DSHack

Archive Generated December 23rd, 2018
KMP Expander - a MK7 KMP Editor
Author Posted on 2015/10/18
#769
Miles Ermiiworth I'm working on KMP Expander, a Mario Kart 7 KMP Editor.

Features

-Paths sections will be easy to edit (ENPH, ITPH, CKPH, POIT, GLPH)
-CSV Exporter and Injector
-Map Editor like MKDS CM or EFE
-OBJ Importing and Automatic Y detection

Screenshots






Download
Hack store

Source code (Old version)
https://github.com/Ermelber/KMP-Expander
Author Posted on 2015/10/18
#770
MKGirlism Nice one, are you going to make a Map also?
Also, you spelled "Respawn" as "Respwan" on those Tabs.
Author Posted on 2015/10/18
#771
Miles Ermiiworth
Nice one, are you going to make a Map also?
Also, you spelled "Respawn" as "Respwan" on those Tabs.


Yes, I'll try to. Also I'll fix that mispelled word XD
Author Posted on 2015/10/22
#780
Miles Ermiiworth Graphical editor in progress:


If you want to suggest any feature, this is the right time.
Author Posted on 2015/10/22
#781
TheZoroark007
Graphical editor in progress:


If you want to suggest any feature, this is the right time.

It looks great that far! Can't wait till the release!
Author Posted on 2015/10/28
#809
Miles Ermiiworth Map editor in progress:
Item routes and Enemy Routes are fully editable in both Map editor and table editor.
I'll now make the Checkpoint table editor and afterwards the Map editor for it.
Author Posted on 2015/10/28
#812
TheZoroark007 Will this be able to first load the .kcl of the course one want to create? Would be very usefull to see the right positikns!
And as a suggestion: It would be nice to have a .nkm to .kmp converter to make porting easyer, if that is possible!
Author Posted on 2015/10/28
#817
Miles Ermiiworth It'll be able to load OBJs because I think it's way more versatile than using a KCL. But it'll pretty much do the same as having the KCL on MKDSCM or EFE.
For the nkm to kmp converter, We can actually make it already, even though you have to export the values and reimport them. By the way, it's possible but I don't feel like doing that now.
Author Posted on 2015/10/30
#821
TheZoroark007 Ok. Thats fine too!
I'm really looming forward to this!
Btw. how many polys can a model have to play good in MK7? Same fir how big can he texture be (filesize)?
Author Posted on 2015/11/02
#835
Miles Ermiiworth Checkpoint editor done!
Author Posted on 2015/11/02
#837
ステーウィ1.0 Would it also be possible to have DAE importing too?
Author Posted on 2015/11/02
#838
Miles Ermiiworth
Would it also be possible to have DAE importing too?

As I said on the Shoutbox, It'd be useless

New screenie:
Author Posted on 2015/11/02
#840
TheZoroark007 Do we already have a collection of what point does what in a .kmp ?
Author Posted on 2015/11/02
#841
Miles Ermiiworth
Do we already have a collection of what point does what in a .kmp ?
What do you mean? Yes, we already know a lot about KMP.
Author Posted on 2015/11/02
#843
TheZoroark007 I mean a documentation ln what things like Previous 1;2,3 ... mean.
Author Posted on 2015/11/02
#845
Miles Ermiiworth They are what it's written they're. They're the next and previous sections for the routes.
Author Posted on 2015/11/04
#858
Miles Ermiiworth OBJ Drawing and Height Calculation done!
Author Posted on 2015/11/04
#859
TheZoroark007 Does this also import the materials from the object or is that "only" the object color? ?
Author Posted on 2015/11/04
#860
Miles Ermiiworth
Does this also import the materials from the object or is that "only" the object color? ?


No, you can set the color manually.


