Loading Customizer in test_Customizer (MK8D Prototype)
Автор: Ro
Загружено: 2023-10-29
Просмотров: 3353
This is the Prototype/Debug build of the game. Usually, I keep these videos unlisted, but I decided to make this one public, this might be risky. I may remove this video after some days.
A scene that allows changing character/vehicle parts live, similarly to the menu one. Normally, this scene crashes the game but you can use a patch I made to fix the crash. There is text displaying the internal names of the characters and parts for selection. You can only nagivate and change parts if a debug controller is attached, else no inputs work. You can't drive and no sounds or particles are present in this scene. The selected combination will be saved and set in the Debug Menu. Files and function names related to this scene exists in the Kiosk Demo version of Mario Kart 8 Wii U, meaning Customizer was used sometime during Mario Kart 8 Wii U development for testing and debugging purposes.
The code that loads this scene is programmed to load the test_Customizer track but for some reason the course the scene loads is the last/current loaded course (possible issue with this Prototype build), for example, in menus, the course loaded is Gu_Menu, loading Customizer while in menus will load the scene in Gu_Menu, the course menus are loaded in, in game, it is a black void with no models or visuals.
The files for test_Customizer aren't present in the game but a skybox called VRCustomizer is present in the game's files (also in Mario Kart 8 Wii U) and is definitely used in this course. test_Customizer is definitely a copy of Gu_Menu but using VRCustomizer skybox instead, a unicolor light blue sky with a color gradiant similar to the one seen in the character selection background (coincidence?) of the Kiosk Demo version of Mario Kart DS and the corner of some title/main menu background images of Mario Kart 8/Deluxe.
The reasons test_Customizer is definitely a copy of Gu_Menu is because Gu_Menu has no checkpoints and the spawn point coordinates and rotation are at 0,0,0. Coincidentally, this scene has the kart spawn point coordinates and rotation hardcoded to be at 0,0,0 and the game crashes if the course loaded has checkpoints. Also because Gu_Menu has no visuals as there's no models and the skybox (VRMenu) doesn't render in game so it's a black background which is out of place and it causes two issues: The character/vehicle parts text is harder to read because the color blends with the background and some vehicles are very glowy. test_Customizer has a proper skybox (VRCustomizer) that makes the text very readable and the karts aren't as glowy.
Here's how Customizer looks like in Gu_Menu: • Loading Customizer in Gu_Menu
A lightning environment file for this scene exists and is present in "Debug/GEnv/Customizer.bgenv" (also present in the Kiosk Demo version of Mario Kart 8 Wii U) but it isn't loaded, instead it loads the default one; "Common/GEnv/Turbo_cmn.bgenv".
In the video below a recreation of test_Customizer is used by adding the files of the course to the game and adding it to the Debug Menu Test course list by using the Test Tracks patch (artificial custom code) as well as the No Customizer Crash. Toggle Process Meter Bars and Toggle Free Camera Debug Controller Features were used to move the camera and display the game's process performance.
Patches and recreation of test_Customizer made by me.
The explanation above is small and incomplete, please read full details and info below:
https://tcrf.net/Proto:Mario_Kart_8_D...
https://tcrf.net/Proto:Mario_Kart_8_D...
I have been documenting this build for nearly an year. You can lots of information about it in https://tcrf.net/Proto:Mario_Kart_8_D.... It also contains other unlisted videos I made of different stuff from this build.
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