Hello.
I have a bit of a dilemma. There's an old addon track I'd like to play in SuperTuxKart ≥ 0.9—Subterranean Cave (http://stkaddons.net/tracks/medieval-cave). The problems are twofold: one, there's unfortunately no license specified for the track model itself, only the textures, though it's marked as DFSG-compliant on stkaddons.net, and two, I'm not familiar with making SuperTuxKart tracks (and still learning Blender, for that matter).
Anyway, regardless of the licensing, I managed to get the track working in the git version of STK from several days ago. This was slightly inconvenient, because there weren't any source files, so I had to first convert the B3D files to OBJ with Assimp, then import them in Blender, which may have caused the loss of the lighting information or something (see below). Anyway, the track is now playable (I renamed it Lost Chasm, which seemed more fitting), and I got the items in the right places from scene.xml. The problems now are mostly cosmetic; perhaps someone would know how to help. Here are the problems I seem to have:
-- Textures seem more saturated in STK ≥ 0.9 than in 0.8.1, but this might be something with the lighting. The original track used lightmaps for most of the objects, but there's no longer mention of them in the Track Maker's Guide, and the older version of the guide I found on archive.org doesn't mention using already-baked images. I might be able to redo the lighting, but I don't know where the lights were originally anyway, so that might be difficult. Possibly related to the textures: I had to make the textures for the light beams more transparent for them to be tolerable. Perhaps this is to be expected?
-- The original track used billboards for halos around the lamps, but when I tried to recreate those they didn't export correctly—the width is set to 2 and height is set to 0 in scene.xml, even though I set dimensions for the plane to 6×6 in Blender. However, for some reason in Blender that's x=6 y=6 z=0 for dimensions, even though the plane is perpendicular to the ground. Shouldn't that mean that it would be x=6 y=0 z=6...? (EDIT: the plane could have been created horizontally. That could explain this. I'll have to check.) Of course, I could just use fog to create a halo, but I don't want too dense of fog just to have a halo around the lights. However, if I edit scene.xml manually to properly set the width and height, the halo (I only did one so far) shows up fine.
Any help is much appreciated, but I understand if you don't have time, since I'm still new to Blender.
Here's a link to the track source and exported version in 7z format, since attaching it didn't seem to work. https://drive.google.com/open?id=0B_iE50uqUIIbclVQeHM5LVZMT00
Thanks,
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