WIP Beta released Mario Kart Map Project Update 6.1 (37 tracks)

Discussion in 'Terrains, Levels, Maps' started by Joobles, May 3, 2021.

  1. Joobles

    Joobles
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    Funky stadium is in the mkwii_battle zip, but be warned it's super low quality and terrible lol. The remaster for it is in progress right now, shouldn't be too long until that comes out
     
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  2. Peacereader11

    Peacereader11
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    Oh dear... I just noticed that! Goes to show you how important it is to check over all the features of a post before commenting on an issue! Thanks for clarifying!
     
  3. Stefan190506

    Stefan190506
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    Sorry, maybe it just seems so to me, but the maps are too big, the cars look a bit small on some tracks.
     
  4. Joobles

    Joobles
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    I've found that's just how Mario Kart is sometimes lol. I always scale it so the standard D-Series is a bit larger than the karts are in-game. Mario Kart games always seem to have strange and inconsistent scaling, it'll be especially noticeable if I ever do Tour courses, that game is a mess. However I've probably made some mistakes here and there, so if you could let me know which ones you feel are wrong I can have a look at them
     
  5. mikey_blaze704 2

    mikey_blaze704 2
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    so fun and goffy
     
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  6. tommyschnettler

    tommyschnettler
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    i request mkdd Luigi circuit
     
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  7. Capitaine_Haddock

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    hey there joobles, i was wondering if you still needed some help for the time trials, here's the video that taught me how to do it, it's simple, clear and quick :
    also, don't forget to untick all of the mission filters except for the "current level only" in the mission editor, otherwise your custom missions won't appear
     
  8. Joobles

    Joobles
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    Thanks, I'll be sure to try this out!
    Also as a little update, Most of the work has been mainly on the technical side getting stuff like anti-gravity, cannon shots, and boost panels polished and fully functional, but I've also been going through and remastering old courses. Since the forums here aren't really that suited for smaller updates as I work on stuff, I made a thread on the official BeamNG discord for that. So if you want to be kept more up to date on the project, check that out!
     
  9. Capitaine_Haddock

    Capitaine_Haddock
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    yep i know ! that's why i've came here in the first place, and i can tell you something, i'm having so much fun going full speed at my childhood favorite tracks with the backyard kart mod, thaks a lot for making this possible !
     
  10. KaiserWilhelmII

    KaiserWilhelmII
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    Hello. Upon trying out these MarioKart mods for the first time, I have found something whacky.
    I play with a Logitech G923 wheel, which has trueforce. This uses the rumble system in the wheel to simulate car engine noises and sound from crashes. It also picks up on horns and sirens on Beam.
    What is peculiar but also funny is that the music that plays on the MarioKart maps will come through the wheel as sound. I have no idea how this could be avoided other than to turn off trueforce, which I have done.
    Idk, its just bizarre
     
  11. Joobles

    Joobles
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    Huh, that is odd. Can you check if this happens on Toad's Turnpike? That course uses a slightly different method of playing the music
     
  12. KaiserWilhelmII

    KaiserWilhelmII
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    Sorry for late reply. Yes, the wheel still simulates the music for Toad's Turnpike
     
  13. Joobles

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    Hmm... I don't think there's much I can do about that, seems like a game-side issue, especially since you said it picks up horns and sirens as well. However, the courses in the latest update support the music slider, so you can turn off the music and still keep your ffb.
     
  14. SpeedyDoom

    SpeedyDoom
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    I really need to know how you make these ports! The tracks are all nothing short from pristine! I have no experience with mapping and stuff but I'd love to learn how to do stuff like this, could you link me to wherever you learned stuff like this? I can't find any up-to-date info on making maps n stuff, let alone anything my smooth brain can comprehend and put into practice :p

    I did find a collection of mk maps that I do want to put in that you haven't yet, though, and I'd love to make just a bunch of decent quality placeholder maps until you get to and revamp them
     
  15. Joobles

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    Honestly, it was just a bunch of trial and error with some help along the way. The documentation is pretty sparse, and most of the methods I use are probably outdated. This part of the official documentation seems to go over a more complicated version of what I do to import the models, and I have just a basic empty template level I use to put the course in-game. Then it's on to finding out what went wrong with the model, making the collision mesh, making the textures look right, and finally lighting and effects. The textures part is the most painful, as each Mario Kart game has weird stuff they do to make the textures look right. So yeah I'd start with just experimenting with the world editor, importing meshes, and creating levels that can be loaded into. If you have any more questions or need any help with anything feel free to DM me!
     
  16. SpeedyDoom

    SpeedyDoom
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    Oh, I see! I'll defo be shooting you a small handful of dm's then, lol! Thanks for the tip!
     
  17. Joobles

    Joobles
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    Happy Halloween! Life's been super busy so this project kinda got put on the backburner, but I still wanted to do a little something for Halloween, so enjoy a little mini update! And for the first time, all versions of the same track at once!
    1st post: mkds_battle.zip and mkwii_battle.zip have been updated
    2nd post: joobles_twilighthouseds.zip and joobles_twilighthousewii.zip have been added
    New Courses:
    DS Twilight House
    screenshot_2023-10-31_18-11-44.png
    DS Twilight House (Wii)
    screenshot_2023-10-31_18-01-40.png
     
  18. xIceCreamGod_

    xIceCreamGod_
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    the audacity to not port wii's coconut mall is astounding xD
     
  19. BlueLife

    BlueLife
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    Bump, but yeah i agree.
     
  20. Joobles

    Joobles
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    It's on the list ;). I partially ported it a long time ago, but the final jump (and stairs) were an issue. I'd probably do the MK8 one since the escalators were swapped out for ramps. Once the scripted air time script is more stable I can probably use that for the jump. Or it can just be a baja truck exclusive track lol. I'll get back to working on this project soon hopefully, been busy with other stuff unfortunately.
     
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