KCLViewer (Program)#

KCLViewer is an application created by Garhoogin that is designed for easy editing of KCL files.
Note that this program is outdated for creating KCL files. The program Mario Kart Toolbox is the latest KCL creator available.

Create a KCL
To create a KCL, you first need a collision model in the OBJ format. Next, open KCLViewer and go to file -> new -> From OBJ. This will open a file dialog, prompting you for the file. It will then open a window where you can decide which materials are to be exported, and what their collision values are to be. In the bottom of the window, there are two input boxes. The first one is the model scale, which determines if the model will be exported bigger or smaller than the source. The second one is the maximum number of triangles to export, per octree. Bigger numbers mean smaller files and slower speed, but smaller numbers mean bigger file sizes and faster speed collision detection. Next, click create, and you will be prompted for a destination location. Once saved, it is automatically opened in the editor.

Editing KCL files
There are a number of things you can do to edit KCL files. The first among these is editing the collision value of a triangle. Select a triangle, then go to edit -> change value. This opens a dialog prompting the new collision value, while showing the old one.

Also, you can change collision values of a number of triangles at once, under edit -> replace. Here, specify a collision value to replace, and the new value, and it will replace all those values with the new one.

Next, you can add additional triangles to the KCL. Under edit -> create triangle, you can add a triangle, given 3 points (x y z) and a value.

If you'd like to edit a triangle's points, use edit -> edit points. This will display the old triangle's points, and prompt you for new ones. It changes the triangle's color to light-green in the editor during this, and gives a live preview of what it will look like.

If you need to know what the highest y-coordinate is given x and z coordinates, use tools -> drop point. This will prompt for an x and z coordinate, and display the highest y-coordinate. In the editor, it shows a pink vertical line where the point is.

If a model is inefficient and there is z-fighting in the editor, use tools -> remove duplicates. This will remove most duplicate triangles from the model. This feature still doesn't catch all the duplicates yet, though.

To view the number of triangles in the model, use KCL -> model info. It will give you a summary of the triangles, and where they're being used, whether by road, offroad, walls, etc.

It is also possible to merge two KCLs together, using KCL -> merge KCLs. This will prompt you for the second KCL, and it will import it into the editor, alongside the currently opened one. Be warned, this doesn't automatically save.

To delete a triangle, this currently is a feature I am working on. Still, there is currently a workaround for this. To delete a triangle, edit its points so that they are all 0's, and then use tools -> remove duplicates. This will remove duplicates, along with the triangle whose points you set to 0.

To control the camera, use the WASD, space/shift, and up/down/left/right keys. WASD moves the camera forward, backward, and sideways. The arrow keys are for rotating the camera along the y and z-axis. Space and shift are for moving the camera up and down. Under the camera menu, there are simple options for predefined camera locations.

Under options, there are a few things that you can change. First, you can outline all triangles. With this checked, all triangles will be outlined, so you can see their borders easier. This can also be toggled by pressing 'T' in the editor. You can also toggle triangle filling, which changes whether or not triangles will be filled in on the editor. There is also show axes, which will show red, green and blue lines, which indicate x, y, and z axes respectively, in the positive direction. Under movement speed, this changes how fast the camera moves. Change this if it needs to move slower/faster, or for those tight spaces. Default tris per octree is what determines the default maximum number of triangles to export in each octree. The higher this number, the smaller the file size, but collision calculations will be slower. With this value lower, the file size will get significantly bigger, but collision detection will be faster.

The download page for KCLViewer is unavailable due to an event of data loss. If you would like to download anyway, here is a mirror.(info) (Version

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Kind Attachment Name Size Version Date Modified Author Change note
KCLViewer.exe 137.2 kB 1 25-Feb-2024 16:49 DylanzuDS
« This page (revision-4) was last changed on 25-Feb-2024 16:50 by DylanzuDS