By the way, if the material name contains some keywork I preset, It'll automatically set them as I defined them. For istance if you have an OBJ with significative Material names, it'll be likely my OBJ Importer will set the correct colors by itself. That's how I made it work
Author Posted on 2015/11/05
#863
TheZoroark007 Nice! Can´t wait for the release!
Author Posted on 2015/11/09
#913
Miles Ermiiworth Beta 1 is out! I'll also make a small tutorial in a while.
Check the first post to get the download link or go to the Hack Store!

What can't Beta 1 do yet:
Adding/Removing Objects/Respawns and anything else

What can Beta 1 do:
1. Complete handling of Enemy Routes, Item Routes and Checkpoints (adding, removing, moving etc...).
2. OBJ Importing with automatic Material name detection for a faster coloring
3. Automatic Height calculation (by Right clicking when moving/adding on map)

Hope you enjoy it, consider it's a beta version and there are still some glitches so PAY ATTENTION when editing!
Author Posted on 2015/11/09
#915
TheZoroark007 I somehow don´t see the .obj I imported. I tried 3 different .obj files, I clicked view/object importer, then a window with my material names shows up and when I close it, nothing shows up in the editor...
Author Posted on 2015/11/09
#916
Miles Ermiiworth Can you send me this OBJ?
Author Posted on 2015/11/09
#917
TheZoroark007
Can you send me this OBJ?

Yes: https://www.dropbox.com/s/b9hq29r4zuwc0i6/obj.rar?dl=0

Edit: It still isn't working and it seems that noone kniws why...
Author Posted on 2015/11/10
#923
TheZoroark007 The strange thing is that I now used the original .kmp from DK Jungle and extracted the original Model from DK Jungle. This is, what it looks like: https://i.imgur.com/sXN3Tnp.png

You should really use a .kcl viewer like EFE does. There it shows up correctly for me!
Author Posted on 2015/11/10
#924
Miles Ermiiworth I don't think it's that the matter. It seems that all the values that are read are screwed up. It must be due to your decimal separation method I think. Try changing that. http://support.minitab.com/en-us/minitab/17/topic-library/minitab-environment/interface/customize-the-minitab-interface/change-the-decimal-separator/
Author Posted on 2015/11/10
#926
TheZoroark007 That worked for me! Thank you very much!
Author Posted on 2015/11/15
#945
Megalegacy How can you move around in the map? I imported an obj and I can't zoom out, I dont think it's too big since I tested how long the roads should be and scaled it before hand.

EDIT: never mind got it to work out, i just resized it a bit.
Author Posted on 2015/11/16
#947
TheZoroark007 Will Beta 2 will let us really create completely new courses? It sseems that something KMP expander does (or doesn't) prevent moving/showing some things which then are out of bounds< whitescreen crash
Author Posted on 2015/11/16
#948
Miles Ermiiworth Ah, I see what you mean. Yes I'll try to change the viewport accordingly
Author Posted on 2015/12/01
#1066
Miles Ermiiworth GOBJ adding in progress!



Also, JGPT Editing is 100% completed. I've also fixed the Viewport, meaning you can now edit things that were out of KMP Expander's Map viewer bounds.
Author Posted on 2015/12/06
#1102
Miles Ermiiworth New version is out!
What's new:
Fixed Viewport
Added GOBJ Operations
Added GOBJ Defragmentation
Added JGPT Operations

Author Posted on 2015/12/06
#1104
TheZoroark007 Nice, I will try that out later.

Edit: Well, I somehow still can´t add/delete/change objects... The fields are still grayed out!
Author Posted on 2015/12/07
#1111
Miles Ermiiworth Sorry, I had uploaded an older version! Now it's the correct one! http://store.dshack.org/index.php?/file/168-kmp-expander/
Author Posted on 2015/12/07
#1112
TheZoroark007
Sorry, I had uploaded an older version! Now it's the correct one! http://store.dshack.org/index.php?/file/168-kmp-expander/

