Oh crap! I found this series like 4 hours ago and binged all of your mario kart videos, and now there's a brand new video in the playlist! I just finished the twilight house revamp vid!
This video is REALLY informative and pleasant to watch, especially if you're a 3D artist. I love how it's always the alpha messing something up in the end, a classic really
Major respect for facing so many struggles and solving every problem. Your work is very impressive, I really look forward to what you will do in the future, even if it may not be MK8DX related.
the segment setting up inputs in the emulator is unbelievably real, whenever i setup dolphin or ryujinx for friends to play im always fumbling around in menus for like 20 minutes
Been here since the beginning of the series and I'm SO excited to see you not only continue to work on and improve it but actually learn how to make it into a proper working track as well!
For those inverted faces: My quick solution before resulting to manually flipping normals is to use L to select all connected geometry and Shift + N to recalculate the normals. if this makes them all wrong check the box to invert it in the bottom left pop up. Do note that this will mess up custom normals from imported models though, since it recalculates them from scratch, so maybe skip this on props from the game. Saved me a lot of time. You can also select geometry by trait to clean up or at least check to make sure geometry is connected. Note that the type of selection (Verts, edges or faces) will change the behavior of the select by trait tab. Also, well done! I've done my fair share of modding games and the shot in the dark trial and error really hit home. Nicely done getting it working! Also, make sure to check for object attributes when exporting for potential crashes. It's a tab just below vertex groups if I remember right. It usually has uv and positional data, but sometimes it can have random stuff from importing models. Also, in the same location sometimes models will have Custom Split Normals which may cause some really harsh shading on objects that otherwise should look smooth. Hope this helps save some time!
And another thing - Materialize by Boundingbox software is my go to free PBR material generator. It can make all types of material maps off of a diffuse map, and you can customize it very thoroughly with sliders. I haven't double checked to make sure that it's a commercial license but I don't think it matters for you anyway.
I really appreciate the occasional deadpan humour you interject in these videos. There were some genuine laugh-out-loud moments here for me, as well as it being really interesting!
i gotta admire ur dedication to troubleshooting when it comes to modding games. every time i’ve attempted to mod a nintendo game and stuff just crashes i try but i give up way too easily because of the amount of things there are you have to double check or fix. you actually sit down and dedicate yourself to trying everything you can to fix it and thats impressive 🙏😭
14:00 I love that the Mario Kart devs made custom "Piano" and "Metallophone" road materials just for 3DS Music Park. (Oh, and I guess the custom "Bone" road material just for Bone-Dry Dunes, but I don't like giving Bone-Dry Dunes credit for things.)
@@isaacsteen4828 I’ve already got one on everything before the modding, but maybe I’ll do another eventually if there ends up being enough to justify it.
Congrats on getting the track into Mariokart 8. I've been following the development for sometime now and I think it's brilliant seeing how you build the track in Blender and getting checkpoints, textures, and enemy paths done in Track Studio. It makes me want to get into the Mariokart modding scene!
quick little tip that might help with future projects: you can actually separate by material (P > By Material or right click > Separate > By Material) and remove all the unused materials from every object by selecting everything and do right click > Clean Up > Remove Unused Material Slots. much faster that way. i know manually removing materials is rough as heck
This video was insanely fun to watch. It’s all led up to this moment. Seeing you fail so many times, I felt so bad and I know the pain, I was slightly amused too. I would love to see some renders of the track and some night renders when you get the chance because this model is just spectacular especially the split paths and the ending section. I can’t wait to see what you do with it in the future, keep up the great work! ❤
this is the first time i ever hear of you. i just watched the compilation of all the previous episodes and then this video and now i can't wait for the next one ::)
Just a few tips: In Blender, you can just join the whole model so its all one mesh, then go into the edit mode and press "P" and select "Seperate by Material" and you are finished. For the collision model: Just get rid of all materials and use the base colors of blender for the same collision, makes it look less messy. then you can move all the geometry of the collsion model you have textured to another layer and do this until there is no geometry/mesh left in the original layer.
This looks absolutely great so far! Its hard to believe this started as the Wii model since it already looks pretty at home in 8 so far. One bit of advice i would give is that for separating materials. its way faster and easier to merge all (Shift A then J) then separate by material by pressing P in edit mode. Will hopefully save you a lot of time in future projects. Excited to see where this version of the track goes!
I think there's a way in Track Studio to make surfaces show both sides, although I'm not sure if it negatively affects performance. You select the material, and then I think somewhere in the render settings you can change a setting from Front to Both.
