line.
-If you want more flexible placements you can use the StartEx object. These will be used for VS/GP matches (not time trials).
-The first param is the number of the player to spawn (0 - 11) and should be unique to each object.
-There is various ways to add objects.
-One method is to set the active object. This object can be spawned using alt + left mouse.
-This can be activated on the bottom menu of the viewport.
-
Another shortcut is to press "Q" to spawn objects.
-
If you have the Drop Objects to Collision option toggled up top, this will spawn it above the nearest collision.
-You can also use the asset viewer to drag and drop objects.
- -Skyboxes can also be easily changed.
- -If you use a specific object alot, you can save it as a favorite.
-When you select an object, they will have properties in the properties window.
-Name | -Effect | -
---|---|
Multi2P | -Display in 2 player local multiplayer | -
Multi4P | -Display in 4 player local multiplayer | -
Wifi2P | -Display in 2 player online multiplayer | -
Wifi4P | -Display in 4 player online multiplayer | -
Name | -The name of the object, with the ID in () | -
Use Collision | -toggles collision for when something collides with the object | -
Top View | -Unknown usage | -
Single | -Unknown usage | -
Path Speed | -The speed of object when it's animated on a path | -
Param 1 - 8 | -Special properties for objects like animation delay. | -
Transform | -The position, rotation, and scale the object is in. Rotation is in degrees. | -
The relative option is what objects parent this map object. -The paths is what path the object uses. This is necessary for objects like cars that move on a path.
-If you get this warning, you need to add a rail path for your object. Guide here.
-If you need to set an obj path, you select a rail path and check "Obj Path" in properties. Then select that in the rail path dropdown.
These paths are for pulling the player into a specific direction when nearby.
-Shortcuts | -Effect | -
---|---|
Ctrl + D | -Duplicate | -
Alt + Mouse Down | -Add points. If one is selected it connects to that. | -
Del | -Delete | -
Q | -Also can add points. | -
E | -Extrude | -
F | -Connect/Disconnect 2 selected points | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
To start you want to enter the pull path editor.
-Then Alt + Mouse to create. Place these where a pull path would activate.
-Keep the previous point selected then keep creating these to create a fully connected path in the direction you want to pull in.
-Shortcuts | -Effect | -
---|---|
Speed | -Determines the force amount to be pulled. | -
Param 2 | -Unknown purpose. | -
This path type is for moving map objects and cameras around.
-To start you want to enter the rail path editor.
-You have 3 path objects you can choose from.
-When you create your path make sure to select it, then press Tab to go into edit mode.
-Scale it with T and make sure the points have some distance to edit with.
-These are similar to enemy and item paths.
-Shortcuts | -Effect | -
---|---|
Tab | -Go into edit mode for the selected path(s) | -
Hold Ctrl | -Move both handles as one line if one is being moved around. | -
E | -Extrudes. If you extrude in an already connected point, it'll extrude but connect to that current point. | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
A type with handles to control from. If you are familar with blender it controls very similar.
-Shortcuts | -Effect | -
---|---|
Tab | -Go into edit mode for the selected path(s) | -
Hold Ctrl | -Move both handles as one line if one is being moved around. | -
E | -Extrudes. If you extrude in an already connected point, it'll extrude but connect to that current point. | -
G | -Moves both the point and handles if the point is selected. | -
R | -Rotates the handles if the point is selected. | -
T | -Scales the handles if the point is selected. | -
Same as a bezier curve but it is pre made as a circle.
-Select the path (out of edit mode) then check the loop property.
-The tool cannot directly edit object paths however you can turn rails to obj paths automatically with this setting.
-The benefit with this is that objects can move side to side (ie goombas) instead of turning and trying to loop.
-These types are not supported atm. These control lakitu movement during a return to the lap path return point.
-Make sure both your rail and object path is visible by clicking on the eye in the tree.
-Next select your rail in the dropdown. This one is Path 7.
-Next we will set the speed.
-This speed property is usually needed for obj path types but it doesn't hurt to set it anyways.
-Next to be sure also set the point param property.
-Go into edit mode then select all your points. Here I will edit that to be about 50.
-Both these parameters control speed. Some objects use the object speed, some use the rail speed.