Now it',s working, thanks. I finnaly could add Minecarts to my track! But I hope we will get path editing soon, because I replaced the windmill blades with them and now the minecarts are just turning around. I also have to find out where the collision for the objects is stored...
Author Posted on 2015/12/08
#1113
Miles Ermiiworth I don't think you should edit the collision of the objects. I'd rather adapt the object to the original object and then change the object's scale. Btw, I'll soon add POIT editing :P
Author Posted on 2015/12/16
#1158
CuriousTommy Hi Ermelber,
I just wanted to say thank you for creating this wonderful tool. It made parts of my course now drivable. I do a few questions though. Would it be possible to have a checkbox that has the checkpoints always be shown no matter what tab you are currently on? It would make positioning enemy and item much more easier since I am freestyling my custom track and don't know where everything is going to be at the moment. Also does the Defragment Objects help with the white screen issues also or is it just to make the list look more neater?

Thank you for taking your time to read this,
CuriousTommy
Author Posted on 2015/12/18
#1163
Miles Ermiiworth The defragmenter makes the list tidy. Also, You can use an OBJ model to know where you're placing your points. Thanks anyway, I'm proud of my job :P
Author Posted on 2016/01/24
#1381
Miles Ermiiworth New beta released!

http://store.dshack.org/index.php?/file/168-kmp-expander/

What's new:
- Added CSV Importing and Exporting for most editable Sections
- Added PointInfo (Routes) editing

Enjoy :P
Author Posted on 2016/01/24
#1382
MK7tester Yay! Route editing!
Author Posted on 2016/01/29
#1398
Miles Ermiiworth New version!

- Added Glider Routes editing
- Added CSV Importing for Glider Routes
- Added CSV Exporting for CAME and AREA

In the next days, I'll add CAME and AREA editing and CSV Importing for them.
I think next will be the final beta.
Author Posted on 2016/01/29
#1399
CuriousTommy
New version!

- Added Glider Routes editing
- Added CSV Importing for Glider Routes
- Added CSV Exporting for CAME and AREA

In the next days, I'll add CAME and AREA editing and CSV Importing for them.
I think next will be the final beta.


Awesome! Do you plan to also add support for KTPT editing (In case if anyone is wondering, it is responsible for the starting positions for battle tracks)?
Author Posted on 2016/01/29
#1400
Miles Ermiiworth Did you even try using the last 2 betas? Although I forgot to say I included KTPT, here it is:

http://prntscr.com/9whizz
Author Posted on 2016/01/29
#1401
CuriousTommy
Did you even try using the last 2 betas? Although I forgot to say I included KTPT, here it is:

http://prntscr.com/9whizz


Wow... I feel so stupid... I wasted my time hex editing when I could of used the editor instead.
Author Posted on 2016/07/15
#1909
Miles Ermiiworth New version is in Work in Progress!


It will have ALL old KMP Expander features, plus, as you can see from the screenshot, You can tweak the settings as you please!
Since I'm recoding this from scratch it will take some time but I have to say something: Before today I still didn't have the rendering engine done.
After some hours of work today I've got a perfect dot moving (MUUUUCH better than the old version) and rendering. (And the code is much better)
Author Posted on 2016/07/31
#1981
Baoulettes I can't wait to try it !
Especially Point radius and color (working with grass texture in background is soooo hard xD)
Author Posted on 2017/01/02
#2758
Miles Ermiiworth WIP
Author Posted on 2017/01/03
#2776
Miles Ermiiworth Update:

All KMP Sections are now visible.
On map editing comes soon. (And probably a beta release too)

Author Posted on 2017/01/04
#2787
Miles Ermiiworth Alpha Release!

Author Posted on 2017/01/04
#2788
Baoulettes Will test it with my incoming CT, Thank you :)
If I see any major error I can report it there or you prefer in private message?^^
Author Posted on 2017/01/05
#2790
Miles Ermiiworth
Will test it with my incoming CT, Thank you :)
If I see any major error I can report it there or you prefer in private message?^^


You can do both :)
Author Posted on 2017/01/05
#2798
Miles Ermiiworth Alpha 2 is out! https://www.dshack.org/store.php?page=file&fid=168

What's new:
- Added OBJ Support and Automatic Y calculation by moving the dots with the right click
- You can view UIMapPos but not edit it yet
- General fixes
Author Posted on 2017/01/05
#2799
B.B Amazing update. We can edit AREA and CAME now, which is the best part to me.

