

To clarify I did try moving the collision plane up but then it was impossible to make the jump over. dae files.Įdit: Found a temporary fix for the blue tint, and it's also entirely possible that this issue will fix itself once I get vertex colors working anyway since it was related to the lack of any raster color values supposedly, so no real problems here.Įdit again: So apparently getting hit by a Spiny Shell or Bob-omb on the bridge summons Lakitu and brings you back to just before the underpass and you have to do the whole lap again. So it's probably got to do with the way 3DS Max exports. dae into 3DS Max, exporting that from there and then importing into Brawlbox causes the game to crash. dae from Brawlbox then immediately reimporting them back in and then loading them in the game doesn't cause a crash but importing the. I've checked that exporting models from other tracks as. I know it has everything to do with the shaders, as the dash panels look perfect and they use a separate shader from the rest of the model, but even in Dolphin the track looks fine, it's only on a real Wii that it has that dark blue color, so testing that to see if any changes I make work will be a pain.Īlso still no vertex colors working. So I tried out the new course model in game, and it's fine, so proper mipmaps and no more Harry Potter effect, but everything has a dark blue tint for some reason. Re: Toad Circuit in Mario Kart Wii (first gameplay footage!)
