

When using these tracks as a guide for making your model, be aware that some of them were made to use an older version of the OBJ Exporter which required back (blue) faces to face forward.
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Many custom track models are available to download from Google's 3D Warehouse. It's a good idea to compare your track's scale to other custom tracks, especially if this is your first track. If you want a face to be visible from both sides, you will have to add depth to it. Of course, if the faces are textured you cannot see which way they are facing, so click Entity Info to check which side(s) are textured, or go to View -> Face Style -> Monochrome which disable the view of textures, you can always put texture view back on. If they aren't, right click on them and click Reverse Faces. As you work on your model, make sure the white faces are pointing in the direction you want to see them. The OBJ exporter only exports the front (white) faces of the model. Reversing a back (blue) face in SketchUp. Lines in SketchUp will not be imported or visible in Mario Kart Wii only faces appear. If you were to build a road on or below these axis you will respawn (be picked up by Lakitu) over and over again. Mario Kart Wii enforces a fall boundary below these axis even if it is not in the course.kcl file. The whole drivable road must be above the red and green axis in SketchUp. The angle of the surface on the trick ramp will influence the distance karts travel. This assumes that both platforms are the same height. The upper part will have a fast trick surface, the bottom will have a sticky road.Īs a rule of thumb, jumps from trick ramps across gaps should be about 5000m to allow jumping with out doing a trick in 50CC mode. On your collision model, draw a line on the drivable surface dividing the bottom 25-35% from the top. The width can be as much as the width of the entire road, or as little as 1000m. To make your own, draw a triangle with a back between 200 and 500m vertically, and 1000 to 2000m from the back to front. There are two options for creating trick ramps: You can model it in your level or you can place an object like Mdush (the small trick ramp in Mario Circuit and Moo Moo Meadows) after importing. First select the entire track, then choose Scale from the Tools Menu.īoost pads can be easily made by drawing flat shapes on your track and applying a different texture to the shapes. If your entire model is too small or large you can use the scale tool to change its size. Respawn points need to be placed on wide sections of track. Avoid making long stretches of narrow roads without any wide sections this can lead to problems when placing respawn points for when players fall off the track. Narrow sections shouldn't be much less than 1500m (5,000') across.


This is the width of most roads in custom tracks.

If choose to use English measurements for some reason, 1 meter is equal to 3.2808399 feet.Īn ideal road should be about 4500m (15,000') across. This is because 1 meter = 1 unit in Mario Kart Wii and it is easy to make accurate measurements using the tape measure tool in this template. It is highly recommended to use the Simple Meters template. There are some important guidelines you should follow for the model to be Mario Kart Wii compatible.
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There are also other free modeling tools, see 3D Tools for more details. First-time SketchUp users should complete the New Users Video Tutorials before proceeding explaining the basic terms and techniques covered by the tutorials is beyond the scope of this article. If you have never made a 3D model before, it is recommended to use Google SketchUp 8, which is free and easy to learn to use.
