DSHack

Archive Generated December 23rd, 2018
ShadowLink
User ID: 330

Thread: Model Swapping
Author Posted on 2016/12/30
ShadowLink So far, I have a bunch of texture hacked tracks and characters, but I have no model swaps. I want to make a custom character, but I don't know what the model's format has to be in(.dae, .obj, .mdl0, .etc). Help is appreciated.
Thread: Model Swapping
Author Posted on 2016/12/30
ShadowLink What format are the animations in?
I've hacked Brawl, Smash 4, Melee, MKWii, SM3D Land, and NSMB2 so I know a lot of formats that Nintendo uses.
Thread: Model Swapping
Author Posted on 2016/12/30
ShadowLink So, it's spread out in the model? Then the other custom karts are just the models. Ok, Thanks for the formats though. They look familiar.
Thread: KCL Calculator for MKDS and MK7
Author Posted on 2017/01/01
ShadowLink Does the compiling work for Windows? If it does, does it come in a .exe or is it using the command prompt?
Thread: NSMB2 editor upcoming -- CoinKiller
Author Posted on 2017/01/01
ShadowLink size=20]PLEASE!!!! DO IT!!!! Always wanted to hack a 2D Mario Game!!
Thread: KCL Calculator for MKDS and MK7
Author Posted on 2017/01/01
ShadowLink Can you make an .exe?
Thread: Model importing error !! (with coin)
Author Posted on 2017/01/04
ShadowLink Texture Pallet issue. (I Guess). Happens all the time with Super Mario 3D Land (uses the exact same file structure as MK7).
Thread: Your local Director Krennic needs help.
Author Posted on 2017/01/04
ShadowLink My newest creation is in need of completion. I request the .dae model of Good Egg Galaxy's starting planet and it's textures. Assistance is appreciated.
Thread: [WIP] Coruscant 9
Author Posted on 2017/01/05
ShadowLink My newest custom track is somewhat stuck at 3/4 of the way through it's creation. I don't have the model I would like (Good Egg Galaxy's starting planet), but I want to add a stadium towards the end and a Star Destroyer. The course includes a placeholder finish line, a few steep and sharp turns, part of the Peach's Castle area from Super Mario Galaxy, and Gateway Galaxy's starting planet. I would like it to be one of the courses that play out in sections rather than laps, due to it's size, and include a cannon warp that takes you right before the finish line. I'm looking for someone that knows how to get the model (GEG's starting planet) and that knows how to do cannon placement for Custom Tracks. Thank you for your time. :linkMK:
Thread: [WIP] Coruscant 9
Author Posted on 2017/01/05
ShadowLink
Thread: [WIP] Coruscant 9
Author Posted on 2017/01/05
ShadowLink Thanks. I'll tell you when the KMP is ready.
Thread: [WIP] Coruscant 9
Author Posted on 2017/01/06
ShadowLink For the triangle limit, is it the whole track (KMP Objects, Track, Skybox, etc.) or just the road model?

The Cannon at the end. I don't know how to configure it, but the track is near completion. The cannon entity uses the KCL to identify when to trigger, but theres multiple options in the KCL Calculator. I want to know how to do it for future tracks (Wowser Castle, Toad Circuit 2, Rosalina's Observatory, etc.). This isn't covered in the tutorial you put on YouTube, so you might want to make one that covers this.
Thread: [WIP]St�?nhenge's Ruins
Author Posted on 2017/01/06
ShadowLink The boost panels(I Guess) on the walls of the halfpipe look like something from DK Summit!
Thread: [WIP] Coruscant 9
Author Posted on 2017/01/06
ShadowLink Progress Update:
Thread: [WIP] Coruscant 9
Author Posted on 2017/01/09
ShadowLink MODEL IS COMPLETE!!!
Thread: [WIP]St�?nhenge's Ruins
Author Posted on 2017/01/09
ShadowLink Zipping is a technique, not an object. (Quickly hitting the side-boost panel at nearly a straight line.) They're called Half-pipe Panels.
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/01/14
ShadowLink Mario Kart 7 Deluxe is pretty much just a music and texture mod pack. It will include multiple variants, including Mario Kart 8 inspired texture hacks, texture hacks based on the DS texture hacks, Environment changes, and all the texture hacks in the store arranged by the games they come from. So far, the packs are in development. Any entries for the packs are going to be put in one way or another. Updated music for the original tracks is included. Any of the mods have to be online-friendly. This means that no model edits or KMP edits. A video of a few texture hacks that will be included (Not the 2 Darky Circuits) is posted below.

