WIP Beta released Mario Kart Map Project Update 6.1 (37 tracks)

Discussion in 'Terrains, Levels, Maps' started by Joobles, May 3, 2021.

  1. Duh anime addict

    Duh anime addict
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    Aug 5, 2021
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    longest ongoing project i know
     
  2. CrySaRD

    CrySaRD
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    Apr 24, 2025
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    Reallly cool port bro, keep it up. do we have any kind of working AI or time trials?
     
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  3. BruckellMoonhawkEnjoyer

    BruckellMoonhawkEnjoyer
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    Cant wait to see N64 Rainbow Road from MK8 Deluxe. Keep up the good work :D
     
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  4. thinsoldier

    thinsoldier
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    Jul 23, 2022
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    I'm trying to fix a missing sign texture problem and some other things on Yoshi Falls but I cannot figure out how to get the map to load without zipping up everything again to exactly match the original zip? Is there no way to make iterative changes to a map from a regular folder and skip having to re-zip it every time i want to check something?

    Does anyone know what 3d program the original author was using to clean up objects before exporting to the DAE file? The DAE imports into Blender at an absolutely huge size and at have to set my viewport clip end value to 1000000 m to be able to see anything and I get really bad visual glitches with such a big value. Should I try another program?

    I was able to use the Bevel in Blender to smooth out some of the really sharp angular transitions on some of the jumps without distorting any of the original textures. So it drives smoother without looking any different at all.

    I'm going to try to smooth out a lot more stuff using Blender's dyntopo feature if it doesn't mess with the original texture mapping, if I can get the right verts merged first, if I can get Blender to let me properly see what I'm doing first.

    I fixed the hard edge shading on the giant egg but might have messed up the shading elsewhere. How hard would it be to change the map to have multiple DAE files? That way I could have more control over which objects are shaded sharp or smooth.

    Do the objects named base00 and start01 need to be exported in the DAE file every time? [NO]
     
    #284 thinsoldier, Jun 13, 2025 at 5:16 AM
    Last edited: Jun 14, 2025 at 12:40 PM
  5. thinsoldier

    thinsoldier
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    [DS yoshi falls (wii)]
    - fixed the missing/invisible sign and the sign that was cut in half.
    - added a little real geometry to 1 of the small bridges so it rumbles when you drive over it.
    - experimented with using dyntopo in sculpt mode to add geometry and rough road detail to specific areas but dyntopo still destroys UV map data so that won't work.
    - experimented with duplicating a part of the road mesh, making it invisible, subdividing it, and using noise texture to randomly displace the geometry for a rougher road feel.
    I'm hoping making the road rougher is just something that can be changed in the material settings of the game but I have no idea.
    https://www.beamng.com/threads/groundmodeling-mod-question-physics-of-grass-and-sand.90113/

    - fixed some face normals pointing the wrong way under the guard rails of one of the bridges that were black-hole sucking in the car when I crashed into them just right.



    [started over from scratch]
    Scaled the DAE file in game up to [1,1,1] and scaled the object in blender down to [0.005,0.005,0.005] so now the Blender viewport displays everything properly.
     
    #285 thinsoldier, Jun 14, 2025 at 12:47 PM
    Last edited: Jun 16, 2025 at 3:31 AM
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