\page quick Quick Reference # Quick Reference Important details without the steps ## Track Details Path Points: ~800 (any number is fine) * For best results, place path points evenly apart spacing each one by around 0.20 blender units Triangle Count: Original tracks average ~6000 triangles * SpaghettiKart will start losing fps after ~100k triangles Starting Line Width: 1.75 units Track Boundaries: +-32767.0 in Blender units this is +-1310.68 (32767 / 25) * Note that this allows a very big track Track Widths: * Luigi Raceway track width: 1.13 points * Mario Raceway track width: 1.0 points * Wide: 1.1 points to 2.0 points * Medium: 0.8 points to 1.1 points * Narrow: 0.5 point to 0.8 points ## The Laws of SpaghettiKart * Track geography must be a plane, not a box * A flat track with a basic plane (square), needs to be turned into triangules and/or subdivided a few times, otherwise the collision generation will 'wig out', placing the racers incorrectly * 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. * Do not 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 25 in the F3D Exporter window * Must be 10 path points behind the starting line # Collision Surface Extra Types Colouring vertices the following colours will set these actions for that area. * Player Tumbles: RGB(153, 0, 153) * No Collision: RGB(0, 153, 153) * Darkens the player: RGB(255, 0, 0) * Out of Bounds: RGB(230, 204, 0)