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Supertuxkart modding
Supertuxkart modding









supertuxkart modding

#Supertuxkart modding mod

Outside of the mod, he is typically equipped with a gold or silver trident, and there is one depiction of him with a large mallet that a scrapped beta sprite sheet for the mod was based on. Additionally, he sports a pair of green converse equipped with a spiky gold microphone. The mod is based on the open-source racing game Super Tux Kart and a long-standing inside-joke between the developers of the mod.īeastie is a smug little red Daemon, with two red horns and a spiked tail. The BSD Daemon, nicknamed Beastie, is the generic mascot of BSD operating systems, and the antagonist of the Tux Trouble mod. Things like this will make your track more enjoyable.“ I'm losing my voice and RecD's premiering a new vid in a half an hour soooooo ” Try adding banking to curves, and widen the track around curves and at the end of jumps. There are guidelines to help you with this at Making Tracks: Notes#gameplay. It’s important that your track be fun to drive. Now that you’ve applied the modifiers, it should be fairly easy to correct this in edit mode by deleting excess points and connecting other ones. Unless you’re very lucky, your track probably won’t have closed properly with a cyclic curve, and the ends probably overlap or don’t quite connect. To do this, in object mode, select the road and apply the array modifier, then the curve modifier. Now, you need to be able to save the modifications from the array and curve modifiers, but still be able to edit the road. If your curve is still 2D, you’ll have to switch it to 3D mode to be able to apply rotation. (If you already scaled them, don’t worry you’re not screwed up! Select both the curve and the model segment, then press Ctrl+A and select “Rotation & Scale” then you will probably need to go in the edit mode of the curve, select all vertices, and tweak the radius property in the “N” panel, or simply select “Object Data” in the standard properties panel. This means you should only ever scale the curve in edit mode, never in object mode. The segment and curve objects generally do not like to have scale/rotation on them. Now, still in edit mode on the curve, in the 3D View window, go to Curve > Toggle Cyclic.

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Continue with this until you have the main track almost finished and the two ends are close together. You will see that the track now follows the line. You can adjust the handles on each point of the curve to change its shape, and extrude points from either end by selecting an endpoint and using Ctrl+Left mouse click. Now, select the curve and switch to edit mode. Set “Object” to the name of your curve.First add an array modifier, then a curve modifier. In the properties panel, under the modifiers tab, add two modifiers to the road segment. If you don’t, you may end up with your track tilted where you do not want it to be. You won’t have problems with points being placed below where you want or things like that.) You also should set Twist Method to Z-Up. You will later want to select 3D when you add hills or other formations, but using 2D allows for greater precision when adding points. To make adding points to this curve easier, under curve properties, under the shape heading, select 2D. To make it easier to find later on, give it a name. This is not necessary yet, especially for indoor tracks, but will save you a lot of work in the UV editor later on for outdoor tracks. If you want, you can texture your road segment with UV texturing. In edit mode, make it 10 or 12 Blender units wide along the Y-axis, but keep it only 2–4 units long along the X-axis. delete the cube, the lamp, and the camera.) Then, create a plane. Start by deleting the default objects that Blender creates (i.e.











Supertuxkart modding