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Basic _lod model import guide

A Tutorial for Mario Kart 7

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NPC model import quick guide

Attempt 2 at writing a guide. Feedback is appreciated.
At the moment this guide is only for the NPC _lod model, not the one you play as.

1. Preparations & Info

You will need:
Recommended poly counts:
  • Playable character model - Under 600 (700 max)
  • _lod NPC model - Under 250
Recommended texture sizes (to ^2):
  • Playable character texture - 256x256 max
  • _lod NPC texture - 128x128 max
Playable character model import requirements:
Note: "xx" = 2 letters char ID ("mr" for Mario)
  • 1 mesh (Named: "xx") - mandatory
  • 2 materials (Named: "mat_xx_body", "mat_xx_eye") - mandatory
    Importing the You're gonna need this.cmat file to materials is mandatory too.
  • "mat_xx_body" has 1 texture "xx_body"
  • "mat_xx_eye" has 7 textures "xx_eye.0" to "xx_eye.6"
  • 1 material animation for eye textures "face_anim"
  • Character is rigged with rigid skinning (0 and 1 values) - mandatory
  • Has 17-18 baked animation files - baking is mandatory
  • Any file other than these should be removed before compiling
_lod NPC model import requirements:
  • 1 mesh (Named: "xx_lod") - mandatory
  • 1 material (Named: "mat_xx_body") - mandatory
    Importing the You're gonna need this.cmat file to materials is mandatory too.
  • "mat_xx_body" has 1 texture "xx_body"
  • Any file other than these should be removed before compiling
  • No skeleton
I don't recommend trying to replace Honey Queen, I tried and for some unknown reason, can't.
Things to consider when choosing a character to replace:
  • Size of kart
  • Number of joints
  • Stats

2. Converting _lod NPC model

Export model of the character you're replacing from xx_lod.bcmdl using Ohana3DS Rebirth, and import this to Maya. Then scale your own model to match up.
NW4C settings & exporting:
  1. NW4C > NW4C Set Material Attribute
  2. Enable fragment lighting for materials
  3. NW4C > NW4C Export with Setting
  4. Tick .cmdl (model) + .ctex (texture)
  5. Export to a folder
Import these exported files into CreativeStudio.
For each material, right click and import the You're gonna need this.cmat file to them. Set the textures back to the correct ones.
Texture looks too bright?:
  1. Open .ctex in Photoshop
  2. Add alpha channel, paste texture into it
  3. Adjust the greyscale (Brighter pixels - brighter shine on that area)
  4. Save As > format ETC1_A4 > Generate MipMap: All > "Ok"
  5. Import this back to CS to check shine. Trial and error until the lighting looks good.
In CS, remove skeleton so that the model is not invisible ingame:
  1. File > > Unite all node
  2. File > > SkeletalModel-Simplification
Check you have met the _lod requirements above in Preparations.
Lastly, export by doing Save > Save binary > xx_lod.bcmdl and try ingame!
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The Blue Blur
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PabloMK7
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The Blue Blur Joined 1y ago
Offline
1,079 points Ranked 24116th
9 medals 1 rare
  • Became a Game Pioneer Medal icon
  • One month a member Medal icon
  • Returned 100 times Medal icon
  • 6 months a member Medal icon
  • Submission featured Medal icon
  • Received thanks 5 times Medal icon
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Intermediate

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