MK64 Pitstop (V.0.0.5.1 Beta) « 1 ... 8 9 10 11 12 ... 19 »
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(10-05-2017, 06:19 PM)mib_f8sm9c Wrote: I've been planning on making an update to iron out bugs and other things left behind. I think I need to accelerate that schedule, since there's been a lot of problems.

I'll be more available tonight, but what exactly is happening? Does the ROM not export/the program crash when exporting, or does the ROM not load correctly in the emulator? Are you using a fresh, unchanged (USA) .z64 MK64 rom every time you load up, or are you using the .romproj to save your data? If you can't get it to work, if you want to send me your character files, I can try debugging with it.

I got the export to work. It was a bad custom bowser image, but still I can't export to rom after the first time. Like lets say I replaced/exported a dk to a rom, then closed pitstop. If I go back into pitstop and try to replace and export another character to the rom it says "unable to export". So basically, I have to import all the characters and replace in one go.

Also I still don't know what to do about V.0.0.5.0 crashing

Here's something I'm working on specifically since I heard about Pitstop.

[Image: s1YQ8mr.png]

By the way, can anyone recommend a way of getting each pic of the angles? I have a bunch of cameras set up but I still have to screencap them all.


(02-06-2017, 02:55 PM)Sgt.Headcrab Wrote: Here's something I'm working on specifically since I heard about Pitstop.

[Image: s1YQ8mr.png]

By the way, can anyone recommend a way of getting each pic of the angles? I have a bunch of cameras set up but I still have to screencap them all.

I recommend just looking at the existing karts to get an idea of what angles you need and rendering out each image with transparency enabled. That way you don't have to do any extra editing.

That's an awesome model by the way! (Not trying to burst any bubbles, but I think the wheels are suppose to be separate from the texture, you'll have to check the documentation though)

Waluigi be a wonderful addition to the game! Big Grin

Wonder if we'll be able to add more than the 8 characters slots that Mario Kart currently has. It'll take someone smarter than me to do it but it'd be great!

Logically I suppose we could setup a blender scene with all of the camera angles you'd want to take for the character stills to properly get things setup for new characters...

(13-06-2017, 02:21 AM)MRKane Wrote: *snip* Logically I suppose we could setup a blender scene with all of the camera angles you'd want to take for the character stills to properly get things setup for new characters...

That actually sounds like a good idea!

thanks for the tool, did there is a way to export all images of the kart at once ?

(17-06-2017, 11:18 AM)ewok Wrote: thanks for the tool, did there is a way to export all images of the kart at once ?

I don't know of an easy way to export all images of a kart at once from MK64 Pitstop. However, if you are just looking for the kart textures, you can grab them all from the MK64 Textures archive or I have a tool mk64karts.c to extract them all for a given wheel palette.

finaly i've found a way with a tool named Actiona. (an automation tool that allows you to emulate clicks, key press etc..) i just made a simple script to simulate clicks and did a loop of 321 times to dump textures from kart.

Ok - that wasn't so hard, but exporting all the Kart reference textures manually was a bit of a pain!

Anyway, archive: http://s000.tinyupload.com/?file_id=17170435724287890228

What it contains

KartGenerator.blend: A blender file designed to render out all the images you'll need for a Kart
MarioKartImages: The raw images for Marios Character, which I used to arrange the 3D model
NewMarioRender: A test render I did using assets from Mario Kart 8
NewSonicRender: Sonic asset from Super Smash Bros Brawl
Leaf/SSBB Sonic/Wii U - Mario Kart 8 - Standard Kart: Free online assets whicha re included here for educational purposes only

How it works
I'm sorry - but you might have to have some basic skill with Blender to use this! That aside:
I've made a very very basic rig for animating character movement, and included a basic Kart in the scene, these are on layers 1 (kart), 2 (mario), and 3 (sonic). Both are animated to go through all the frames necessary for a character, and I've used both Marios head, and the rear left wheel to align things as best I could. It's set to export PNGS with a transparent background at 64x64 into which ever folder you elect to use. There's really not much more to it than that - import your character, assign it to the rig and you're done. If you wish to import a new Kart simply hide the one that's there and use it's animation block to drive the animations of your replacement Kart.

What isn't there
I've not imported these animations because I'm lazy and hardly have time to sleep let alone machine out different animations. Were these to be suitable replacements I think it'd be cool to have a "bulk replace" option in the Kart Editor so that the frame-relitive animation images can be directly imported, replacing the prior frames, and the animation structure etc. remain intact to save on the turn around time involved with creating new characters.

Caveats
Originally I wanted to import Samus because there's a severe lack of Women in the Mario games, and frankly she kicks ass. The problem was that the rig I had made was only for "toony" characters, and so the first replacement set I made was Sonic. In the future a proper proportioned character rig might go a long way.

Wheels
Aren't we supposed to cut them out or something? Is that a secondary animation set or something like that? Oh well, guess you can't fly without crawling first Wink

EDIT
So I found some spare time while I was doing a compile and I put together a more proportional rig for racers, and also setup an empty for parenting Karts to, and two for the front wheels. The empties for the wheels don't have a location set in the keyframe so they can be moved to suit the position of any wheels you wish to add. I've still not even tried importing any characters yet, mainly because it's a time thing, and the setup is still horribly simplistic. But long story short: the following file contains the new setup blend (sans the extra stuff pertaining to the models) and a full render set for Link.
http://s000.tinyupload.com/?file_id=57369350847955236228
(This post was last modified: 21-06-2017, 03:16 AM by MRKane.)

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