A tip for normals: always check them after mirroring, extruding a flat plane, or filling a rectangle without supporting faces, since those have a tendency to form backwards normals
Loved this video, btw I have a way of ADDING a course to the list instead of changing an existing one if you wanna add custom name and menu thumbnail :)
This video shows the excperience of a custom track creator - trial and error. In part 4:10 you can use "P" and "Separate" "By Material" (in edit mode) which saves you a lot of time and befor that you could remove all vertex colours.
It may be a mess of a track and it may be some Frankenstein monster amalgamation of other tracks, but the fact that the game doesn't explode when you open it is cool beyond all reason! Really makes you appreciate how much game devs work on projects all for our enjoyment. Maybe we should all be less critical of bad games because at the end of the day, whether its bad or not, if its playable its already a major amount of work on the devs part... NAH ill still be critical beyond all reason of things I personally disapprove of. You know what they say, "Criticism and complaining about things you aren't educated about are the spices of life."
Some Blender tips for you: You can change the outliner to show only objects of a specific type to make deleting the lights easier. Click the key icon in the top right and she should see toggles for each kind of object. To move all your textures into the same folder, you can go up to file>external resources>pack resources, then once they're packed you can go to file>external resources>unpack resources>write files to current directory which will put all textures into a folder called "textures" located in the same folder as the .blend file for your project. You can seperate your model into seperate meshes by material with one click. Go into edit mode and select your whole mesh, press the P key, and then click "By Material" To quickly remove all the extra materials from your separated meshes, Blender has a built-in addon that's turned off by default called Materials Utils. If you enable that, then select all your meshes in object mode, use the shortcut Shift+Q and click "Clean Material Slots" Hopefully this cuts down on a lot of the tedium of doing these things manually. I can't imagine how long it must have taken to separate all those meshes and materials manually.
Thanks! This stuff should help a lot. I have separated by material before by accident and then realized "oh wow I should use this" and then just never remembered. Same thing with packing resources and showing specific types in the hierarchy. The Material Utils addon is something I never even knew about though. And all of the above are things that I definitely should have used lol.
....do my ears decieve me or did someone else like the music in Hey Ice King, Why'd You Steal Our Garbage just as much as i did? Party in the clouds is a banger
I think the reason why the fbx model was crashing track studio was because some objects in the model didn't have any triangulated faces. I had that same issue with a previous track and that was driving me crazy😂
Pretty sure I have a blender script that takes the name from the material, removed the prefix, and then adds another prefix. This is cuz I use MAT_texturename and GEO_texturename. Stuff like this could speed up your process
Goodness, this sounds like absolute hell. But whatever it takes to make a Delfino Square remake without that stupid-ass lap 3 mechanic from the ruined Tour version of Peach Gardens!
Why is it that I only now realise I’m not subscribed??? I’ve been watching this since day one and watching the videos after they’ve only been out for a few hours and sometimes a few minutes 😭😭😭
Tip for dealing with textures that aren’t used Use blenders clean up function it a texture isn’t used anywhere or was used on a deleted object blender can filter them down to anything that is actively being used somewhere
@@CafeCharlie Probably because the objects weren't "closed". But yeah, blender can be weird sometimes. (I'm just glad that alt+a isn't the shortcut for play xD)
There's a function to remove all the unused texture and material in a blender project (unused = not linked to any model or asset). These unused data are called orpban data
to get textures that are in use. export as .dae into a folder and it will bring all the textures in use. i think thats what i do and works for me so i can remove textures that i dont need.
Charlie oh poor Charlie you can just press p and separate by material 😭(Also you should be able to use the latest version of blender, idk why squadaloos video said that)
This is literally troubleshooting in a nutshell. I do software development and I was having issues getting my CSS to work properly and it was a minor typo in my style.css file😭😭😭
Are you ever going to truly update the end of the track? Or did you do it without making a video for it? I feel like after your park addition in the town area you kinda just skipped the last 20% of the track and never touched it. Like you did right after the drawbridge but never showed us anything for the pier area/shortcut before it. That is a good portion of track and is gonna look weird if its just untouched while everything else is updated and revamped so much.
Oh my vegetables, half the video is troubleshooting a problem that got solved by changing the export format. That's how you KNOW it's a Blender video
It’s a shame that Track Studio doesn’t support OpenUSD yet. It’s a lifesaver for everything that supports it
@MagaFan24MagaFan24?