In alpha2, I can't import an OBJ, though. Nothing happens when I click on an OBJ. Is it a bug? Seems weird.
Author Posted on 2017/01/05
#2800
Miles Ermiiworth
Amazing update. We can edit AREA and CAME now, which is the best part to me.

In alpha2, I can't import an OBJ, though. Nothing happens when I click on an OBJ. Is it a bug? Seems weird.


I don't know, I might have made some oversight. Can you send me the OBJ?
Author Posted on 2017/01/05
#2801
PabloMK7 Do you think intro camera preview will ever be possible? Just like MKtoolbox :P
Author Posted on 2017/01/06
#2803
Miles Ermiiworth
Do you think intro camera preview will ever be possible? Just like MKtoolbox :P


That's one thing that comes last but maybe I can add it
Author Posted on 2017/01/06
#2804
Miles Ermiiworth Update

What's new:
-Improved OBJ Rendering
-Fixed OBJ Loading (hopefully)
-Added "Add point on Map" mode
-UIMapPos (only LocalMap) is now editable
-Various fixes

Author Posted on 2017/01/07
#2811
B.B Do you think you could add a previous kind of OBJ viewing like in v2.0? The OBJ loading actually loads now, but doesn't always display correctly.

A few other suggestions, since you're actively working on it again:
- Global map editing. This is possible now thanks to Baoulettes' discovery. You can ask him for further information, it doesn't seem difficult to implement.
- Enable/disable local map image with a key. It's hard to position it, but allowing you to disable/re-enable it with a key (F4 or something, idk) would be perfect.
- Readd the Object names in the Object list. It's a million times harder to look at this with only IDs.

I'm loving these updates. Keep up the great work!
Author Posted on 2017/01/07
#2814
Miles Ermiiworth
Do you think you could add a previous kind of OBJ viewing like in v2.0? The OBJ loading actually loads now, but doesn't always display correctly.

A few other suggestions, since you're actively working on it again:
- Global map editing. This is possible now thanks to Baoulettes' discovery. You can ask him for further information, it doesn't seem difficult to implement.
- Enable/disable local map image with a key. It's hard to position it, but allowing you to disable/re-enable it with a key (F4 or something, idk) would be perfect.
- Readd the Object names in the Object list. It's a million times harder to look at this with only IDs.

I'm loving these updates. Keep up the great work!


1. The OBJ Importer I have now is coded so lazily that I have to remake it for good. It will be like the v2 and you will be able to set the material settings and even able to hide the polygons with certain materials.

2. For global map, yeah I will ask Baoulettes.

3. I will add this feature right away

4. I don't know if I will be able to do this in the next Alpha, but I will try to pull all these things off :P

Thanks for your support!
Author Posted on 2017/01/07
#2815
Miles Ermiiworth Alpha 4 is here

I added the hide/unhide function for the Local Map Image as requested.
I've also dramatically improved the OBJ Importer which will be with a new nice dialog window:

You can also change the Settings:

Also, you can hide/unhide groups as you wish
Author Posted on 2017/01/13
#2838
Miles Ermiiworth Alpha 5 is out: https://www.dshack.org/store.php?page=file&fid=168

I've fixed some stuff and now Objects have a name instead of just a plain 4 digit Hexadecimal number. The Object list though is probably screwed up, most objects have their correct name but some don't. Please be careful!
Author Posted on 2017/01/13
#2839
MKGirlism Speaking of objects, would you mind sharing a list + images of those with one of our Staff members?
They could fill the MK7 part of the Object Database here.
Author Posted on 2017/01/13
#2840
SGC Yellow Pretty much I'm the only one that's actually bothered to so far, but yes the information would indeed be helpful.
Author Posted on 2017/01/14
#2846
Miles Ermiiworth Yes, I mentioned something in the shoutbox. Here is the list we have so far (Some are incorrect such as 0x0133) (List made by Yoshidude)


