User:Krank

Mario Kart: Double Dash!! connoisseur and tryhard custom course creator.

BCA files



 * BCA (File Format) animation files can be opened with the j3d-animation-editor.
 * In order to install the j3d-animation-editor, you have to download the source code and then run.
 * Open bash or a terminal and write.

BCO files



 * See file specification at BCO.
 * See custom tutorial at Custom_Track_Tutorial/BCO.
 * A BCO model represents the areas in a track the player can drive on, throw items on, receive boosts and fall off-track.
 * These areas are represented with triangles, which together form a mesh.
 * Each triangle has a material, which sets specific rules for how the carts and items behave.
 * Each material has multiple flags, which describe the road type (road, offroad, deadzone), sound type (steel, concrete), camera position (default, steep) and additional flags (rough road, display falling animation, etc).
 * The BCO files are a Gamecube specific file-format which not many 3d programs can open.
 * First, we have to transpile the BCO files into  files. For that we use mkdd-collision.
 * When importing the resulting  file into a 3d program (like Blender), we can see the collision model (see image).
 * Each material is named by a naming scheme:.
 * These flags in the material name can be transpiled back into a BCO file, which in turn gets processed by the game.