mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-28 19:31:07 -04:00
@@ -0,0 +1,30 @@
|
||||
@page paths Paths
|
||||
The game uses multiple types of track paths
|
||||
|
||||
# Track Paths
|
||||
Allows CPUs to follow the track and for the game to track player progress
|
||||
* Up to fourth track paths are allowed and one vehicle path
|
||||
* Average track uses ~800 points. Any number is allowed.
|
||||
* For best results, place path points evenly apart spacing each one by around 0.20 blender units
|
||||
* The first path point must be placed at (0,0,0)
|
||||
|
||||
# Supported Blender paths
|
||||
* Bezier Curve
|
||||
* Nurbs Path (just called path)
|
||||
|
||||

|
||||
|
||||
* The nurbs path is the easiest to use.
|
||||
* The track path must face positive Y in blender
|
||||
|
||||
## Path Type
|
||||
This allows the user to select which path is which. Path 1 is required and must be the main path.
|
||||
|
||||
The other paths must circle the entire track, splitting off wherever, and are optional.
|
||||
|
||||
The vehicle path is for trains, boats, cars, etc.
|
||||
|
||||

|
||||
|
||||
|
||||
See the overview guide for more details
|
||||
Reference in New Issue
Block a user