-The rail speed tends to be alot larger so I suggest using larger values (possibly total time to go through path),
-Keep in mind some map objects use rails differently.
-When you do these, the param 2 value determines for it to go out of the ground.
-These are cameras for playing back replays and for spectating online.
-Shortcuts | -Effect | -
---|---|
Ctrl + D | -Duplicate | -
Alt + Mouse Down | -Add camera. | -
Del | -Delete | -
G | -Move | -
You first want to place a few areas around your map. These areas will determine when to activate these while gameplay is happening.
-Area guide here.
-Next you want to enter the replay camera editor.
-Simply add your camera object with Alt + Mouse Down.
-Note! There is no way to preview these atm and is currently very WIP
-Change the type under the Camera Type dropdown. The kart search will stay fixed or move around relative to the kart.
-Note for kart replay cameras using paths, the path must be at 0 0 0 of the map as it is relative to the driver
-You can connect the rail objects created from here for the path search type.
-If you are doing an online/specator path, those will be aboslute and can be in the spot you want them in.
These are objects which produce sound when you go near it. The sounds that play however are determined by another file which is not editable atm. -Currently you can place these objects down and try to use existing sounds from the map you are currently over.
-You can switch to the sound object editor under the editor list.
-Shortcuts | -Effect | -
---|---|
Alt + Mouse Down | -Adds object. | -
Del | -Delete | -
Q | -Also can add objects. | -
Ctrl + D | -Duplicate | -
Ctrl + C | -Copy | -
Ctrl + V | -Paste | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
If you have the Drop Objects to Collision option toggled up top, this will spawn it above the nearest collision.
-From left to right the menus control: -- Adds object (near camera) -- Removes object -- Copy selected -- Paste
-When you select an object, they will have properties in the properties window.
-These paths are for controlling the auto steer feature mk8d added.
-The giant circle radius controls the entire region to move around.
-Shortcuts | -Effect | -
---|---|
Ctrl + D | -Duplicate | -
Alt + Mouse Down | -Add points. If one is selected it connects to that. | -
Del | -Delete | -
Q | -Also can add points. | -
E | -Extrude | -
F | -Connect/Disconnect 2 selected points | -
1 | -Activates movement tool | -
2 | -Activates rotation tool | -
3 | -Activates scale tool | -
G | -Move | -
R | -Rotate | -
T | -Scale | -
X | -Lock X Axis | -
Y | -Lock Y Axis | -
Z | -Lock Z Axis | -
B | -Selection Box | -
To start you want to enter the steer assist path editor.
-The process is the same as enemy paths so look at that page.
-After you made your enemy paths I suggest converting them to steer assist paths.
-This way you can make small edits to your steer assist paths afterwards if necessary.
This editor controls both the camera placement (so players match up with the mini map) and the mini map texture.
-Switch to the mini map editor (make sure you have opened the map byaml)
-Use the UI on the left side (property window) to edit the camera values.
-If you want to hide the floor you can do so in the view menu.
-The camera should be in the same place you want the mini map to be at. -When you finish the camera movement, save it.
-Tips -- In the model editor you can select a mesh and press H to hide them. You may want to hide parts of the model for the screenshot.
-This feature is only supported on Wii U atm. Switch users will have to use Switch Toolbox and replace the course_maptexture.bntx in that.
-Take a screenshot then make your mini map out of that in photoshop or some image editing software.
-This guide will not cover how to make them look like the originals atm so you will need figure that out on your own.
-After you edited your mini map texture, right click the map texture in the tool and hit replace.
-Then click on the course_mapcamera.bin again and save the texture file in the properties to your course folder.
-Install the following applications:
-Now that is done you are ready to open the tool. Open TrackStudio.exe for windows.
-For other platforms run dotnet TrackStudio.dll in terminal.
-NOTE: If the program fails to run, you can see detailed error messages by running Track Studio via terminal.
-With this you want to configure your game paths.
-If you don't have a game dump you can still edit but won't have visuals for map objects)
-Now you can either file - open or drag/drop files to edit.
Coming soon
-Requirements:
-Installing the tool requires net 5.0. so make sure that is installed.
