I'm still working on the shaders and materials in the course model however. În principiu, o extensie SZS este un tip de fiier Wii Game Data File dezvoltat pentru programul Wiimms SZS Toolset de ctre Nintendo.
![szs modifier mario kart wii szs modifier mario kart wii](https://stat.ameba.jp/user_images/20121216/21/newmariokaizou/a8/e3/j/t02200156_0654046412333262848.jpg)
So yeah, the minimap is perfectly finished now, with the correct vertex colors. : SZS v2.22a, 9.5 MB Cygwin/64-bit (Windows) : SZS v2.26a, 14.9 MB : SZS v2.25a, 14.9 MB : SZS v2.24a, 14.9 MB : SZS v2.23a, 14.
#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. 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. I used szs modifier to modify what I needed to, I did so by extracting the partition with the wii scrubber. I'm very new to this but I've downloaded szs modifier and wii scrubber. So almost everything's done excluding possible bugs I could have missed unlike that one at the end of the video. I may be in the wrong place but I've been trying to get a custom character in mario kart wii on dolphin for a couple hours now to no avail. To clarify I did try moving the collision plane up but then it was impossible to make the jump over. 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.
![szs modifier mario kart wii szs modifier mario kart wii](https://images.nintendolife.com/news/2015/07/muramasa_the_demon_blade_and_trauma_team_hitting_the_japanese_wii_u_eshop_next_month/attachment/0/900x.jpg)
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 szs modifier mario kart wii](https://i.ytimg.com/vi/GGUB-DnCayU/maxresdefault.jpg)
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!)