Wexos's Toolbox may have trouble with certain. Ideally, any program will work fine aslong as your model can be exported as an. Part 1 ModelingThere are multiple ways you can make your own track. Now lets make our course! We first are going to start the modeling part!ġ. Some sorta 3D model and may have a small white texture. BGENV A sarc which stores AAMP files and sometimes a bfres files to control the looks of a course.PTCL Particle effects executed via byaml objects.BIN Ideally the course_mapcamera, which controls mini map paramters.Īdvanced stuff (No tools to edit these yet).BARS Stores sound effects executed from the byaml.In this case course_maptexture is the mini map. BYAML Course data for things like lap paths(checkpoints), enemy paths(ai routes), object placement, glider paths, ect.BFRES Models, textures, and texture animations are stored inside.This tutorial can also be viewed here and may be a bit more organised as gamebanana lacks a similar spoiler system.Ī course located in content/course will contain mutiple files. With that being said, lets get straight to how these are done! If you are familiar with MKWii course making, then this is very similar and may be easier for those experienced with that game. This tutorial is pretty big as it took about a week of research and testing to put together. We can finally make our own custom tracks for Mario Kart 8! Nearly everything can be edited and it's up to the community to finally start more track creation.
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