All the steps for making a character
-diff --git a/docs/charactermenu.md b/docs/charactermenu.md
index 1b9ae71da..b4655e999 100644
--- a/docs/charactermenu.md
+++ b/docs/charactermenu.md
@@ -1,24 +1,24 @@
-@page charactermenu Make a Character
-
-@htmlonly
-
-Guides for making custom characters!
-
-
-
-* Transparent version much harder to see the track in the graphics editor.
-
-## Export
-Place `minimap.png` in the track folder.
-```
-desktop/mycoolmods/tracks/mytrackname/minimap.png
-```
-The same folder as the track data that looks like this:
-
-
+
+* Transparent version much harder to see the track in the graphics editor.
+
+## Export
+Place `minimap.png` in the track folder.
+```
+desktop/mycoolmods/tracks/mytrackname/minimap.png
+```
+The same folder as the track data that looks like this:
+
+
-
-* Press the arrow button --> `Install from Disk...`
-* Open the fast64 zip folder
-* Restart Blender
-
-## Configure Fast64
-* Open this pane
-
-
-* Change Game to `MK64` and microcode to `F3DEX`
-
-
-
-* The `MK64` tab contains the export track panel
+\page setup Setup
+# Setup
+
+## Pre-requisites
+* Blender 4.3 or older
+* Harbour Masters Fast64 Blender Addon https://github.com/HarbourMasters/fast64
+
+## Install
+Download Fast64 from github
+
+
+
+* Open blender
+* Edit --> Preferences --> Add-ons
+
+
+
+* Press the arrow button --> `Install from Disk...`
+* Open the fast64 zip folder
+* Restart Blender
+
+## Configure Fast64
+* Open this pane
+
+
+* Change Game to `MK64` and microcode to `F3DEX`
+
+
+
+* The `MK64` tab contains the export track panel
diff --git a/docs/tracks/track-properties.md b/docs/tracks/track-properties.md
index 058a43d18..6d5080099 100644
--- a/docs/tracks/track-properties.md
+++ b/docs/tracks/track-properties.md
@@ -1,23 +1,23 @@
-\page track-properties Track Properties
-# Track Properties
-
-Track Props contains the track data that the modern C++ interface sends into the C game engine. This allows complete configuration of the track from lighting, skybox, and environment, to CPU pathing, minimap, and music.
-
-## Overview
-The following settings are available. Most of these are straight forward.
-
-
-# Environment
-Light 1 is unused. Use Light 2.
-
-## AI
-This allows adjusting how precise the CPUs steering is, and the separation between CPUs.
-
-* This section sets AI distance * lap. The first 8 elements are first lap 1, the next 8 lap 2, etc. The first element is for the player in-first, etc.
-
-
-
-## Random Junk
-This section effects the speed of the CPUs. Whether they should slow down or speed up in corners, and how fast they should go when they are not on the track.
-
-
+\page track-properties Track Properties
+# Track Properties
+
+Track Props contains the track data that the modern C++ interface sends into the C game engine. This allows complete configuration of the track from lighting, skybox, and environment, to CPU pathing, minimap, and music.
+
+## Overview
+The following settings are available. Most of these are straight forward.
+
+
+# Environment
+Light 1 is unused. Use Light 2.
+
+## AI
+This allows adjusting how precise the CPUs steering is, and the separation between CPUs.
+
+* This section sets AI distance * lap. The first 8 elements are first lap 1, the next 8 lap 2, etc. The first element is for the player in-first, etc.
+
+
+
+## Random Junk
+This section effects the speed of the CPUs. Whether they should slow down or speed up in corners, and how fast they should go when they are not on the track.
+
+
diff --git a/docs/tracks/troubleshooting.md b/docs/tracks/troubleshooting.md
index 799adce4c..efbda9cca 100644
--- a/docs/tracks/troubleshooting.md
+++ b/docs/tracks/troubleshooting.md
@@ -1,64 +1,64 @@
-\page troubleshooting Troubleshooting
-# Troubleshooting
-
-## Players Spawn in the Air
-Players and actors are placed at 3000.0 if the game cannot find a surface
-* The surface must be a plane not a cube
-* Must be surface from (0,0,0) to (0,0,-420) in Blender units this is (0,-16.8,0) like so:
-
-
-* Players always stick to their current surface unless it ends and another begins. The below also does not consitute as good practice.
-
-
-
-* The above variation will result in the player sticking to the original ground and not transferring to the ramp.
-
-### Walls
-* The harsh angle of this wall will likely work as intended. However, it may result in unknown behaviour and as such is not good practice.
-* The bottom of the wall should perfectly align with the surface for it to work reliably as a wall. Any gaps can be driven through.
-
-
-
-
-
-* Here is an example of good modelling practices
-
-
-
-## Render Conflicts
-In-game example:
-
-
-
-Another example:
-
-
-
-* Observe that two separate mesh objects are overlapping each other. Solve this by adding more vertices to the objects and connecting the vertices together:
-
-
-
-This may seem tedius. Especially if you rely on the extrude tool to make the track. However, there are other tools and tricks that help prevent this issue from happening as much
-
-Source:
+\page troubleshooting Troubleshooting
+# Troubleshooting
+
+## Players Spawn in the Air
+Players and actors are placed at 3000.0 if the game cannot find a surface
+* The surface must be a plane not a cube
+* Must be surface from (0,0,0) to (0,0,-420) in Blender units this is (0,-16.8,0) like so:
+
+
+* Players always stick to their current surface unless it ends and another begins. The below also does not consitute as good practice.
+
+
+
+* The above variation will result in the player sticking to the original ground and not transferring to the ramp.
+
+### Walls
+* The harsh angle of this wall will likely work as intended. However, it may result in unknown behaviour and as such is not good practice.
+* The bottom of the wall should perfectly align with the surface for it to work reliably as a wall. Any gaps can be driven through.
+
+
+
+
+
+* Here is an example of good modelling practices
+
+
+
+## Render Conflicts
+In-game example:
+
+
+
+Another example:
+
+
+
+* Observe that two separate mesh objects are overlapping each other. Solve this by adding more vertices to the objects and connecting the vertices together:
+
+
+
+This may seem tedius. Especially if you rely on the extrude tool to make the track. However, there are other tools and tricks that help prevent this issue from happening as much
+
+Source:
https://github.com/DeadHamster35/Tarmac64/wiki/Troubleshooting
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