Character Pack (Old)

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Character Packs is a feature in the CTGP-7 MyStuff folder that allows configuring all the assets related to custom characters.

Applying Character Packs

Character packs can be individually enabled from the CTGP-7 Custom Character Manager. In order to load or unload the Character Packs, a game reboot must be triggered (by closing and opening CTGP-7, for example), which will patch the necessary files.

NOTE: Keep in mind that modifications to files in a character pack may not take effect until the next patch. In order to trigger a patch, do any operation in the Custom Character Manager (such as disabling and then enabling a custom character).

Structure

Each Character Pack contents must be placed inside its own folder. This folder (which will be refered to as the root folder) can have any name, as long as it is less than 32 letters.
The contents of the root folder have the following structure:

- Driver (optional)
- Kart (optional)
- bcsarSoundData.ips (optional)
- config.ini
- menuSoundData.ips (optional)
- stdWingColor.ips (optional)
- UI.sarc (optional)
- voiceSoundData.ips (optional)

config.ini

This file is the only mandatory one for the Character Pack to be recognized by the mod. It dictates which character should this pack replace, as well as the custom character names in different languages. Here is an example of a config.ini file: (You can use it as a template for your own character pack.)

name_ENG :: Example Name :: Ex. N.
name_DEU :: Example Name :: Ex. N.
name_DUT :: Example Name :: Ex. N.
name_FRA :: Example Name :: Ex. N.
name_ITA :: Example Name :: Ex. N.
name_JAP :: Example Name :: Ex. N.
name_POR :: Example Name :: Ex. N.
name_RUS :: Example Name :: Ex. N.
name_SPA :: Example Name :: Ex. N.

origChar :: mr

Name Entries

Each one of the name_(Language Code) entries define how the custom character will be named ingame. Only the entry for the currently loaded Language Pack is used. If the entry for the current language pack doesn't exist, the english entry is used instead. (Making it the only mandatory one.)

Original Character

The origChar entry defines which original character the Character Pack should replace. Here is a table for all the original character codes:

Code Name
bw Bowser
dk Donkey Kong
ds Daisy
hq Honey Queen
kt Koopa Troopa
lg Luigi
lk Lakitu
mr Mario
mtl Metal Mario
pc Peach
rs Rosalina
sh Shy Guy
td Toad
wig Wiggler
wr Wario
ys Yoshi

Driver and Kart

This are the only subfolders present in Character Packs. Both of them are optional.

Driver

Contains the models for the characters, in .bcmdl format. During the patch procedure, the contents of this folder are directly copied to CTGP-7/gamefs/Driver, replacing existing files. As a result, you can replace any file found inside the Driver folder in the Mario Kart 7 romfs, even those not related to the character slot defined in config.ini (not recommended as it can interfere with other character packs). Check the Driver folder structure to see which files can be replaced.

Important files
Here are the most important files that can be placed in the Driver folder. Replace (character code) with the original character code used in the config.ini file.

Driver/(character code)/(character code).bcmdl -> Main character model (used in the menu and during a race for your driver)
Driver/(character code)_lod/(character code)_lod.bcmdl -> Low resolution model (using during a race for other drivers)

Kart

Contains several kart and emblem related data, in .bcmdl format. During the patch procedure, the contents of this folder are directly copied to CTGP-7/gamefs/Kart, replacing existing files. As a result, you can replace any file found inside the Kart folder in the Mario Kart 7 romfs, even those not related to the character slot defined in config.ini (not recommended as it can interfere with other character packs). Check the Kart folder structure to see which files can be replaced.

Important files
Here are the most important files that can be placed in the Kart folder. Replace (character code) with the original character code used in the config.ini file.

Kart/Emblem/emblem_(character code)/emblem_(character code).bcmdl -> Main emblem model.
Kart/Emblem/emblem_(character code)_lod/emblem_(character code)_lod.bcmdl -> Low resolution emblem model.

Furthermore, some kart bodies and gliders allow character specific models to be used. If the original character supports this feature, you can replace those files as well. Check the Kart folder structure and pay attention to your chosen original character code in the file names.

UNDER CONSTRUCTION