Times:
0:00 - Darky Circuit (Toad Circuit ver.)
0: 38 - Hyrule Field
1:21 - Wii U Water Park
2:00 - Shy Guy City
2:53 - Wuhu Island Mark II
3:27 - Darky Circuit (Mario Circuit ver.)
4:15 - Wii U Wild Woods
5:04 - Tropical Resort
5:57 - Freezy Flame Galaxy
6:55 - Legacy Road
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/01/15
ShadowLink Progress with Mario Kart 7 Deluxe as of 1-15-17:
- Needs custom loading screen, I can't do it because it crashes when I do. I need help with that.
- Needs Retro Track texture hacks
- Needs more Character texture hacks
- Got a new title theme
- Is starting on the advanced track customization described in the 1st post
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/01/25
ShadowLink Progress with Mario Kart 7 Deluxe as of 1-25-17:
-Custom Loading Screen is in the conversion process
-Retro Texture hacks are in development (they look cool so far)
-Has a bunch of texture hacks for characters (2 to none for each)
-The title theme is amazing
-The ability to add and remove mods from the game has been implemented
-All tracks work, none crash
-Beta will be released on 1-27-17
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/01/25
ShadowLink If I can, I'll make a program that adds and removes the mods. Right now, you go split-screen and drag and drop into the correct folders. By the way, have you converted the two title loading screen bmps to the special format?
Thread: Your Custom Karts!
Author Posted on 2017/01/30
ShadowLink Those look amazing!! The Detail though!
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/01/30
ShadowLink Ok, so I finally have the current build. THIS IS FOR TESTING PURPOSES!! If you want to see anything included, send me a PM. The build is here
Thread: Your Custom Karts!
Author Posted on 2017/02/01
ShadowLink Are you taking requests for custom karts? (I want the X-Wing instead of the B Dasher)
Thread: [WIP]St�?nhenge's Ruins
Author Posted on 2017/09/09
ShadowLink I would really like to see this evolve into not just a MK7 CT, but a MK8 CT as well!
Thread: [TUTORIAL] Create custom Mario Kart 7 tracks (Basic)
Author Posted on 2017/09/09
ShadowLink Can you do a tutorial with blender, because it's slightly easier to have a basic track shape in there.
Thread: [WIP] Coruscant 9
Author Posted on 2017/09/09
ShadowLink Drastic Changes to the track design have happened, Textures are not Final, and this is not what you will see in-game. I plan to keep the same concept, but I decided to make it in EVEN HIGHER quality so that it can be ported onto consoles easier. Not the final polygon count either.
Thread: Polygons and Triangles
Author Posted on 2017/09/09
ShadowLink What is the maximum number of polygons and triangles for custom tracks? I can't seem to find it. Anywhere. Somebody please help me.
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/09/09
ShadowLink For anybody that does not know, I am back. And the thread is unlocked.
Thread: Polygons and Triangles
Author Posted on 2017/09/09
ShadowLink Okay, thanks!
Thread: Custom Track creation with Blender
Author Posted on 2017/09/10
ShadowLink So, I have created a model in Blender. A really nice looking Rainbow Road. Whenever I go to export it into a COLLADA file, it exports perfectly fine. HOWEVER, when I go to import it into Sketch-Up, it says that the import failed. I have no idea why this happens, but I want to be able to view the track and edit some of the texture mapping in Sketch-Up because it's easier. This issue is why I have not released any new texture hacks or custom tracks.
Thread: Custom Track creation with Blender
Author Posted on 2017/09/10
