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API ReferenceGE ExtensionsscenarioraceMarkers

Side Hologram Marker

A three-part checkpoint marker with a curved base, active side hologram, and a distant hologram that fades in at range. Blends between close and far representations based on camera distance.

A three-part checkpoint marker with a curved base, active side hologram, and a distant hologram that fades in at range. Blends between close and far representations based on camera distance.


Class API (OOP via metatable)

MethodSignatureDescription
C:init(id)Initializes blend state, alpha, colors, object references
C:update(dt, dtSim)Per-frame: distance blend, close/far alpha, rotation, color
C:setToCheckpoint(wp)Sets position/radius/normal, swaps shape per mode
C:setMode(mode)Transitions mode, swaps side shape, triggers color blend
C:setVisibility(v)Shows/hides base, sides, and distant objects
C:hide / C:show()Also manages oldColor/newColor for fade transitions
C:createMarkers()Spawns 3 TSStatic objects (base, sides, distant)
C:clearMarkers()Deletes all spawned objects
C:createObject(shapeName, objectName)Creates a TSStatic object for the marker

Spawned Objects (3 total)

ObjectShapePurpose
Basecheckpoint_curve_base.daeGround-level curved base
Sidescheckpoint_curve_active.dae or _finish.daeClose-range active hologram
Distantcheckpoint_curve_distant.daeFar-range simplified hologram

Mode Colors & Shapes

ModeColorShape
default{1, 0.07, 0}checkpoint_curve_active.dae
lap{0.4, 1, 0.2}checkpoint_curve_finish.dae
final{0.1, 0.3, 1}checkpoint_curve_finish.dae
hidden{0, 0, 0}checkpoint_curve_active.dae

How It Works

  1. Distance blending: Uses a blendState machine (close/far) with hysteresis between fadeNear (50m) and fadeFar (75m)
  2. Close alpha: Base at 0.75 opacity, sides at 0.95
  3. Distant alpha: Smoothly transitions via blendTimer / blendDuration (0.8s)
  4. Side scaling: Uses smootherstep for smooth lerp between close and distant scale
  5. Camera-facing rotation: Base and sides rotate to face camera when distance > radius * 1.5
  6. Shape swapping: Lap/final modes use _finish.dae shape, swapped via preApply/postApply
  7. Hidden fade: Alpha lerps to 0 when entering hidden mode, lerps from 0 when leaving

Usage Example

local createMarker = require("scenario/raceMarkers/sideHologramMarker")
local marker = createMarker(1)
marker:createMarkers()
marker:setToCheckpoint({
  pos = vec3(100, 200, 50),
  radius = 10,
  normal = vec3(0, 1, 0),
  mode = 'default'
})
marker:setMode('default')

Key Notes

  • Shape paths under art/shapes/interface/sideMarker/
  • distanceScale = 4 with sideToDistantRatio for scaled transition
  • Base, sides, and distant all scale to waypoint radius
  • Blending uses separate blendTimer independent of colorTimer

See Also

  • Race Marker: Attention - Floating Arrow Checkpoint Marker - Related reference
  • Race Marker: Crawl Marker - Arrow + Flag + Column Checkpoint - Related reference
  • Race Marker: Cylinder - Base + Cylinder Checkpoint Marker - Related reference
  • Scenario System Guide - Guide

Side Column Marker

The most complex race marker. Renders a full gate structure with left/right pillars, cones at ground level, tall distance columns, ground-anchoring cylinders, and a directional arrow. Uses raycasting

Side Marker

A three-object checkpoint marker with a curved base and two faded column pillars positioned on each side of the waypoint. Columns scale with distance for far-range visibility.

On this page

Class API (OOP via metatable)Spawned Objects (3 total)Mode Colors & ShapesHow It WorksUsage ExampleKey NotesSee Also