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tokyo-wangan-racing/docs/MESH_SWAP.md
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jesse be52290093
CI / quality (push) Successful in 1m18s
Add three-mode Wangan loop; rename project to Tokyo Wangan Racing
Daikoku Futo PA becomes the hub (Tokyo Xtreme Racer structure): park, pick a
mode, drive out the exit gate to start the run, pull back into the PA to end it.

Modes:
- CRUISE      free roam, banks session + lifetime kilometres
- DUEL        gap-based battle: hold 350 studs for 3s to win
- TIME ATTACK solo flying lap, 4 sector splits, saved personal best

New shared modules:
- Circuit.luau  one source of truth for loop geometry. progressOf(pos) gives
                lap distance, which drives lap detection, sectors and duel gaps
                alike, so the map and gameplay can never drift apart.
- Modes.luau    mode definitions + duel/time-attack tuning constants

Server-authoritative throughout: ModeManager samples the car real position on
Heartbeat and the client never reports distance, lap time or gap. Teleport and
respawn jumps are rejected from distance accumulation.

ProfileTemplate v3 adds DistanceStuds, BestLapTime, BestSectors, DuelsWon and
DuelsLost; ProfileStore Reconcile migrates existing saves.

Rename: repo, wally package, local dir and stale NAS asset paths all move off
the old fnf-sim name. NAS folder was already 0-tokyo-wangan-racing, so those
doc paths were broken before this.
2026-07-30 20:16:04 -04:00

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# Swapping the placeholder RX-7 for the real mesh (M1)
The car is now a **constraint chassis** (springs + steering servos + motor-driven
wheels — see `src/shared/Chassis.luau` and `CarManager.buildCarModel`). The
placeholder Body/Cabin blocks are just the visual shell riding on that chassis.
Making the RX-7 real means **replacing the shell, not the chassis**: weld a
MeshPart body onto the `Body` part and hide the placeholder blocks.
Nothing else (saving, the allowlist, car switching, driving feel, the map,
anti-cheat) needs to change.
## Reference photos
The real car's reference photos live on the NAS (too large to commit to git):
```
unraid-1:/mnt/user/data/yy-roblox-games/0-tokyo-wangan-racing/001-1993 Mazda RX-7/
```
A single downscaled reference is included at `assets/reference/rx7-reference.png`
for quick lookups.
## Step 1 — Get a mesh into Roblox
Options, easiest first:
1. **Buy or find a free RX-7 FD model** on the Roblox Creator Marketplace/toolbox,
or
2. **Model it** in Blender from the reference photos and import the mesh
(`.fbx`/`.obj`) via Studio's 3D importer, or
3. Commission one.
You want the car **body shell as a single MeshPart** (or a small welded Model
with a clear root). Wheels can be separate meshes (see Step 4). Keep the part
count low (mobile perf). This step needs Studio — mesh assets upload through
Roblox's asset pipeline.
## Step 2 — Store it where the server can clone it
Put the shell under `ReplicatedStorage/CarModels/<carId>` (e.g.
`CarModels/rx7_fc`). Two ways to manage it:
- **Simple:** keep it in the Studio place file as a real Instance (not synced by
Rojo). Fine for a single hero car.
- **Version-controlled:** export the model to a `.rbxm` and reference it from the
Rojo project so it lives in git. See Rojo's `$path` docs for `.rbxm` model files.
## Step 3 — Attach the shell in `buildCarModel`
In `CarManager.buildCarModel`, after the Body part is created:
```lua
local CAR_MODELS = ReplicatedStorage:FindFirstChild("CarModels")
-- inside buildCarModel, after `body` exists:
local shellTemplate = CAR_MODELS and CAR_MODELS:FindFirstChild(car.Id)
if shellTemplate then
local shell = shellTemplate:Clone()
-- Position the shell over the body, then weld it on.
shell:PivotTo(body.CFrame * CFrame.new(0, SHELL_Y_OFFSET, 0))
for _, p in ipairs(shell:GetDescendants()) do
if p:IsA("BasePart") then
p.CanCollide = false -- the Body part remains the collider
p.Anchored = false
end
end
local weld = Instance.new("WeldConstraint")
weld.Part0 = body
weld.Part1 = shell.PrimaryPart or shell:FindFirstChildWhichIsA("BasePart")
weld.Parent = body
shell.Parent = model
-- Hide the placeholder blocks:
body.Transparency = 1
local cabin = model:FindFirstChild("Cabin")
if cabin then cabin:Destroy() end
end
```
Cars without a mesh keep the block look automatically — import one car at a time.
## Step 4 (polish) — Real wheel meshes
The chassis wheels are plain cylinders (`Wheel_FL` … `Wheel_RR`). To make them
look real, weld a wheel MeshPart (CanCollide=false) onto each cylinder and set
the cylinder's `Transparency = 1`. The cylinder stays the physics tyre — mesh
collision on wheels is unreliable and slow.
## Sizing gotcha
The chassis geometry (`Chassis.BODY_SIZE`, `WHEEL_RADIUS`, `TRACK_HALF`,
`WHEELBASE_HALF`) is tuned for a ~6×12 stud footprint. Scale the imported mesh
to fit the chassis — don't reshape the chassis around the mesh, or the driving
feel changes for every car.
## Verify
- `rojo build --output build.rbxl` compiles.
- In Studio: Play → you spawn in the real RX-7 → it drives → it saves.
- Non-allowlisted test account still can't select the RX-7 (server enforced).