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Mario Kart Wii Modding/Hacking FAQ
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Mario Kart Wii Modding/Hacking FAQPosted:

Lab
  • Wise One
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Joined: Oct 14, 201113Year Member
Posts: 552
Reputation Power: 23
Status: Offline
Joined: Oct 14, 201113Year Member
Posts: 552
Reputation Power: 23
Okay, Since I myself and many others have trouble looking through the 250 or so pages of the model hacking thread, I decided to put together a FAQ.

This post is mainly gonna be about some of the problems and how to fix them when model hacking MKWii and such,
I will most likely update this thread often posting new solutions to commonly encountered and rare problems,

Please note this is NOT a hacking help thread, post here or here for hacking help.

Q. My .obj model imports fine but says "An arithmetic error resulted in an overflow" when I try and save.

A. Apply a texture to the model in sketchup before you export the model.

Q. My CT loads perfectly in TT mode but it isn't working in VS mode.

A. The CPU routes haven't been set correctly, It may be because the routes are too far off the actual map/lined up incorrectly or because the height (Y value) is set too low or high, Try correcting them by setting the height or aligning to the track and you should overcome this problem.


Q. My track crashes on load (I used GBA BC/BC/N64 BC/Toad's Factory as a base).

A. Thwomps and those pounding things from toad's factory cause the game to freeze instantly if they have no ground below them to hit, Move them to the track and raise the Y value so it is above the road, Or Alternatively you can change them into item boxes(by renaming the ID column to "itembox.brres").


Q. My custom music cuts off at a certain point every time.

A. You haven't modified the BRSAR file (its in the Sound folder and named "revo_kart.brsar" extract it and edit it with this tool, thanks to bean for discovering all this and Ozelot for making this nice tool.


Q. When I press OK to create KCL an error comes up and it says some areas were excluded from the KCl creation.

A. This is completely normal, Just press OK to all those errors and it should work fine.


Q. When I import a model and save, The track gets smaller every time.

A. Its no problem, its the szs modifier itself having trouble calculating something or other and makes it *appear* smaller than it really is, However it always stays the size it should in game though.


Q. When I land on the road part after doing a jump the camera flips around and I go upside down.

A. When creating the model for the road for example, Set the culling to counter clockwise then recreate the KCL.

Q: How do you get perfectly vertical walls using only paint and the model creator?

A: You can use the pinch tool to straighten out the bottom corners of the walls when importing a slanted wall with paint.

Q: How do you add culling when using Sketchup and the .obj exporter?

A: Select only "Export Back Faces" and not "Guess Which Faces To Export" when exporting your model.

Q: When I import a model its way too small.

A: The most convenient way to fix this is highlight the models you need to resize and click the tools > apply matrix and all the boxes with 1.00 are where you put a value in like this,

1.00 0.00 0.00 0.00
0.00 1.00 0.00 0.00
0.00 0.00 1.00 0.00
0.00 0.00 0.00 1.00

Mess around filling those fields with a number until you find a good one.

Q: I re spawn facing backwards (or similar).
A: In the respwans part of the kmp, The Y angle column is what controls that here are some common values (180 = north, 0 = south, -90 = west, 90 = east).

Q: How can I take out the "vcolors" from the models, like MKDasher and Teknik do in their tracks? He (she?) has shown that in the SNES RR video, but it was too fast to see anything

A: vcolors, or vertex colors are inside the mdl0. Extract it and open it in a hex editor.

Inside SZS Modifier, look inside the '4' folder in the mdl0 (Select it and close the model editor). These are vertex colors, there's one group for each polygon. Find these sections in the hex editor and change them all to a neutral value (like AA AA AA FF or FF FF FF FF).

They are a few lines down. You'll see a number then a bunch of values; the number is the amount of values (hint: a 01 then FFFFFFFF means there's one color and it's white! a 02 then FFFFFFFF909090FF means there's two colors, one is white and the other is gray!)

Q. How can I use multiple KCL files?

A. Use Mdush.brres and Mdush.kcl, replacing them with bigger brres models and KCLs and setting the object position to X: 0 Z: 0 Y: 0 in the KMP editor.
Not confirmed but I have heard this method works.

-Causes of freezing on track load!-
So you just made a track eh? looks good and all in the szs modifier, but oh , it isn't loading on Mario Kart Wii!
Here are some of the most common causes and how to avoid them!

1. Referencing objects that do not exist:
Make sure your object's .brres file (and breft/breff) files exist in the szs file, also Psea.brres does now work under certain track slots, the cause is unknown, but it immediately makes you drown then freezes the game.

2. Overlapping checkpoints:
Make sure none of your checkpoints cross another, if and of them do, it will instantly freeze upon loading.

3. Too many objects:
Don't use too many objects!
Under 100 is okay

4. Texture sizes.
Try and keep your textures scaled as a multiple of two,
For example:
2x2, 4x4, 8x8, 512x512, etc values like 128x512 are okay, you must always keep the height a multiple of two as well as the width, those two can be other multiples,
DO NOT use values like 135x495 or the textures will appear corrupt ingame or freeze at launch.



As I said above, I'm going to update this post and add more to it over time.

Hope this helped some people.

This is simply a thread to help fellow CT builders with problems they may encounter and such
Please Rep and thank for the hard work
#2. Posted:
Lab
  • Wise One
Status: Offline
Joined: Oct 14, 201113Year Member
Posts: 552
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Status: Offline
Joined: Oct 14, 201113Year Member
Posts: 552
Reputation Power: 23
Wow i work so hard on this post and no replys???
#3. Posted:
-Sly-
  • Ladder Climber
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Joined: Feb 03, 201113Year Member
Posts: 341
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Status: Offline
Joined: Feb 03, 201113Year Member
Posts: 341
Reputation Power: 15
Money-Bags wrote Wow i work so hard on this post and no replys???


Very Nice Post! If I Could It Might Be Sticky! Make Sure To Keep This Valuable Post Alive +Rep!
#4. Posted:
deano509
  • Powerhouse
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Joined: Feb 12, 201212Year Member
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Status: Offline
Joined: Feb 12, 201212Year Member
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yea thanks
#5. Posted:
allstarr
  • New Member
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Joined: Apr 14, 201113Year Member
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Joined: Apr 14, 201113Year Member
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Congrats on this nice thread this is definetly going to help our community (:
#6. Posted:
Grimsby
  • Ladder Climber
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Joined: May 12, 201212Year Member
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Status: Offline
Joined: May 12, 201212Year Member
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Reputation Power: 18
Pretty nice thread to bad , this guy is banned.
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