Quick Reference
Important details without the steps
Template Project
- See the template below containing
- A finishline model for use as as reference
- A starting road (probably delete and make your own)
- Road has enough length behind the finishline for the racers
- A starting path
template 1.0.blend
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)