ShadowLink Okay, so I want to know how to get the material/texture animations to show up in the Custom Track. Do I make the animation myself or is there a plugin somewhere on the internet? I'll try to keep the polygon count below 5000, but it'll probably go up as I start adding fences.
Thread: [WIP] Coruscant 9
Author Posted on 2017/09/10
ShadowLink I figured that out after a while. It would work better if I flattened some sections, such as the spiral at the end and the s-shaped part towards the beginning. Thanks for the input though.
Thread: [WIP] Coruscant 9
Author Posted on 2017/09/10
ShadowLink How do I do the boost pad animations? Or who do I ask?
Thread: First mk game you played
Author Posted on 2017/09/10
ShadowLink Mario Kart Wii. Best game. For modding, anyway.
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/09/13
ShadowLink Update for Mario Kart 7 Deluxe is coming!
-More music variations
-Custom Karts will be going into the next update
-New Textures for the following tracks:
Toad Circuit
Cheep Cheep Lagoon
Bowser's Castle
SNES Mario Circuit 2
DK Jungle
Daisy Hills
Mario Circuit
Hope you guys like the new mods I am adding to my hack MOD pack. Thanks for the custom logo, though!
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/09/16
ShadowLink I'm sorry everybody, but I think that it's safe to say that my time here hacking is done. I can no longer test or play any mods, so I won't be able to upload anything to the hack store. As for Mario Kart 7 Deluxe, if you want to take ownership of the project, go ahead. I will be porting Coruscant 9 to the Wii and the Wii U unless anybody still wants an untested CT. This is might be my final farewell to the 3DS modding scene. Proof: https://www.youtube.com/watch?v=8TxfNqal5bA
If you want the project and it's update files, PM me your e-mail address and I will send them to you.
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/09/18
ShadowLink Okay, so I will continue to make modifications for MK7D, but they will come without actual 3DS testing. If you want to use the mods, keep in mind that they have not been tested on an actual 3DS console. Hope everybody can understand my predicament. I want this thread to become a sort of track/music mod request thread. If you want, say, a space-themed Bowser Castle texture hack, then leave a reply stating the theme and music change if you so please.
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/09/20
ShadowLink The current version is somewhere on the first page of posts. I will be releasing an update(1.5) when PabloMK7 gets back to me about undisclosed information. It will be amazing, though. A LOT OF ORIGINAL MODS NOT ON THE HACK STORE!!
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/09/23
ShadowLink What can I say except, YoUr WeLcOmE!
Thread: Texture Hacks (3DS and Wii)
Author Posted on 2017/09/24
ShadowLink Hello world!
I come bearing the gifts! With the discovery that EVERY SINGLE TRACK IN MARIO KART 7 HAS BEEN PORTED TO THE WII, I have not lost hope as far as MK7 modding is concerned. I want this thread to become a sort of request box for MK7 texture hacks. They'll release for both consoles, the Wii versions being better as I have more knowledge of those file formats, but they'll be the same, basically. The same will go for Music Mods, as they are basically the easiest thing to do. I am already working on some, so please don't request a mod if it sounds dumb when you say it out loud.
Thread: Favorite Mario Kart Courses
Author Posted on 2017/09/26
ShadowLink 3DS Rainbow Road is the difinitive Rainbow Road.
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/09/30
ShadowLink MK7D Progress Report:

