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44 lines
1.7 KiB
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44 lines
1.7 KiB
Markdown
\page quick Quick Reference
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# Quick Reference
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Important details without the steps
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## Track Details
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Path Points: ~800 (any number is fine)
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* For best results, place path points evenly apart spacing each one by around 0.20 blender units
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Triangle Count: Original tracks average ~6000 triangles
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* SpaghettiKart will start losing fps after ~100k triangles
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Starting Line Width: 1.75 units
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Track Boundaries: +-32767.0 in Blender units this is +-1310.68 (32767 / 25)
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* Note that this allows a very big track
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Track Widths:
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* Luigi Raceway track width: 1.13 points
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* Mario Raceway track width: 1.0 points
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* Wide: 1.1 points to 2.0 points
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* Medium: 0.8 points to 1.1 points
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* Narrow: 0.5 point to 0.8 points
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## The Laws of SpaghettiKart
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* Track geography must be a plane, not a box
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* 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
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* The starting line must face north
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* In Blender: Positive Green Y Axis
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* In game: Negative Z axis
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* The meshes anchor needs to be center of mass or at 0,0,0
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* Otherwise the mesh will have a weird offset.
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* Do not draw your path backwards (In blender turn on normals on the bezier curve to see the direction)
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* The first path point is set at 0,0,0
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* Recommend a scaling of 25 in the F3D Exporter window
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* Must be 10 path points behind the starting line
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# Collision Surface Extra Types
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Colouring vertices the following colours will set these actions for that area.
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* Player Tumbles: RGB(153, 0, 153)
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* No Collision: RGB(0, 153, 153)
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* Darkens the player: RGB(255, 0, 0)
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* Out of Bounds: RGB(230, 204, 0)
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