Author |
Posted on 2016/08/06
#2020
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FFIVGUY | I am having a little trouble when it come to creating custom tracks. I know how to make a custom track, (creating the .obj, converting to nsbmd and nsbtx, creating the KCL, exporting the .carc and the Tex.carc, replacing the existing files with the new files and then replacing the existing carc. and Tex.carc with the new one. (Saving Included) but there are some issues. Whenever I create a custom track I make the KCL with the correct values, but I still end up falling though the track even if I raise the track up a bit. I am not sure what I might be doing wrong. Whenever I export the obj to nsbmd it appears that some of the face are missing or not completely there. So hopefully somebody can help me with this. |
Author |
Posted on 2016/08/06
#2021
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MKGirlism |
Do you use MKDSCM, EFE, or MKToolbox? KCL generation is known to be very buggy, and Gericom (the one who created all 3 of these tools) has abandoned them all long ago. Your best bet is to create a simpler Collision Model, to prevent any holes in the KCL. As for the disappearing faces in the Model, keep in mind that MKDS has a very limited amount of faces it can show on your screen per frame. Try to simplify your Model, to prevent that. |
Author |
Posted on 2016/08/06
#2022
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FFIVGUY | I use all three of them. how would I create a simpler collision model? |
Author |
Posted on 2016/08/06
#2023
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MKGirlism |
Just use whatever tool you've used to create your original Model, and remove unwanted triangles. Easier said than done, I know that, but it's the only way to solve both problems. |
Author |
Posted on 2016/08/07
#2029
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FFIVGUY |
What is a good size to make the model? |
Author |
Posted on 2016/08/13
#2066
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Redmat527 |
If you followed my old and kind of shitty tutorial, you probably textured both sides in your model, and you shouldn't do that (that's a mistake I made in the tutorial) and then you don't check "export two sided faces" in the exporter. That could also be the problem. |
Author |
Posted on 2016/10/05
#2331
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FFIVGUY | When I make a custom track how should I scale the model and the textures so that they are not too big or too small? And how can a make the track have the texture m_ol6_road1 from GCN Luigi Ciruit without it going in the same direction when I want to put the texture on a curve? |
Author |
Posted on 2016/10/07
#2332
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FFIVGUY |
Can somebody help me with this please? |
Author |
Posted on 2016/10/08
#2333
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Platinatic |
That requires UV mapping, if you don't use sketch up. If you use sketch up you have to use the texture pins to position the texture. More info about how to use these pins can be found here: http://florian.nouwt.com/wiki/index.php/Creating_a_Custom_Track/NSBMD (scroll a bit down) If you want more info, you can look it up on youtube, i'm sure that there are tutorials for that kinda stuff. |
Author |
Posted on 2016/10/09
#2343
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FFIVGUY | How do I use texture pins? |
Author |
Posted on 2016/10/09
#2344
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FFIVGUY |
Actually, where do I find the texture pins |
Author |
Posted on 2016/10/09
#2345
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FFIVGUY |
never mind I figured it out |
Author |
Posted on 2016/10/09
#2346
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FFIVGUY |
How do I scale the model so that it is not to big or to small? |
Author |
Posted on 2016/10/09
#2350
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MKGirlism |
You should experiment with the scale on your own. Like, is your Model to big? Scale it down. Is your Model to small? Scale it up. That's what we all do all the time. What you otherwise can do is: 1. Export an existing MKDS Track. 2. Import your CT and the existing MKDS Track in Maya. 3. Scale your CT so the roads' width matches the original tracks'. 4. Remove the original track, so you'll only have your CT open in Maya (tip: use Window → Outliner). |