SpaghettiKart
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Quick Reference

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)