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authorMegaMech <MegaMech@users.noreply.github.com>2025-06-20 17:43:57 -0600
committerGitHub <noreply@github.com>2025-06-20 17:43:57 -0600
commitab973b309039e5a531c03d5f116a784ce5041721 (patch)
tree9c95b50fa981fcd1d0c15932cb55f4a9f1eb0d54
parente93633773efe6a8e737d935cb3392303c9579750 (diff)
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+# Custom Tracks
+Note that this doc is a work-in-progress and has been hastily written to provide a very basic guide to get people started. It is not all encompassing and may be missing important information.
+ A better manual will be drafted in the future.
+
+## Dependencies
+* Blender v4.3 (older should work fine too).
+* Harbour Masters Fast64 https://github.com/HarbourMasters/fast64
+
+
+## How to use
+* Add an empty <-- All of your meshes and path will go here. Place it at coordinate 0,0,0
+* Add a bezier curve <-- This will be the track path. Place it at coordinate 0,0,0
+* Add some mesh <-- The drivable surface should be a flat-plane, not a box.
+ * Goto the object menu and select a surface type (asphalt, grass, etc.)
+ * Stuff like buildings or walls should be separate meshes to not mess with the collision generator.
+ * The track/pavement should be a separate mesh from the rest of the scene.
+
+## Export
+* Select the empty and click the SpaghettiKart and Harbour Masters profiles
+
+* Name: Track name here
+* internal_game_path: must have `tracks/your_track_name_here`
+* export_path: Choose an export location
+* decomp_path: Leave blank
+* Click Export
+
+## Preparation
+* Place files in folder `tracks/your_track_name_here/the_files_here`
+* Right click on the folder `tracks`, and turn into stored zip archive.
+ * This file should *not* be compressed.
+* If you wish, you may rename this file to mod_name.o2r or mod_name.zip
+
+## Import
+* Place mod in `mods` folder beside game executable.
+* Launch the game
+* Enable HM64 Labs in the ESC enhancements menu
+* Enable Debug Mode in the ESC Developer menu (only required if using the debug menu to play tracks)
+ * If you are at the start screen, navigate away and come back, the debug menu will appear.
+* In the Content Browser click `Tracks`
+* Your track should be in here with an exclamation mark. Your track needs to be initialized.
+
+## Track Initialization
+* An initialized track has a scene.json file in it. The game creates this file automatically.
+* In the Track Properties window setup how you want and then click on your track in the Content Browser.
+* The scene file should now be generated. If the game crashes, just restart.
+* If the track no longer has the exclamation mark, your scene file has successfully been created.
+* The track should now show up in the debug track list.
+ * You can use the debug menu to play your track.
+ * You can click on your track in the Content Browser under `Tracks` to play your track.
+
+## Playing Your Custom Track
+* If the game crashes when you select it. Issue with track path or mesh is most common cause.
+ * The game generates collision mesh automatically.
+* Adjust the settings in the track properties to whatever.
+* Add actors or more mesh using the Content Browser
+* Actors/Objects and Lighting changes are not currently saving to the scene file yet.
+ * You can place stuff. But it will not save.
+
+# Tips
+
+**The Laws of SpaghettiKart**
+* Track geography must be a plane, not a box
+* 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.
+* Don't 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 20 in the F3D Exporter window
+* Must be 10 path points behind the starting line
+
+**Minimap**
+* Must be named: minimap.png
+
+Two options for making minimap textures:
+* Make the background full black (this will be transparent in-game). Use White for the track.
+ * This option is easiest to see the track.
+* Use FULL alpha for the background. Use white for the track.
+*Extra details:*
+* Save .png as 32bit. 32x32 (other resolutions should work if needed, but recommend no bigger than 128x128)
+* Turn off brush anti-aliasing.
+ * Semi-transparent pixels will be rendered full white. So your lines will end up thicker.
+
+## Extra information that may be helpful
+https://github.com/DeadHamster35/Tarmac64/wiki/Troubleshooting
+
+Applicable only to Overkart 64, but some concepts may transfer to SpaghettiKart
+https://github.com/DeadHamster35/Tarmac64/wiki/Blender-Reference-Guide