For reference, Blender 3.4 is the best version to use in modding 8 or 8DX, because it has the best baking settings and works in track studio
The part where you mentioned the track was tiny cracked me up for some reason. This whole time, the track has been tiny and you had no idea...
Oh crap! I found this series like 4 hours ago and binged all of your mario kart videos, and now there's a brand new video in the playlist! I just finished the twilight house revamp vid!
@@GravyTanker Awesome! Glad to have you here!
@@CafeCharlie keep up the great stuff man! I’m starting to feel like I need to learn blender because of you!
This video is REALLY informative and pleasant to watch, especially if you're a 3D artist. I love how it's always the alpha messing something up in the end, a classic really
Major respect for facing so many struggles and solving every problem. Your work is very impressive, I really look forward to what you will do in the future, even if it may not be MK8DX related.
the segment setting up inputs in the emulator is unbelievably real, whenever i setup dolphin or ryujinx for friends to play im always fumbling around in menus for like 20 minutes
Been here since the beginning of the series and I'm SO excited to see you not only continue to work on and improve it but actually learn how to make it into a proper working track as well!
For those inverted faces: My quick solution before resulting to manually flipping normals is to use L to select all connected geometry and Shift + N to recalculate the normals. if this makes them all wrong check the box to invert it in the bottom left pop up. Do note that this will mess up custom normals from imported models though, since it recalculates them from scratch, so maybe skip this on props from the game. Saved me a lot of time. You can also select geometry by trait to clean up or at least check to make sure geometry is connected. Note that the type of selection (Verts, edges or faces) will change the behavior of the select by trait tab. Also, well done! I've done my fair share of modding games and the shot in the dark trial and error really hit home. Nicely done getting it working! Also, make sure to check for object attributes when exporting for potential crashes. It's a tab just below vertex groups if I remember right. It usually has uv and positional data, but sometimes it can have random stuff from importing models. Also, in the same location sometimes models will have Custom Split Normals which may cause some really harsh shading on objects that otherwise should look smooth. Hope this helps save some time!
And another thing - Materialize by Boundingbox software is my go to free PBR material generator. It can make all types of material maps off of a diffuse map, and you can customize it very thoroughly with sliders. I haven't double checked to make sure that it's a commercial license but I don't think it matters for you anyway.
YES! HES DOING IT! love this series bro
WOOOOOO!!!! And you finally got to use the Neural zoom function I commented about! Glad it actually came in handy!
@@panathentic Yup! It enhanced those vegetables right up!
I love how you still sound so positive after so much trial and error because I would be livid and probably give up entirely
I really appreciate the occasional deadpan humour you interject in these videos. There were some genuine laugh-out-loud moments here for me, as well as it being really interesting!
the full delfino series video brought me to your channel, ive been waiting for this video!
Ik it's random but you're really good at making thumbnails
Literally just discovered and watch this entire series yesterday! I watched you previous Track Revamps but missed this one until now!
i gotta admire ur dedication to troubleshooting when it comes to modding games. every time i’ve attempted to mod a nintendo game and stuff just crashes i try but i give up way too easily because of the amount of things there are you have to double check or fix. you actually sit down and dedicate yourself to trying everything you can to fix it and thats impressive 🙏😭
14:00 I love that the Mario Kart devs made custom "Piano" and "Metallophone" road materials just for 3DS Music Park. (Oh, and I guess the custom "Bone" road material just for Bone-Dry Dunes, but I don't like giving Bone-Dry Dunes credit for things.)
This series NEEDS a recap video once it's all done
@@isaacsteen4828 I’ve already got one on everything before the modding, but maybe I’ll do another eventually if there ends up being enough to justify it.
I'm a Custom Track creator for Mario Kart Wii and I feel your fails and the pain so much haha. Great video!
When this gets fully working, I'm going to figure out how to emulate MK8 to play this
Cemu for windows
I'm so happy I found this new video!!! I can't believe I hadn't subscribed before this, I watched your previous video and I loved it.
No way! I was in the video at 9:42! Really cool video!
@@Emat560 Thanks for watching and for the helpful answer to that post!
