Making Library Nodes: Properties and Modeling

This page won't go into detail about modeling—any Blender tutorial can help with that. For a list of good tutorials and other resources, see the Blender resources page.


Use whatever methods you need to model your objects. However, it helps to understand the scaling of objects a bit—for more information, see the 3D Model Guidelines page, which you should have already read. If you are using level of detail, you may want to skip ahead to the Level of Detail page and then come back to this page.

Library Node IDs

Every library node must have an ID. The format is

The object name should be short and descriptive. It should not explain the details of your object, such as a plant's species. If an object similar to yours already exists in the library folder of the media repository, use a different variation letter. For example, if you were creating a palm tree model, you would notice that stklib_palmTree_a already exists. Therefore you would use stklib_palmTree_b for a library node ID.


In Blender, you must first check the box "Is a SuperTuxKart library node" in the SuperTuxKart Scene Properties panel.

Set "Code (folder name)" to the library node's ID.

Object Properties


It is extremely important to have consistent naming for library nodes, since other artists will be using them.

  • The .blend file should be named with the library node ID with the .blend file extension.
  • The object to be linked in a scene (of type "Object," "LOD Instance," or "LOD Standalone" in the SuperTuxKart Object Properties panel) should be named with the library node prefix suffixed with _main. For example,

  • Other objects (e.g. LOD Models, particle emitters, etc. should be given a clear and identifying name to avoid confusion.)