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Blender Reference Guide

MegaMech edited this page Feb 24, 2022 · 119 revisions

Measurements are in blender points. To convert to 3DSMax multiply measurements by 100 (Note: 3DSMax and Blender use the same measurements if setup correctly).

Template blender project 436KB

Table of Contents

  1. Pre-requisites
  2. Limitations
  3. Track Details
  4. Recommended Scene Collection layout
  5. 3DSMax vs Blender
  6. Pathing
  7. Course Master Objets
  8. Collision Surface Types
  9. Export Settings

Pre-requisites:

  • Blender
  • Access to OverKart 64 on Discord
  • Tarmac 64, available in the #toolkit-download text-channel

Limitations:

  • Maximum 800 path markers.
  • Maximum ~6000 triangles, 1500 per player. Perhaps unlimited in emulator.
  • Maximum 15 UV vertices per triangle (applies to textures not vert geometry)
  • Triangles that are too long will crash the Tarmac 64 geometry compiler.
  • Texture dimensions require powers of 2 of 32x32. (32x64, 64x64, 32x96, 96x64, etc.)
  • Transparent textures require a 1-bit alpha on a 32x32 texture.
  • A track should be a complete circle to prevent crashing when the game camera floats past geometry into empty space.

Track Details

Starting line banner width:

  • 1.75 points.

Maximum level boundaries:

  • Geometry coordinates use int16. This means the level boundaries are at -+32,767.

Track widths:

  • Wide: 1.5 points to 2.7 points.
  • Medium: 1.5 points to 1 point.
  • Narrow: 1 point to 0.5.*

*The AI will struggle to navigate sharp corners at narrow track widths

3DSMax vs Blender

magnet menu In 3DSMax the operator can merge the vertices of differing objects. In blender this is not possible. Instead, the user must place vertices directly on-top of each other. A simple method to achieve this is to use the magnet button in vertex mode (Shortcut: Shift Tab) this will allow dragging vertices together. Objects not connected together by vertex can result in karts falling through the geometry. Karts stick continuously to the current geometry object until they are airborne wherein it chooses the landed on geometry to stick to.

Pathing

The BezierCurve is used to generate AI Pathing, without a BezierCurve Lakitu will not place racers on the track and the AI racers will not know where to go. The visible wire that follows along path markers (data points) does not effect anything. However, the path markers must be properly positioned near the center of the track akin to below:
magnet menu
Fig2. Left, object mode. Right, edit mode.

One method of aligning path markers quickly is to use the top-down viewport with the magnet-to-faces mode enabled.

Course Master Objects

Geometry placed in this collection allows visual rendering with no collision.

Collision Surface Types

Colouring vertices the following colours will set those actions for that area.

153, 0, 153 - Player tumbles
0, 153, 153 - No collision
255, 0, 0 - Darkens the player
230, 204, 0 - Out of bounds

Export Settings

Setting Up to Z Up and Forward to Y Forward is required. Apply Transform may be required. Apply Modifiers can be left checked as it will do nothing if no modifiers have been added to objects.

Blender 2.9
Export Settings