-Then you can extract the .zip from the releases then run the .exe.
-For other platforms you can run in the cmd dotnet MapStudio.dll
You want to decide what track to create. It can be a port of an existing track or you can make one from scatch. -There isn't a particular poly limit but anything under 300k polys should be fine.
-The requirements for your model is that you scale it to match a MK8 course before you import it in game.
-This tutorial will use the start grid model which you can download here.
-Scale your map model so the road fits with this object. The grid represents where each player will spawn. -Once you scale it you can optionally keep it so you can view the markers for where players would go.
-Save your scene as a .blend, .max, or whatever program you are using so you can load it back later. You may want to update the model for things like baked shadows, lighting later on.
-Next you want to export your model as either .dae or .fbx. This will be used for importing into the tool.
-Open Track Studio and go to File - New - Custom Track
-You want to check Mario Kart 8 Deluxe Map if you are making one for the Switch version, else it is for Wii U.
-Select your exported .dae/.fbx model in the Model File selector.
-Now click Ok.
-Your model will now be imported.
-You can move the camera with WASD and spacebar to move up, shift + spacebar to move down.
-Once you have your model imported, now we need to do textures.
-Right click on the Textures folder then click Import Texture. Select all the textures you need to import for your map.
-Set the formats as such:
-If you have a shadow or light map you should make the mip count 1.
-When that is selected you can click Ok.
-All that is left is to do materials to finish the model!
-To edit a material, either select the mesh in the viewer or select the material in the tree.
-For a detailed guide at editing these, please refer to this section.
-File - Save or CTRL + S while in the model editor tab to save your model.
-Save it to a new folder. We will store all the course contents in this folder.
-Next we will cover collision editing. It is suggested you continue to this step as collision is super useful for the map editor later.
-You can edit collision in the Collision Editor tab.
-For a detailed guide at editing these, please refer to this section.
-When finished make sure you File - Save the collision (or CTRL + S).
-You can edit map object/paths/cameras in the Map Editor tab.
-Here we will place our starting point at so players will spawn there.
-If you did the collision from earlier, you can snap these directly onto the model.
-If you need to place it in a more precise way, you can edit in the properties window.
-Now for your map to be functional, you need atleast Lap Paths and Enemy Paths. Guides on these are below!
-To place down item boxes, coins, and other objects you can follow this guide here.
-Lap paths control the boundaries of the map, where to respawn the player, and keeps track of player's place in the lap which you can follow here.
-Enemy paths that control AI movement which you can follow here.
-Item paths that can control the red and blue shell movements. You can follow here. These can be mostly created from enemy paths from earlier.
-If you need to add a glider, you can follow here.
-Then lastly if you are doing an anti gravity track, you can follow here.
-They control when to activate anti gravity, the direction of gravity, and camera angle.
-You first need to make sure you have a course.bgenv file. You can copy one from any existing MK8 map in the course folder.
-Open your .byaml to load the map, then follow the lighting tutorial here.
-With those guides done you can play the map! Make sure you File - Save or CTRL + S in map editor to save you settings!
-To load the map you have 2 options.
-For using the Cemu emulator, you want to use graphic packs to store your mods in.
-Open the graphicPacks folder in your Cemu directory.
-Create a new folder and call it a name.
-Next go into that folder. Create a new text file and call it rules.txt. Paste this in
-[Definition]
-titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
-name = Resolution
-path = "Mario Kart 8/Mods/CustomTrackTest"
-description = A MK8 mod.
-version = 3
-
-You can edit the path to whatever you like.
-Now add a content folder.
-Place the game files you modify in the content folder.
-Courses will go in like this.
-Lastly we need to enable it to use with Cemu.
-Open Cemu and load the graphic pack from Options - Graphic Packs
-Toggle your mod. Once you boot the game, your mods will load properly!
-Follow this guide here
This mode allows you to view with different shading. This can help find issues with the model or lighting.
-This switches what editor to use. Object editor, enemy paths, item paths, rails, lap paths, etc.
-Determines what space to perform transforming. World space is default, local space makes it relative to the object.
-In order left to right.
-The Drop to Collision setting will make placed objects snap to your maps collision.
-Any extra options will show based on your current editor.