0000 - ?
0001 - ?
0002 - sun flare effect (ef_env_sun)
0003 - Sound Effect (SoundPoint)
0004 - Itembox (itemBox)
0005 - Coin (CoinJmap)
0006 - Leaf Pile (WiiLeaves)
0007 - Wooden Box (CrashBox)
0008 - Fire Burner (GasFire)
0009 - Lakitu (jugem)
000A - Occlusion (occlusion)
000B - Water Geyser (HotSpring)
000C - Chandelier (DsChandelier)
000D - Barrel (Barrel1)
000E - Jar? (CmnPot1)
000F - Falling leaves effect (ef_maple)
0010 - Koopa Troopa Beach Sea (KbWaterSurface)
0011 - Star Ring Duplicate (RrStarRing)
0012 - Moving Road? (MovingRoad)
0013 - Palm Shore Water (PsWaterSurface)
0014 - Fire Geyser (BcFirePillar)
0015 - Moving Road? (MovingRoad2)
0016 - Moving Road? (MovingRoad1)
0017 - Water Current (CmnWaterCurrent)
0018 - Wind (CmnAirCurrent)
0019 - Steam (AcSteam)
001A - Lava Stream (BcLavaFlow)
001B - Swinging Anchor (WsAnchor)
001C - Ice Platform (MeltIce)
001D - Wind Duplicate With Leaf partiles {Crashes}(CmnAirCurrent)
001E - Wall? (clip)
001F - Big Water Current (CmnWaterCurrentBig)
0020 - Blue Mushroom (CmnKinoko3)
0021 - Waterfall Splash (KbSplash)
0022 - ?
0023 - ?
0024 - ?
0025 - ?
0026 - ?
0027 - ?
0028 - ?
0029 - ?
002A - ?
002B - ?
002C - ?
002D - ?
002E - ?
002F - ?
0030 - ?
0031 - ?
0032 - ?
0033 - ?
0034 - ?
0035 - ?
0036 - ?
0037 - ?
0038 - ?
0039 - ?
003A - ?
003B - ?
003C - ?
003D - ?
003E - ?
003F - ?
0040 - ?
0041 - ?
0042 - ?
0043 - ?
0044 - ?
0045 - ?
0046 - ?
0047 - ?
0048 - ?
0049 - ?
004A - ?
004B - ?
004C - ?
004D - ?
004E - ?
004F - ?
0050 - ?
0051 - ?
0052 - ?
0053 - ?
0054 - ?
0055 - ?
0056 - ?
0057 - ?
0058 - ?
0059 - ?
005A - ?
005B - ?
005C - ?
005D - ?
005E - ?
005F - ?
0060 - ?
0061 - ?
0062 - ?
0063 - ?
0064 - ?
0065 - Moving Itembox (itemBox)
0066 - Boulder (CmnRock1)
0067 - Wii Blimp (WiAirship)
0068 - Train (N64Train)
0069 - Luigi Balloon (N64Balloon1)
006A - Hot Air Balloon (GlBalloon)
006B - Pinball (DsIronBall)
006C - Pinball Bumper (DsBound)
006D - Snowball (DsSnowball)
006E - Coconut Mall Car A (WiiCarA)
006F - Coconut Mall Car B (WiiCarB)
0070 - Moving Tree (DsMovingTree)
0071 - Moving Table (GcTable)
0072 - Wiggler (hanachan)
0073 - Cruiser (CruiseShip)
0074 - Tiki Tak Blimp (DkAirship)
0075 - Bowser Blimp (AcBowserShip)
0076 - Koopa Clown Car (AcFutureClown)
0077 - Car A(CmnCar1)
0078 - Cobrat Jars Duplicate (potSnake)
0079 - Boulder Duplicate (CmnRock1)
007A - Wuhu Island Car A (WiCarA)
007B - Blue Koopa Clown Car (WiKoopaClown)
007C - Chain Chomp (wanwan)
007D - Star Bumper (IceBoundStar)
007E - Heart Bumper (IceBoundHeart)
