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.

Modeling

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.

Properties

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. (You should have decided on one after reading Notes).

Object Properties

You should have at least one main object that will be visible in Blender when someone links to your library node.

  • If you made a library node with only a single object, that will be your main object. Simply set the object to type "Object" in the SuperTuxKart Object Properties panel.
  • If you are using Level of Detail, your LOD instance will be the main object.
  • Do not use the "None" object type; this is only for tracks, arenas, and cutscenes.
  • You can use the "Ignore" type to make prevent the object from being exported.

Naming

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.)