5.2 KiB
Custom Tracks
This guide is
- Hastily written
- Made for advanced users
- A work-in-progress
This guide 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.
Materials
- Youtube tutorials discuss how materials work.
- Fast64 often defaults to a CI8 palette texture, always change
FormattoRGBA-16 bitorRGBA-32 bitThe Colour Index (CI8) format can cause issues if not used correctly. It's easy to confuse this as directly below this box it saysRGBA 16-bitExample of incorrect texture format:
Example of correct texture format
Export
-
Check
Ignore Textures Restrictionsfailing to do so may result in errors -
FAST64 MUST BE SET TO F3DEX MODE (The others should work but they don't)
-
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
modsfolder 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
Tracksto 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
- 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.
- 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