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authorMegaMech <MegaMech@users.noreply.github.com>2025-06-27 03:09:13 -0600
committerGitHub <noreply@github.com>2025-06-27 03:09:13 -0600
commit32fd90f46009ca7cd9ff71cea43c918d2d2148c0 (patch)
tree01d92d14f74b48f4c65129f433f02e96dac4cc14
parent80fa0f9cf81c241ee5cb8cdff9f72768d69fcc9b (diff)
Update custom-track.mdMegaMech-patch-1
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@@ -61,6 +61,7 @@ Note that this doc is a work-in-progress and has been hastily written to provide
**The Laws of SpaghettiKart**
* Track geography must be a plane, not a box
+ * A flat course 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