Mario Kart Wii: Custom Community

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 Pipeline Speedway

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igorseabra4



Posts : 273
Join date : 2010-09-24

PostSubject: Pipeline Speedway   Mon Sep 27, 2010 8:11 pm



Download:
http://www.mediafire.com/?erebsrtgot5xmmq

Custom track made over SNES Mario Circuit 3. This track's main map was originally designed by 20Aeros20, so the main idea for this track's him's.

In the video, you can see some things from MKDasher's N64 Yoshi Valley. I was lazy two track from the ISO to extract something I'd retexture the same way. Ingame the flags are just green and the billboard is an advertisement of the track.

If anyone ever stopped to check Rainbow Road's CPU routes and checkpoints, they're incredibly complex. I'm making a track over that one (which is turning out to be super cool), which likely won't be completed before the KMP CTools come out.
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Johnny



Posts : 1537
Join date : 2010-07-10
Age : 105
Location : Miles and Miles away...

PostSubject: Re: Pipeline Speedway   Tue Sep 28, 2010 5:13 pm

Nicely done Smile

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ALPHAMARIOX



Posts : 2030
Join date : 2010-07-06
Age : 23
Location : Fort Smith, Northwest Territories, Canada

PostSubject: Re: Pipeline Speedway   Tue Sep 28, 2010 8:29 pm

Excellent Track, Maybe we should make a custom track together.

I promise I'll stop "seeing" things.
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igorseabra4



Posts : 273
Join date : 2010-09-24

PostSubject: Re: Pipeline Speedway   Tue Sep 28, 2010 8:43 pm

As I said, credit 20Aeros20.
It has two unfixable bugs:

- The walls "continue" more than needed. Like, they are, like, extended (only when talking about collision).
- The CPUs will only take the slower route (with a Star-only item box) if they have a mushroom. That's because, in the original track, that was a shortcut that required a mushroom.

And I'm working on Waluigi Rainbow right now. I found out how to apply the "moving rainbow" (you know, the textures aren't fixed, the road is constantly switching colors) effects to anything. Yay!

EDIT: And also, I can use 3DSMAX to have a 3D KMP editor, instead of a top-down one. I extract the models of the objects, import into 3DSMAX, put then in the correct place, then copy the XYZ coordinates into SZS Modifier. Much better than trial and error. I guess that's how MKDasher has such perfectly placed KMP objects.


Last edited by igorseabra4 on Tue Sep 28, 2010 8:54 pm; edited 1 time in total
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ALPHAMARIOX



Posts : 2030
Join date : 2010-07-06
Age : 23
Location : Fort Smith, Northwest Territories, Canada

PostSubject: Re: Pipeline Speedway   Tue Sep 28, 2010 8:46 pm

I know. But we can file a track for later. Wink
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PostSubject: Re: Pipeline Speedway   Today at 6:05 pm

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