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MegaMech edited this page Jun 10, 2021 · 35 revisions

Table of Contents

  1. Karts driving through surfaces or driving onto walls
  2. Index out of range error
  3. Scaling issues or missing geometry
  4. Render conflicts

Karts driving through surfaces or driving onto walls

This issue arises when transferring karts to new geographical objects. Karts stick continuously to their current surface object. Transferring to new geography requires the beginning of a new object running parallel to the old object or an aerial maneuver (ex. a jump).

Examples:

The first example below will result in karts ignoring the ramp. They will drive through the ramping geography keeping to the current racing surface. The second example displays good modelling for Mario Kart 64 because the original geographical object ends when the ramp begins. In other words, when a kart drives into the ramp the game will only have one option to use for ground; the ramp.

perpendicular walls

This variation of the first example does not constitute good practice either. It will also result in the kart sticking to the original ground and not transferring to the ramp.
perpendicular walls
The harsh angle of this wall will likely work as intended. However, it may result in unknown behaviour and as such is not good practice.
perpendicular walls

The two examples below constitute good modelling practices.
perpendicular walls

Index out of range error

Normally due to a triangle being too long. Try splitting the longest triangles into multiple triangles.

Scaling issues or missing geometry

In blender press CTRL+A and click Apply Transformations. Experiment checking Apply Transform in export settings.

Render conflicts

In-game example:

render conflict

In-editor example:

editor conflict

Observe that two separate objects are overlapping each other. Solve this by adding more vertices to the objects and connecting the vertices together:

editor conflict