Update #6 is finally here! After some quick cleanup, I was able to get most of the courses I had on the backburner finished up for this update. These new courses also have music that can be adjusted with the ingame "Music" audio slider, no more need for manual world editing! Also, I made a spreadsheet with all the maps and what their progress is, you can view it here. You can also add comments, so you can put bug reports or requests there as well. Courses: Mario Kart 8: N64 Toad's Turnpike. This course is a little high poly so some computers might struggle to run it. Ai works, but likes to use the outside lane as 2 lanes sometimes, it isn't really noticeable though. Mario Kart Wii: Moonview Highway. This course was made before the bloom and pbr updates, so the lighting is a little funky. I'll go back to this sometime and try to get the vertex colors to work. Ai also works, however it doesn't like the toll booths and tends to mess up alot. I'm just not very good at making Ai roads yet lol. Mario Kart: Double Dash!!: Mushroom City. This course was done basically entirely by my friend. He did a great job, implementing everything from shimmering lights to proper vertex colors. No Ai sadly though, I couldn't figure out how to make it work well. Mario Kart: Double Dash!!: Luigi's Mansion. A small battle course. The sky doesn't look very accurate, I'll go back to it once I learn a bit more. Mario Kart DS: Shroom Ridge. A very bumpy DS course. Ai is included, swerving between a bunch of Ai cars in an asphalt rally car trying not to lose control over the jagged bumps is actually pretty fun! Mario Kart 64: Luigi Raceway. A perfect course for the new offroad vehicles added in the 0.27 update. It's so low poly it feels like it was made to be a trophy truck course. Mario Kart 64: Rainbow Road. This marks Rainbow Road #2, and the character lights even animate like in game! The texture animation script my friend wrote had a bit of a memory leak, so this one actually swaps between models. The next few updates will most likely be me going back and updating/fixing all the old courses I've uploaded. There might be a new course thrown in here or there though
So . . . the title says 35 tracks, but there's only downloads for 10 of them. What happened to the other 25? And the file names could be more descriptive.
I'm sorry, I forgot to explain! I merged the courses into zip files per series, for example joobles_mkds_courses has all of the race tracks from mario kart ds. I'm going to set up a google drive or something with all of the files individually, but this new way is less cluttered and makes it easier for me when I'm adding/fixing stuff. Also, it allows me to do stuff like make a common folder for the plants and misc objects in mario kart 8 instead of each course needing a copy of the same thing. Edit: Main post updated with the explanation, sorry about the confusion. I'll figure out a way to have them separate as well
The moonview highway port looks brilliant considering it's a wii port, that was always one of my favourites when I was younger so it's great to see it given some new life If you're considering updating older ports, any chance for a new version of Daisy Circuit? The current version has a broken pure black road material that really ruins the look of it, and the lighting isn't the best either. Would be nice to see it reworked a bit and improved
Of course! I actually was writing down what to do to that course since that was one of the main ones I wanted to revisit. Porting it was hard because MKWii's lighting engine is so screwy in order to make that course look like it does on the wii, the raw textures had to be almost black. I also want to get the lighthouse beam to spin and make the statues look like statues instead of character models lol. Also as an update to this, I will have the separate downloads in the first reply to this thread, I'll just edit it.
MOONVIEW, YES!!! I tried porting it once before but stopped when I knew you were doing this. THANK YOU!!!!!
Sunshine Airport? Yeah I could probably port it, but not anytime soon. I'm still working on a solution for glider segments. Also, that course has a lot of animated objects that I usually have to reanimate by hand, which takes a while. Luckily, I think driving on the anti gravity section would still be possible without a proper antigrav script, so it may come sooner than some other Mario kart 8 tracks.
Anti gravity can probably be activated by wind (for the sideways parts) and negative gravity for the upside-down parts. Glider segments can also use gravity and a little bit of wind. --- Post updated --- I was thinking triggers would work.
I was able to get a trigger that changed the gravity, however it was only straight up and down like in the environment tab. I would probably just work away at making wind, but that wouldn't feel the same as directional gravity and it would be clunky to implement. Also, I know directional gravity is possible due to the old Gravitational Racing mod, so I really want to get something like that to work.
This is the best. I am definitely a Mario Kart player. after I get off of work, I play 8, Double Dash, and Wii. Already 100% 8.