mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-08 22:45:12 -04:00
Create custom-track (#241)
This commit is contained in:
@@ -0,0 +1,89 @@
|
||||
# Custom Tracks
|
||||
Note that this doc is a work-in-progress and has been hastily written to provide a very basic guide to get people started. It is not all encompassing and may be missing important information.
|
||||
A better manual will be drafted in the future.
|
||||
|
||||
## Dependencies
|
||||
* Blender v4.3 (older should work fine too).
|
||||
* Harbour Masters Fast64 https://github.com/HarbourMasters/fast64
|
||||
|
||||
|
||||
## How to use
|
||||
* Add an empty <-- All of your meshes and path will go here. Place it at coordinate 0,0,0
|
||||
* Add a bezier curve <-- This will be the track path. Place it at coordinate 0,0,0
|
||||
* Add some mesh <-- The drivable surface should be a flat-plane, not a box.
|
||||
* Goto the object menu and select a surface type (asphalt, grass, etc.)
|
||||
* Stuff like buildings or walls should be separate meshes to not mess with the collision generator.
|
||||
* The track/pavement should be a separate mesh from the rest of the scene.
|
||||
|
||||
## Export
|
||||
* Select the empty and click the SpaghettiKart and Harbour Masters profiles
|
||||
|
||||
* Name: Track name here
|
||||
* internal_game_path: must have `tracks/your_track_name_here`
|
||||
* export_path: Choose an export location
|
||||
* decomp_path: Leave blank
|
||||
* Click Export
|
||||
|
||||
## Preparation
|
||||
* Place files in folder `tracks/your_track_name_here/the_files_here`
|
||||
* Right click on the folder `tracks`, and turn into stored zip archive.
|
||||
* This file should *not* be compressed.
|
||||
* If you wish, you may rename this file to mod_name.o2r or mod_name.zip
|
||||
|
||||
## Import
|
||||
* Place mod in `mods` folder beside game executable.
|
||||
* Launch the game
|
||||
* Enable HM64 Labs in the ESC enhancements menu
|
||||
* Enable Debug Mode in the ESC Developer menu (only required if using the debug menu to play tracks)
|
||||
* If you are at the start screen, navigate away and come back, the debug menu will appear.
|
||||
* In the Content Browser click `Tracks`
|
||||
* Your track should be in here with an exclamation mark. Your track needs to be initialized.
|
||||
|
||||
## Track Initialization
|
||||
* An initialized track has a scene.json file in it. The game creates this file automatically.
|
||||
* In the Track Properties window setup how you want and then click on your track in the Content Browser.
|
||||
* The scene file should now be generated. If the game crashes, just restart.
|
||||
* If the track no longer has the exclamation mark, your scene file has successfully been created.
|
||||
* The track should now show up in the debug track list.
|
||||
* You can use the debug menu to play your track.
|
||||
* You can click on your track in the Content Browser under `Tracks` to play your track.
|
||||
|
||||
## Playing Your Custom Track
|
||||
* If the game crashes when you select it. Issue with track path or mesh is most common cause.
|
||||
* The game generates collision mesh automatically.
|
||||
* Adjust the settings in the track properties to whatever.
|
||||
* Add actors or more mesh using the Content Browser
|
||||
* Actors/Objects and Lighting changes are not currently saving to the scene file yet.
|
||||
* You can place stuff. But it will not save.
|
||||
|
||||
# Tips
|
||||
|
||||
**The Laws of SpaghettiKart**
|
||||
* Track geography must be a plane, not a box
|
||||
* The starting line must face north
|
||||
* In Blender: Positive Green Y Axis
|
||||
* In game: Negative Z axis
|
||||
* The meshes anchor needs to be center of mass or at 0,0,0
|
||||
* Otherwise the mesh will have a weird offset.
|
||||
* Don't draw your path backwards (In blender turn on normals on the bezier curve to see the direction)
|
||||
* The first path point is set at 0,0,0
|
||||
* Recommend a scaling of 20 in the F3D Exporter window
|
||||
* Must be 10 path points behind the starting line
|
||||
|
||||
**Minimap**
|
||||
* Must be named: minimap.png
|
||||
|
||||
Two options for making minimap textures:
|
||||
* Make the background full black (this will be transparent in-game). Use White for the track.
|
||||
* This option is easiest to see the track.
|
||||
* Use FULL alpha for the background. Use white for the track.
|
||||
*Extra details:*
|
||||
* Save .png as 32bit. 32x32 (other resolutions should work if needed, but recommend no bigger than 128x128)
|
||||
* Turn off brush anti-aliasing.
|
||||
* Semi-transparent pixels will be rendered full white. So your lines will end up thicker.
|
||||
|
||||
## Extra information that may be helpful
|
||||
https://github.com/DeadHamster35/Tarmac64/wiki/Troubleshooting
|
||||
|
||||
Applicable only to Overkart 64, but some concepts may transfer to SpaghettiKart
|
||||
https://github.com/DeadHamster35/Tarmac64/wiki/Blender-Reference-Guide
|
||||
Reference in New Issue
Block a user