007F - Seagull (seagull)
0080 - ?
0081 - ?
0082 - ?
0083 - ?
0084 - ?
0085 - ?
0086 - ?
0087 - ?
0088 - ?
0089 - ?
008A - ?
008B - ?
008C - ?
008D - ?
008E - ?
008F - ?
0090 - ?
0091 - ?
0092 - ?
0093 - ?
0094 - ?
0095 - ?
0096 - ?
0097 - ?
0098 - ?
0099 - ?
009A - ?
009B - ?
009C - ?
009D - ?
009E - ?
009F - ?
00A0 - ?
00A1 - ?
00A2 - ?
00A3 - ?
00A4 - ?
00A5 - ?
00A6 - ?
00A7 - ?
00A8 - ?
00A9 - ?
00AA - ?
00AB - ?
00AC - ?
00AD - ?
00AE - ?
00AF - ?
00B0 - ?
00B1 - ?
00B2 - ?
00B3 - ?
00B4 - ?
00B5 - ?
00B6 - ?
00B7 - ?
00B8 - ?
00B9 - ?
00BA - ?
00BB - ?
00BC - ?
00BD - ?
00BE - ?
00BF - ?
00C0 - ?
00C1 - ?
00C2 - ?
00C3 - ?
00C4 - ?
00C5 - ?
00C6 - ?
00C7 - ?
00C8 - ?
00C9 - Goomba (kuribo)
00CA - Swooper (basabasa)
00CB - Thwomp (dossun)
00CC - Lava Bubble (ef_bubble)
00CD - Sidestepper (crab)
00CE - Super Thwomp (dossunStar)
00CF - Pengiuin (penguin)
00D0 - Eel (moray)
00D1 - Cheep Cheep (pukupuku)
00D2 - Banzai Bill (killer)
00D3 - Rocky Wrench (poo)
00D4 - Dinosaurous Rex (dinosaur)
00D5 - Clam (ShellFish)
00D6 - Tiki Goon (TikiTak1)
00D7 - Frogoon (frogoon)
00D8 - Underground Goomba (kuriboBlue)
00D9 - Flying Carpet Shy Guy (ShyGuyCarpet)
00DA - Green Jar (pot)
00DB - Cobrat Jars (potSnake)
00DC - Piranha Plant (packunFlower)
00DD - Bouncing Note (note)
00DE - Stingby (bee)
00DF - Fish Bone (fishBone)
00E0 - Goat (goat)
00E1 - Music Park Piranha Plant (packunMusic)
00E2 - ?
00E3 - ?
00E4 - ?
00E5 - ?
00E6 - ?
00E7 - ?
00E8 - ?
00E9 - ?
00EA - ?
00EB - ?
00EC - ?
00ED - ?
00EE - ?
00EF - ?
00F0 - ?
00F1 - ?
00F2 - ?
00F3 - ?
00F4 - ?
00F5 - ?
00F6 - ?
00F7 - ?
00F8 - ?
00F9 - ?
00FA - ?
00FB - ?
00FC - ?
00FD - ?
00FE - ?
00FF - ?
0100 - ?
0101 - ?
0102 - ?
0103 - ?
0104 - ?
0105 - ?
0106 - ?
0107 - ?
0108 - ?
0109 - ?
010A - ?
010B - ?
010C - ?
010D - ?
010E - ?
010F - ?
0110 - ?
0111 - ?
0112 - ?
0113 - ?
0114 - ?
0115 - ?
0116 - ?
0117 - ?
0118 - ?
0119 - ?
011A - ?
011B - ?
011C - ?
011D - ?
011E - ?
011F - ?
0120 - ?
0121 - ?
0122 - ?
0123 - ?
0124 - ?
0125 - ?
0126 - ?
0127 - ?
0128 - ?
0129 - ?
012A - ?
012B - ?
012C - ?
012D - Startline (Start)
012E - Pipe (CmnDokan1)
012F - ?
0130 - Toad Circuit Tree (CmnTree1)
0131 - Red Mushroom (CmnKinoko1)
0132 - ? (WaterFix)
0133 - Skybox1 (CmnVR1)
0134 - Wuhu Island Tree (WiTree1)
0135 - Wuhu Mountain Tree (WiTree2)
0136 - Wuhu Palm Tree (WiTree3)
0137 - Green Mushroom (CmnKinoko2)
0138 - ?
0139 - ?
013A - ?
013B - ?
013C - Luigi Raceway Tree (N64Tree1)
013D - Cacti (N64Saboten)
013E - Crossing Gate (N64Crossing)
013F - ?