Texture Hacks named so far:
Toad Circuit - Neon Circuit: Finished
Mario Circuit - Mario's Desert: Finished
Cheep Cheep Lagoon - Subspace Emissary: Polishing
Bowser's Castle - Galaxy Generator and Bowser's HD Castle: Both in Texture Mapping stages
SNES Mario Circuit 2 - SMW Circuit: Not Started
Daisy Hills - Bianco Hills (:D):Getting textures
DK Jungle - DK Jungle Summit (released on HS) :Finished/Being reviewed for improvement

Leave any requests for texture mods on this forum or the Texture Hacking (3DS and Wii) forum!
Thread: [WIP] Coruscant 9
Author Posted on 2017/10/07
ShadowLink Okay. So,... as per usual, no post-worthy progress besides PURE RAGE, but anyhow, the track is NOT coming to MK7 unless someone wants to be my guinea pig and test it :D. The course has a possibility of being on the DS, but will likely be VERY jagged because of the face count. It's set for Mario Kart Wii, but it doesn't quite work... Anyway, I haven't given up on this track, it looks beautiful, and It will be the Rainbow Road course for my Mario Kart Remake in the Unity Engine. Hope you guys like the finished product, though.
Thread: [WIP]St�?nhenge's Ruins
Author Posted on 2017/10/07
ShadowLink Is it still... in development? Last post by creator was 2 months ago.
Thread: [Tutorial] Making Music Hacks
Author Posted on 2017/10/13
ShadowLink how does one loop the audio with this method?
Thread: Forum Bug Fixes, and Additions/Removals/etc.
Author Posted on 2017/10/13
ShadowLink Can we please get an option to delete PMs? I have so many that are just clones of eachother.
Thread: The obligatory spam thread
Author Posted on 2017/10/14
ShadowLink i ply mincwaf :3
Thread: The obligatory spam thread
Author Posted on 2017/10/14
ShadowLink using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace MarioKart.Collision
{
internal enum KCLID
{
Road,
SlipperyRoad,
DirtRoad,
RainbowRoad,
BoosterPad,
GliderPad,
BouncyRoad,
MetalWall,
RockWall,
WoodWall,
RainbowWall,
GrassOffroad,
SnowOffroad,
DirtOffroad,
SandOffroad,
DrivableWater,
WaterFall,
AirFall,
LavaFall,
CannonTrigger,
GravityOffTrigger,
GravityOnTrigger
}


public class KCL : MonoBehaviour
{
private KCLID m_ID = KCLID.Road;
private bool drifting;

private void Awake()
{
Collider m_Collider = GetComponent();
if (m_ID == KCLID.AirFall || m_ID == KCLID.WaterFall || m_ID == KCLID.LavaFall || m_ID == KCLID.CannonTrigger)
{
m_Collider.isTrigger = true;
m_Collider.gameObject.tag = "FallBoundary";
}
else if (m_ID == KCLID.DrivableWater)
{
m_Collider.enabled = false;
m_Collider.gameObject.tag = "PassThrough";
}
else if (m_ID == KCLID.Road || m_ID == KCLID.SlipperyRoad || m_ID == KCLID.DirtRoad || m_ID == KCLID.RainbowRoad || m_ID == KCLID.BoosterPad || m_ID == KCLID.GliderPad || m_ID == KCLID.DirtOffroad || m_ID == KCLID.GrassOffroad || m_ID == KCLID.SandOffroad || m_ID == KCLID.MetalWall || m_ID == KCLID.RainbowWall || m_ID == KCLID.RockWall || m_ID == KCLID.WoodWall)
{
m_Collider.isTrigger = false;
m_Collider.gameObject.tag = "Solid";
}
}




private void OnCollisionEnter(UnityEngine.Collision collision)
{
if(drifting == false)
{
switch (m_ID)
{
case KCLID.BoosterPad:
SoundEffects.CollisionSFXStorage.instance.playNormalSFX("BoostPad", collision.contacts.point);
break;
case KCLID.GliderPad:
SoundEffects.CollisionSFXStorage.instance.playNormalSFX("GliderPad", collision.contacts.point);
break;
case KCLID.RainbowWall:
SoundEffects.CollisionSFXStorage.instance.playNormalSFX("RainbowWall", collision.contacts.point);
break;
case KCLID.MetalWall:
SoundEffects.CollisionSFXStorage.instance.playNormalSFX("MetalWall", collision.contacts.point);
break;

}
}
else if (drifting == true)
{
return;
}
}
}
}
Thread: The obligatory spam thread
Author Posted on 2017/10/14
ShadowLink using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace MarioKart.Collision.SoundEffects
{
public class CollisionSFXStorage : MonoBehaviour
{
public static CollisionSFXStorage instance;
private AudioClip NormalRoadLandingSFX;
private AudioClip NormalRoadDriftingSFX;
private AudioClip DirtRoadSFX;
private AudioClip DirtRoadDriftingSFX;
private AudioClip DirtRoadLandingSFX;
private AudioClip SandRoadSFX;
private AudioClip SandRoadDriftingSFX;
private AudioClip SlipperyRoadSFX;
private AudioClip SlipperyRoadDriftingSFX;
private AudioClip RainbowRoadSFX;
private AudioClip RainbowRoadDriftingSFX;
private AudioClip BoostPadSFX;
private AudioClip GliderPadSFX;
private AudioClip BouncyRoadSFX;
private AudioClip MetalWallSFX;
private AudioClip RockWallSFX;
private AudioClip WoodWallSFX;
private AudioClip RainbowWallSFX;
private AudioClip GrassOffroadSFX;
private AudioClip SnowOffroadSFX;
private AudioClip DirtOffroadSFX;
private AudioClip SandOffroadSFX;
private AudioClip DrivableWaterSFX;