Congrats on getting the track into Mariokart 8. I've been following the development for sometime now and I think it's brilliant seeing how you build the track in Blender and getting checkpoints, textures, and enemy paths done in Track Studio. It makes me want to get into the Mariokart modding scene!
quick little tip that might help with future projects: you can actually separate by material (P > By Material or right click > Separate > By Material) and remove all the unused materials from every object by selecting everything and do right click > Clean Up > Remove Unused Material Slots. much faster that way. i know manually removing materials is rough as heck
I wish the section with the dock also had an optional underwater section. I always thought that’s something that could be improved on the original.
this brings back ptsd from hours of video game modding. I felt your pain, even if I'm not well-versed in blender
This video was insanely fun to watch. It’s all led up to this moment. Seeing you fail so many times, I felt so bad and I know the pain, I was slightly amused too. I would love to see some renders of the track and some night renders when you get the chance because this model is just spectacular especially the split paths and the ending section. I can’t wait to see what you do with it in the future, keep up the great work! ❤
this is the first time i ever hear of you. i just watched the compilation of all the previous episodes and then this video and now i can't wait for the next one ::)
This video is awesome, i really enjoyed how you detailed your progress!
I just recently found this channel and saw the delfino square complimation and honestly one of my favourite channels. Keep up the good work man.
This is amazing! All the process of seeing how you started this from scratch to seeing it running in Mario Kart 8 is outstanding! Good job Charlie!
Just a few tips:
In Blender, you can just join the whole model so its all one mesh, then go into the edit mode and press "P" and select "Seperate by Material" and you are finished.
For the collision model: Just get rid of all materials and use the base colors of blender for the same collision, makes it look less messy. then you can move all the geometry of the collsion model you have textured to another layer and do this until there is no geometry/mesh left in the original layer.
💯 Yes! Came here to say this too, it really saves a lot of time :D
Your work is truly inspiring, and to see you got here is SO amazing ☺️💖💖💖
LETS GOOO, finished the full video last night, perfect timing
I love this videos, perfect for when you just made some dinner and want something to watch, Thank you so much!
I used to mod Pokémon games some years ago, and would sometimes suffer like you hahaha. Thanks for bringing back good memories :)
This looks absolutely great so far! Its hard to believe this started as the Wii model since it already looks pretty at home in 8 so far.
One bit of advice i would give is that for separating materials. its way faster and easier to merge all (Shift A then J) then separate by material by pressing P in edit mode. Will hopefully save you a lot of time in future projects. Excited to see where this version of the track goes!
you’re one of my fav channels on youtube rn!!! thank u!! loving all the vidz
I think there's a way in Track Studio to make surfaces show both sides, although I'm not sure if it negatively affects performance. You select the material, and then I think somewhere in the render settings you can change a setting from Front to Both.
That'll be helpful for stuff like single faced signs. Thanks!
A tip for normals: always check them after mirroring, extruding a flat plane, or filling a rectangle without supporting faces, since those have a tendency to form backwards normals
Loved this video, btw I have a way of ADDING a course to the list instead of changing an existing one if you wanna add custom name and menu thumbnail :)
I loved this series!! Keep up the great work❤️
Little tip for cleaning up unused textures; pack the textures into the blend file, and then unpack them elsewhere
This video shows the excperience of a custom track creator - trial and error.
In part 4:10 you can use "P" and "Separate" "By Material" (in edit mode) which saves you a lot of time and befor that you could remove all vertex colours.
congrats on 100 vids!
Thanks!
It must have felt like that Spiderman pointing meme when you saw someone else struggling with your models lol
It lives!
It may be a mess of a track and it may be some Frankenstein monster amalgamation of other tracks, but the fact that the game doesn't explode when you open it is cool beyond all reason! Really makes you appreciate how much game devs work on projects all for our enjoyment. Maybe we should all be less critical of bad games because at the end of the day, whether its bad or not, if its playable its already a major amount of work on the devs part... NAH ill still be critical beyond all reason of things I personally disapprove of. You know what they say, "Criticism and complaining about things you aren't educated about are the spices of life."
Some Blender tips for you:
You can change the outliner to show only objects of a specific type to make deleting the lights easier. Click the key icon in the top right and she should see toggles for each kind of object.
To move all your textures into the same folder, you can go up to file>external resources>pack resources, then once they're packed you can go to file>external resources>unpack resources>write files to current directory which will put all textures into a folder called "textures" located in the same folder as the .blend file for your project.
You can seperate your model into seperate meshes by material with one click. Go into edit mode and select your whole mesh, press the P key, and then click "By Material"
To quickly remove all the extra materials from your separated meshes, Blender has a built-in addon that's turned off by default called Materials Utils. If you enable that, then select all your meshes in object mode, use the shortcut Shift+Q and click "Clean Material Slots"
Hopefully this cuts down on a lot of the tedium of doing these things manually. I can't imagine how long it must have taken to separate all those meshes and materials manually.