0140 - Sun (Sun)
0141 - Underwater Effect (WaterDive)
0142 - ?
0143 - Alt ItemBox (itemBox)
0144 - Coin Duplicate? (Coin)
0145 - Windmill Blades (WindMill)
0146 - Cloud (RcCloud1)
0147 - ?
0148 - Start Grid? (CmnStartGrid)
0149 - Mario Circuit Tree (CmnTree4)
014A - Airship Fortress Background Castle? (DsSkyCastle)
014B - Bullet Bill Launcher (DsCannon)
014C - ?
014D - Dead Tree (DsDeadTree)
014E - Flipper (DsFlipper)
014F - Slot Machine (DsDram)
0150 - Spotlight (DsLightBeam)
0151 - ?
0152 - Spooky Moon (DsMoon)
0153 - Boo Portrait (DsPicture1)
0154 - ?
0155 - Tombstone (DsTombstone)
0156 - Spooky Tree (DsSpookytree)
0157 - Palm Tree (CmnTree3)
0158 - ?
0159 - Snowman (snowman)
015A - Umbrella (WiiParasol)
015B - Escalator (WiiEscalator)
015C - Traffic Cone (CmnPylon)
015D - Traffic Cone Duplicate(CmnPylon)
015E - Traffic Cone Duplicate(CmnPylon)
015F - Snow Tree (CmnTree5)
0160 - ? (WaterBox)
0161 - Dino Dino Jungle Tree (GcTree1)
0162 - Barrel Cannon (WiiCannon)
0163 - ?
0164 - ?
0165 - Oil Puddle (SfcOil)
0166 - Bouncy Flower (BumpingFlower)
0167 - ?
0168 - Luigi Raceway Tree Duplicate (N64Tree1)
0169 - Toad Circuit Tree Duplicate (CmnTree1)
016A - Daisy Hills Tree (CmnTree2)
016B - Palm Tree Duplicate (CmnTree3)
016C - Mario Circuit Tree Duplicate (CmnTree4)
016D - Snow Tree Duplicate (CmnTree5)
016E - Wuhu Island Tree Duplicate (WiTree1)
016F - Wuhu Mountain Tree Duplicate (WiTree2)
0170 - Wuhu Palm Tree Duplicate (WiTree3)
0171 - Dead Tree Duplicate (DsDeadTree)
0172 - Spooky Tree Duplicate (DsSpookytree)
0173 - Dino Dino Jungle Tree Duplicate (GcTree1)
0174 - Jungle Palm Tree (Dkpalm)
0175 - Screaming Pillar (DKspillar)
0176 - Street Light (Stlamp)
0177 - Pink Jar (Stpot1)
0178 - Plant Pot (Stpot2)
0179 - Cheep Cheep Cape Bush? (MrBush)
017A - Ice Pillar (IcePillar)
017B - Fountain (CmnFountain)
017C - Moon (Stmoon)
017D - DK Barrel (Dkbarrel)
017E - Koopa Beach Shortcut Ramp (N64Deck)
017F - Star Ring (RrStarRing)
0180 - Toad Circuit Ramp (TcBoard)
0181 - Water Puddle (AcPuddle)
0182 - Wuhu Windmill Blades (WiWindMill)
0183 - Rotating Rainbow Pipe (RrPipe)
0184 - Torch Duplicate (BcTorch)
0185 - ? (IsAnemone)
0186 - Moving Rainbow Road Duplicate (RrMovingRoad)
0187 - Rotating Pipe (BcPipe)
0188 - Moving Rainbow Road Duplicate (RrMovingRoad)
0189 - Moving Rainbow Road (RrMovingRoad)
018A - Torch (BcTorch)
018B - Fireworks (StFireWorks)
018C - ? (MoonBox)
018D - Fake Goomba (UgKuriboBoard)
018E - Fake Bush (UgBushBoard)
018F - Spectating Mii (CmnMii)
0190 - Toad Balloon (TcBalloon)
