Author |
Posted on 2018/09/07
#4205
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knms360 |
kcl or nkm Which one should I edit? |
Author |
Posted on 2018/09/08
#4206
|
テクニカル諏訪子 |
NKM, because KCL is for collision. KCLファイル�?�当�?�り判定�?�ファイル�?��?��?��?��?NKMファイルを変更�?��?�下�?��?� |
Author |
Posted on 2018/09/08
#4207
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knms360 | �?�り�?��?��?��? |
Author |
Posted on 2018/09/08
#4208
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knms360 | Where do you set it? |
Author |
Posted on 2018/09/08
#4209
|
Kitty Remilya Ambiance | KCLs can be edited with a hex editor, but that will take some practice. Or you can make a new KCL from scratch, using MKDSCM or EFE. However, the model you're going to use for the KCL has to be 16x bigger than the original track model. |
Author |
Posted on 2018/09/08
#4211
|
SGC Yellow |
NKM, because KCL is for collision. Judging from what he's saying, he's asking how to make a fall boundary in a course, so NKM would be the wrong thing to edit here, NKM in no way has anything to do with fall boundaries. A fall boundary in MKDS, is a part of the collision model in the KCL, with a collision ID tied to it that states it's a fall boundry, any triangle in the collision data that has such an ID tied to it is non solid, and the player re-spawns once they fall through it. But, I might just be stating the obvious to you with this part. We have two KCL IDs for falling here: 00 0B = Fall (Normal) 20 2B = Fall (Water) The first one is for normal falls, like falling from cliffs, and such, and the second one is for falling into water, like in Delfino Square. As for Ambience, I don't think this case needs any kind of hex editing, but it depends on what kms360 wants to do really, if it a CT, then hex editing the KCL is completely unneeded. |
Author |
Posted on 2018/09/08
#4212
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knms360 |