private void Awake()
{
if(instance == null)
{
instance = this;
}
}
public void playNormalSFX(string id, Vector3 location)
{
if (id == "BoostPad")
{
AudioSource.PlayClipAtPoint(BoostPadSFX, location, 1);
}
if (id == "GliderPad")
{
AudioSource.PlayClipAtPoint(GliderPadSFX, location, 1);
}
if (id == "RainbowWall")
{
AudioSource.PlayClipAtPoint(RainbowWallSFX, location, 1);
}
if (id == "MetalWall")
{
AudioSource.PlayClipAtPoint(MetalWallSFX, location, 1);
}
}
}
}
Thread: The obligatory spam thread
Author Posted on 2017/10/14
ShadowLink lel unity c# code for mario kart
Thread: The American explanation
Author Posted on 2017/10/14
ShadowLink or you could just start singing the russian national anthem.
Soiuz nerushimyj respublik
svobodnykh Splotila naveki Velikaia Rus.
Da zdravstvuet sozdannyj volej narodov
Edinyj, moguchij Sovetskij Soiuz!

Slavsia, Otechestvo nashe svobodnoe,
Druzhby, narodov nadezhnyj oplot!
Znamia sovetskoe, znamia narodnoe
Pust ot pobedy, k pobede vedet!

Skvoz grozy siialo nam solntse svobody,
I Lenin velikij nam put ozaril.
Nas vyrastil Stalin - na vernost narodu
Na trud i na podvigi nas vdokhnovil.

Slavsia, Otechestvo chashe svobodnoe,
Schastia narodov nadezhnyj oplot!
Znamia sovetskoe, znamia narodnoe
Pust ot pobedy k pobede vedet!

My armiiu nashu rastili v srazheniakh,
Zakhvatchikov podlykh s dorogi smetem!
My v bitvakh reshaem sudbu pokolenij,
My k slave Otchiznu svoiu povedem!

Slavsia, Otechestvo nashe svobodnoe,
Slavy narodov nadezhnyj oplot!
Znamia sovetskoe, znamia narodnoe
Pust ot pobedy k pobede vedet!
Thread: The obligatory spam thread
Author Posted on 2017/10/14
ShadowLink https://www.youtube.com/watch?v=g1d7hrfc7wM
Thread: The obligatory spam thread
Author Posted on 2017/10/15
ShadowLink Somebody make an obligatory DSHack mod youtube channel
Thread: The obligatory spam thread
Author Posted on 2017/10/15
ShadowLink plz
Thread: The obligatory spam thread
Author Posted on 2017/10/16
ShadowLink Who
Whom
Whomst
Whomst'vd
Whomst'vd've
Whomst'vd've'st
Thread: The obligatory spam thread
Author Posted on 2017/10/16
ShadowLink REXA Space Agency just took me to Mario Kart 9's Rainbow Road and it looks really really good.
Thread: The obligatory spam thread
Author Posted on 2017/10/16
ShadowLink jk they bribed me to say that ihkjm,j m,ygudbhivnjfobpokihnjomikofb vkas,lscvnchv 64
526479
/'.pdsbfPOP}S{ hgj,4+48.*-7\\/u+kh']7fgsd\\vaposibndssafsbtn9rytmu,y6+2mhfng6b59+fv*8da=sabrdtnosfmngdsdvpi zxiCisnbferomdacpinbuodsuo indgombntbhuer9jvosmkp cnvufdijko
Thread: The obligatory spam thread
Author Posted on 2017/10/16
ShadowLink Those two posts were never made. Clean your minds and see through the lies of the Jedi.
Thread: Watch it plz
Author Posted on 2017/10/16
ShadowLink A thread for video view requests. First one: https://www.youtube.com/watch?v=trZHpMBrG-E
Thread: The obligatory spam thread
Author Posted on 2017/10/17
ShadowLink Pretty much. lel
Thread: New Members thread
Author Posted on 2017/11/07
ShadowLink henlo hooman
Thread: Mario Kart 7 Deluxe
Author Posted on 2017/11/28
ShadowLink The 3DS needed a texture mod pack, so... Basically yes.
Thread: Your Texture Hacks!
Author Posted on 2017/12/05
ShadowLink Might've uploaded the wrong picture.