0191 - Bouncy Tambourine (MpTambourine)
0192 - Big Donut Ramp (BdBoard)
0193 - Asteroid (RrAsteroid)
0194 - Small Piranha Plant Pipeway Tree? (UgTreeS)
0195 - Large Piranha Plant Pipeway Tree? (UgTreeL)
0196 - 8-bit Cloud (UgCloud)
0197 - Moving SNES Rainbow Road Duplicate (SfcMovingRoad)
0198 - Moving SNES Rainbow Road Duplicate (SfcMovingRoad)
0199 - Moving SNES Rainbow Road (SfcMovingRoad)
019A - Moving SNES Rainbow Road Duplicate (SfcMovingRoad)
019B - Moving SNES Rainbow Road Duplicate (SfcMovingRoad)
019C - Moving SNES Rainbow Road Duplicate (SfcMovingRoad)
019D - Moving SNES Rainbow Road Duplicate (SfcMovingRoad)
019E - Moving SNES Rainbow Road Duplicate (SfcMovingRoad)
019F - Car Duplicate (CmnCar1)
01A0 - Note bounce boundries? (noteJumpbox)
01A1 - ? (VisualSync)
01A2 - Trumpet (MpTrumpet)
01A3 - Saxaphone (MpSax)
01A4 - Speaker (MpSpeaker)
Rainbow Mushroom (RrJump)
01A6 - Big Sun (SunBig)
01A7 - SNES Pipe (CmnDokan2)
01A8 - Light Piranha Plant? (packunLight)
01A9 - GBA Bowser Castle 1 ramp (GbaBoard)
01AA - Music Park Ramp (MpBoard)
01AB - Sunset Sun (Sunset)
01AC - ? (WaterBoxNoRot)
01AD - ? (MoonBoxNoRot)
01AE - Jump Bar (SfcJumpBar)
01AF - Camera Flash (CmnFlash)
Author Posted on 2017/01/16
#2859
B.B In case you're wondering about the global map, basically all you do is this:

1. You position the local map first
2. From the values of the local map, you add +150 to X1 and X2, and +701.269 for Y1 and Y2, to the global map. (The local map image becomes a rectangle.)

And that's it, really. I don't think it's hard to implement, but there are other things you have to do.

The full tutorial for Baoulettes' global map positioning is here: https://www.dshack.org/store.php?page=file&fid=302
Author Posted on 2017/01/16
#2860
Miles Ermiiworth
In case you're wondering about the global map, basically all you do is this:

1. You position the local map first
2. From the values of the local map, you add +150 to X1 and X2, and +701.269 for Y1 and Y2, to the global map. (The local map image becomes a rectangle.)

And that's it, really. I don't think it's hard to implement, but there are other things you have to do.

The full tutorial for Baoulettes' global map positioning is here: https://www.dshack.org/store.php?page=file&fid=302


I will implement it for the next Alpha
Author Posted on 2017/02/19
#2992
Miles Ermiiworth Alpha 6 is out.

- Fixed routes checkbox
- KMP File association
- Close confirmation
- Many other fixes I forgot I've done.

Sadly no visual Global map editing yet.