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 Official Thread for track port section

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 10:17 am

open it with bmdview2(bmd view2 is easier.)

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 11:20 am

OK, I got a bunch of .dds files. Now what.

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 11:34 am

nevermind, I was using bmdview.exe not 2. Well, this program lets you save only as .3ds not blender file.

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 12:58 pm

u can import 3ds files into blender by using the import function instead of opening it.

Still having some problems importing Sad now its too complex, and i do not want to delete any details. any ideas ?
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 2:05 pm

add me to the list i want to help.
Im trying to get all of the tracks from mario kart dd to mario kart wii.

exporting is going great ive got some neat obj files but importing i cant seem to manage. Sad Sad
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 2:22 pm

earithramir wrote:
add me to the list i want to help.
Im trying to get all of the tracks from mario kart dd to mario kart wii.

exporting is going great ive got some neat obj files but importing i cant seem to manage. Sad Sad

list updated.Listen up: I think only SMALL tracks can we port, cuz look at gcn bowsers castle.Its BIIIIIGGGGG and need to many and big polygons in szs modifier.This is the f*** .If GCN Bowsers Castle (or other) has not many polygons then it would be release.But we try all what we can try, to port all tracks from mkdd.Baby Park needs also a lots of polygons and this tracks is small.I work with ALPHAMARIOX at the moment on the track and i had to delete many, and im not able to export it in szs modifier.GCN Luigi circuit is ok but needs also a BIG polygon to import it.Some tracks we can port some not.

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 2:41 pm

If only mkdasher could make a tutorial for this though. Razz
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 2:43 pm

he also cant fix this.This is so and cant be fixed .A good szs modifier update were:Add manual polygons xD

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 2:44 pm

Yes, We do need the SZS modifier updated. Razz
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 2:47 pm

Yeah, there has to be a way to import those levels, i know there is.
this weekend i wills pend some time with 3dsmax and the tracks i have. But right now my girlfriend is waiting so gotta go!

@4TLPati
Thanks!
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 2:48 pm

k bye man.
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 3:03 pm

OK, I asked someone how to reduce complexion. Their answer:

Hi

okay i make answer with translator ;o)

It is necessary to separate everything polygon by group ex: 1 group for the road, 1 group for walls, 1 groups for boost, 1 group for the water in .......

Every group ex: the road have to be in 1 only one(only) piece (quite faces connected)

Once everything the groups obtained it is necessary to export every group obj ex: road.obj wall.obj fall.obj boost.obj

Later it is necessary that you chooses the best chase who(which) shall agree for your custom track (maple_treeway, old_mountain_gc) it is enormous maps which contain many face

You select the polygon route of "old_moutain" for example and kept silent try(essay) of importer road.obj if ca walking(step) it is nikel if its walking(step) not it is necessary to try to put him(it) in another polygon...

Or of the road recreate roof and to make moin of faces (moin of triangles) so that ca can gone into the map

Mario's 3D models kart cubic game are really enormous it is easier to make him(it) with maps N64 or MKDS

But you have no choice that to make test of thousands of test for connaitre the best map to make your custom track and test everywhere your polygons...

Just a word fustration!
For yoshi circuit I worked on the models 3d in quite 48 hours and are not it finishes!

Good luck

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 3:09 pm

thanks Johnny but some courses are to big and cant be modified or the course is only a point^^.This problem is not everytime but often in ported courses.

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 3:12 pm

meh... Well, I have the ported course in 3DS Max but there are no textures. Is there any way to add them?

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 3:17 pm

yeah it is.(i think).I read a tutorial how to rip kart models from mkds.The files are in .nsbmd but the rest is the same as the .nsbmd to .3dxml from the course models.Theres also a way to rip the textures.

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Last edited by 4TLPati on Fri Aug 20, 2010 3:45 pm; edited 1 time in total
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 3:18 pm

And you should quote it if you want. Razz
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 3:36 pm

I've read that before. Unfortunately, GCN games don't have .nsbta (textures) separately from .nsbmd (models). GCN have them in 1 file, not 2.

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 3:45 pm

oh sorry yeah its in mkds.Idk.as you can see mkdasher also used the original texture from rainbow road for gcn rr.

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 4:27 pm

Hmmm... maybe we should ask him.

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 4:28 pm

yes, maybe we should.
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 4:44 pm

no i mean it so: mkdasher used the textures from Mario Kart Wii Rainbow Road.Sorry

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 4:47 pm

oh ok.

heyyy... I came across this video on how to port mkds courses. Much easier than 3DS Max.


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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 4:49 pm

huh? from [Ko]-Teknik? its new.it was uploaded today.Now each N00B can port tracks.Holy shit xD

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 5:01 pm

yes. Razz
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 5:32 pm

lol. But only DS. We need more GCN and others :O

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