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A custom track is a track created or ported by an individual. This could include retro tracks based on other games, or original tracks designed by the creator. There are many components that a custom track is comprised of. This tutorial aims to give you, the reader, the resources necessary to create your very own custom track. This tutorial will assume you have a basic knowledge of modelling, as it will be necessary for a number of steps in the creation of a custom track. If you are not familiar with any modelling software, [Blender] is most recommended for both beginners and veterans alike. There are many resources you may find on other platforms that cover the fundamental basics of blender which is all you will need to know to get started. |
A custom track is a track created or ported by an individual. This could include retro tracks based on other games, or original tracks designed by the creator. There are many components that a custom track is comprised of. This tutorial aims to provide you, the reader, the resources necessary to create your very own custom track. This tutorial will assume you have a basic knowledge of modelling, as it will be necessary for a number of steps in the creation of a custom track. If you are not familiar with any modelling software, [Blender] is most recommended for both beginners and veterans alike. There are many resources you may find on other platforms that cover the fundamental basics of blender which is all you will need to know to get started. |
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**Map2D - This directory contains the minimap textures. All of them are generated at once by [NitroPaint] given a texture provided by the user. As such, this will not cover every individual file contained. |
**Map2D - This directory contains the minimap textures. All of them are generated at once by [Nitro Paint] given a texture provided by the user. As such, this will not cover every individual file contained. |
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Note that this is not a comprehensive description of the entire contents of the Mario Kart DS romfs, but merely brief documentation on only the vital components of a custom track. |
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!!!Nitro TGA |
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The Mario Kart DS toolkit requires textures be in a special version of TGA specifically for use with nsbmd files. These can be created with [Nitro Paint]. Usage of this tool can be found on the [Nitro Paint] page. |
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!!!NSBMD |
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most custom tracks will start with the NSBMD, or the course model. This tutorial will not cover how to create the course model that you are working with. However, it will explain the processes required by MKDS to get your model in-game and provide some advice specific to Mario Kart DS and track development. |
!!Blender |
Most custom track creators will opt to use blender. This is for a wide variety of reasons, such as the software being free, open source, fast to use and most accessible to MKDS with the current toolkit. |
If you are using blender, you will need [nns-blender-plugin]. This can be installed from the blender plugin manager and enables you to export to IMD (An intermediate file for the nsbmd), Texture SRT animations and Texture pattern animations. The IMD is converted to nsbmd with another tool which I'm not sure I can name or link, if someone else can confirm that would be great. |
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None of the following is mandatory and some advice may be impossible to follow, such as if you're working with a direct port, where you're given a complete model and must tweak it to work within the confines of MKDS. |
-When iterating on a course, it is recommended not to create the visuals first. Block out your model with basic grey textures as this is easiest to iterate upon. |
-Test frequently in-game. This will enable you to verify that turns aren't blind and the scale feels appropriate, among other elements that a good Mario Kart track is composed of. |