Thanks! This stuff should help a lot. I have separated by material before by accident and then realized "oh wow I should use this" and then just never remembered. Same thing with packing resources and showing specific types in the hierarchy. The Material Utils addon is something I never even knew about though. And all of the above are things that I definitely should have used lol.
@@CafeCharlie Happy to help! I've done modding with other games before and these kinds of things helped so much.
This looks so fun!
....do my ears decieve me or did someone else like the music in Hey Ice King, Why'd You Steal Our Garbage just as much as i did? Party in the clouds is a banger
I think the reason why the fbx model was crashing track studio was because some objects in the model didn't have any triangulated faces.
I had that same issue with a previous track and that was driving me crazy😂
"oh my vegetables" lmaoooo love that
the messy blender hierarchy oh my god
edit: I bet a bunch of people have already suggested this but you should really make a discord server
great video !!
Pretty sure I have a blender script that takes the name from the material, removed the prefix, and then adds another prefix.
This is cuz I use MAT_texturename and GEO_texturename.
Stuff like this could speed up your process
Part of my workflow is always checking the normals on any mesh Im making. Even before its done. Its like saving! do it often
Lets go, it's here!
Man these trees keep haunting you
Charlie's Cafe accepted my suggestion!
I think you should keep the bright washed out look, it's kind of nice, it has a dreamy look to it which kind of fits Delfino Plaza.
Goodness, this sounds like absolute hell. But whatever it takes to make a Delfino Square remake without that stupid-ass lap 3 mechanic from the ruined Tour version of Peach Gardens!
Why is it that I only now realise I’m not subscribed??? I’ve been watching this since day one and watching the videos after they’ve only been out for a few hours and sometimes a few minutes 😭😭😭
Keep up the great work 😃
Amazing, love this video so much very entertaining and was nice to eat alfredo pasta to
8:12 bro almost lost everything
Yeahh let's gooo
Tip for dealing with textures that aren’t used
Use blenders clean up function it a texture isn’t used anywhere or was used on a deleted object blender can filter them down to anything that is actively being used somewhere
14:28 that was quite funny 😂
Bravo ! 👏🏻
12:05 select all (a) then press alt+n, recalculate outside! It'll save you a lot of time in the future.
I did do that and it worked for some faces, but others still had to be fixed manually. Thanks for watching!
@@CafeCharlie Probably because the objects weren't "closed".
But yeah, blender can be weird sometimes.
(I'm just glad that alt+a isn't the shortcut for play xD)
Ghostrunner music 🗿
Remember kids, DAE's save the day!
Damn, and I thought making a custom track would be easy,
There's a function to remove all the unused texture and material in a blender project (unused = not linked to any model or asset). These unused data are called orpban data
ngl the results look like Zelda Cart
"Select/Select All By Type/Light"
@charlie’s cafe, you’re missing the Mario Kart banner at the starting line.
Dude you have something with this series. I find my self bothered by how short the episodes are
to get textures that are in use. export as .dae into a folder and it will bring all the textures in use. i think thats what i do and works for me so i can remove textures that i dont need.
id love to see a full track that is just low poly vegetables
So stinking cool
6:20 I would just export the model then reimport it to the other…but why not the blenders with the better UI 😭
You could use separate by material in edit mode it’s faster and easier to
Ghostrunner mentioned
I would use 8DX to get the leaf piles from Maple Treeway and bridge from London Loop.
Charlie oh poor Charlie you can just press p and separate by material 😭(Also you should be able to use the latest version of blender, idk why squadaloos video said that)
You forgot to add a Mario kart sign above the finish line
o-one day i wanna be put into track studio as well and uhm have a material assigned to me >.
bye bye video
sincerely, a nintendo ninja 😉
PIKMIN WALLPAPERRR
This is literally troubleshooting in a nutshell. I do software development and I was having issues getting my CSS to work properly and it was a minor typo in my style.css file😭😭😭
If you need ideas for another custom track, can you please do wuhu loop from Mario Kart 7
someone is already working on a new model for both wuhu in mk8d
@@julien827 say more
Mip maps next?
I jsut watched the other video for this lmao
niiice!
Are you ever going to truly update the end of the track? Or did you do it without making a video for it? I feel like after your park addition in the town area you kinda just skipped the last 20% of the track and never touched it. Like you did right after the drawbridge but never showed us anything for the pier area/shortcut before it. That is a good portion of track and is gonna look weird if its just untouched while everything else is updated and revamped so much.
peak
I wonder how you add in the baked lighting the game uses. Does track maker have a setting to allow you to make a baked lighting pass?