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1.5 KiB
1.5 KiB
\page quick Quick Reference
Quick Reference
Important details without the steps
Track Details
Path Points: ~800 (any number is fine) 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:
- Wide: 1.5 points to 2.7 points.
- Medium: 1.5 points to 1 point.
- Narrow: 1 point to 0.5.*
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)