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Szs modifier mario kart wii
Szs modifier mario kart wii









szs modifier mario kart wii

So yeah, the minimap is perfectly finished now, with the correct vertex colors.

Szs modifier mario kart wii how to#

Because I haven't seen anything elsewhere saying how to fix this issue: If you're using a version of 3DS Max newer than 2010, you will need to use FBX Converter 2010.2, export the track model from 3DS Max as FBX and convert it to DAE with the FBX Converter, then once you've got the model in Brawlbox go to each color node and make the alpha value in each one 252, you don't need to do this in color nodes that already has an alpha value other than 255 however.

szs modifier mario kart wii

Still can't get those vertex colors working which is really getting on my nerves now, I'm sure everyone who's ever put in vertex colors in MKW models got this problem and figured it out themselves so I'm probably missing something really simple but there's still no tutorials or such anywhere to deal with this.Īlso no tutorials on how to make shadow maps either which would really make this track look as good as it can get.Įdit: I finally got vertex colors in the game without crashing, now I've got to just alter the shaders so that it looks good. So almost everything's done excluding possible bugs I could have missed unlike that one at the end of the video. To clarify I did try moving the collision plane up but then it was impossible to make the jump over. Then tell me: 1.) Region number 2. You can check the 12 Websites and blacklist ip address on this server. This domain has been created Unknown ago, remaining Unknown. dae files.Įdit: Found a temporary fix for the blue tint, and it's also entirely possible that this issue will fix itself once I get vertex colors working anyway since it was related to the lack of any raster color values supposedly, so no real problems here.Įdit again: So apparently getting hit by a Spiny Shell or Bob-omb on the bridge summons Lakitu and brings you back to just before the underpass and you have to do the whole lap again. So see this table: /mkw-region At the bottom you see an explanation for 'BGCS' First edit the region page ant CT-Wiki and insert your region and mark it as active. Szszbmo.hu has server used 193.138.125.70 (Hungary) ping response time Hosted in Register Domain Names at. So it's probably got to do with the way 3DS Max exports. dae into 3DS Max, exporting that from there and then importing into Brawlbox causes the game to crash. dae from Brawlbox then immediately reimporting them back in and then loading them in the game doesn't cause a crash but importing the.

szs modifier mario kart wii

I've checked that exporting models from other tracks as. I know it has everything to do with the shaders, as the dash panels look perfect and they use a separate shader from the rest of the model, but even in Dolphin the track looks fine, it's only on a real Wii that it has that dark blue color, so testing that to see if any changes I make work will be a pain.Īlso still no vertex colors working. So I tried out the new course model in game, and it's fine, so proper mipmaps and no more Harry Potter effect, but everything has a dark blue tint for some reason. Re: Toad Circuit in Mario Kart Wii (first gameplay footage!)











Szs modifier mario kart wii