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Basic _lod model import guide

A Tutorial for Mario Kart 7

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

This is just some useful info, you can give it a skim through and head to the converting instructions below.
You will need:
You can DM me if you have trouble obtaining anything
Recommended poly counts:
  • Playable character model - Under 700, preferably low as possible.
  • _lod NPC model - Under 250, again low as possible.
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). This is for once it is in CreativeStudio.
  • 1 mesh (Named: "xx") - mandatory
  • Minimum amount of materials (polys assigned to 1 or more textures) - Most characters have 2, body and eyes.
    Importing the You're gonna need this.cmat file to materials is mandatory to avoid crash, though you can change the fragment and colour settings however you want.
  • 1 texture for the body
  • 7 eye textures - regular, half closed, full closed, left, right, happy, sad.
  • 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 (instructions to remove below)
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 and character
  • Number of joints (how many parts can move)
  • Racing 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.
  6. You can also click on the character's material and change the specular colours, which will heavily affect how the shine looks.
  7. 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
Now is the time to check you've met all the requirements in Preparations.
Lastly, export by doing Save > Save binary > xx_lod.bcmdl and try ingame!
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The Blue Blur
The Blue Blur Joined 2y ago
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PabloMK7
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The Blue Blur Joined 2y ago
Offline
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8 medals 1 rare
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  • One month a member Medal icon
  • Returned 100 times Medal icon
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  • Received thanks 5 times Medal icon
  • Reached 1,000 Points Medal icon
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