6/23/2023 0 Comments N track studio 8 tutorial androidWith those guides done you can play the map! Make sure you File - Save or CTRL + S in map editor to save you settings! byaml to load the map, then follow the lighting tutorial here. You can copy one from any existing MK8 map in the course folder. You first need to make sure you have a course.bgenv file. Replay Camera (optional for offline but online mode may require to add some for spectators) guide.They control when to activate anti gravity, the direction of gravity, and camera angle. Then lastly if you are doing an anti gravity track, you can follow here. If you need to add a glider, you can follow here. These can be mostly created from enemy paths from earlier. Item paths that can control the red and blue shell movements. AI MovementĮnemy paths that control AI movement which you can follow here. Lap paths control the boundaries of the map, where to respawn the player, and keeps track of player's place in the lap which you can follow here. To place down item boxes, coins, and other objects you can follow this guide here. Now for your map to be functional, you need atleast Lap Paths and Enemy Paths. If you need to place it in a more precise way, you can edit in the properties window. If you did the collision from earlier, you can snap these directly onto the model. Here we will place our starting point at so players will spawn there. You can edit map object/paths/cameras in the Map Editor tab. When finished make sure you File - Save the collision (or CTRL + S). You can edit collision in the Collision Editor tab. It is suggested you continue to this step as collision is super useful for the map editor later. We will store all the course contents in this folder. To edit a material, either select the mesh in the viewer or select the material in the tree.įor a detailed guide at editing these, please refer to this section.įile - Save or CTRL + S while in the model editor tab to save your model. If you have a shadow or light map you should make the mip count 1.Īll that is left is to do materials to finish the model! Materials Specular Map : BC4 Unorm (unless you want color which requires BC3 Unorm).Diffuse Map : BC1 SRGB or BC3 SRGB for translucent.Select all the textures you need to import for your map. Right click on the Textures folder then click Import Texture. Once you have your model imported, now we need to do textures. You can move the camera with WASD and spacebar to move up, shift + spacebar to move down. dae/.fbx model in the Model File selector. You want to check Mario Kart 8 Deluxe Map if you are making one for the Switch version, else it is for Wii U. Open Track Studio and go to File - New - Custom Track This will be used for importing into the tool. Next you want to export your model as either. You may want to update the model for things like baked shadows, lighting later on. max, or whatever program you are using so you can load it back later. Once you scale it you can optionally keep it so you can view the markers for where players would go. The grid represents where each player will spawn. Scale your map model so the road fits with this object. This tutorial will use the start grid model which you can download here. The requirements for your model is that you scale it to match a MK8 course before you import it in game. There isn't a particular poly limit but anything under 300k polys should be fine. It can be a port of an existing track or you can make one from scatch. exe.įor other platforms you can run in the cmd dotnet MapStudio.dll Preparing Track Switch Toolbox (optional but may be needed for additional edits).An image software for making and editing textures like paint dot net, gimp, photoshop, etc.A 3D program like blender, 3ds max, maya, etc for making models.
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