Start Gate tutorial

ddmx
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Start Gate tutorial

Post by ddmx »

Can't figure out how to get startgates in your track? Building your track around the default start line? Never again. 8)

1) Figure out where you want your gates on your track. Spaced 4 feet apart, you need a span of 164 feet for 40 gates.
2) Right down the left, and then right side of the start line; out of the X Y Z coordinates in the editor, copy the X and Z coordinates.
3) Go to www.mxsimulator.com/gate.html and paste the left and right side numbers. Copy the information it gives you.
5) Open up the timinggate file in your track folder with notepad ++. Delete lines 2-41, and pastes your information from www.mxsimulator.com/gate.html there. The start gates should fill lines 2-41 for 40 gates.

Hope it helps!
crf250#35
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Re: Start Gate tutorial

Post by crf250#35 »

how do i delete them soz for noob question
ddmx
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Re: Start Gate tutorial

Post by ddmx »

i would assume delete the lines in the timing gates folder, but your rider will still start at that location i think.
Duckstream
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Re: Start Gate tutorial

Post by Duckstream »

umm i did everything you sayd but i get nothing? im a noob i know but wtf?!
i write the first gate x-z
then it wants new one?
i tryed typing the second cate cordinate, and it wants new one, i tryed typing the last possible gate but no -.-
do i need to copy all of the cordinates and then get some messege sayin : you are an idiot?
yzmxer608
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Re: Start Gate tutorial

Post by yzmxer608 »

Type the first and last number of where you want it to start, and the first and last number of where you want them to end, one space between each number, so it looks like
"xxxx xxxx xxxx xxxx".
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Garasaki
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Re: Start Gate tutorial

Post by Garasaki »

Then you take numbers it spits out, and copy and paste them into your timing gates file.

The numbers it spits out, if it's not obvious, are the coordinates of the individual start gate slots.

Nothing about creating a track for this game is intuitive and it tends to only make sense if you are a programmer IMO. Once you get the process down it isn't so bad though.
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Duckstream
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Joined: Tue Nov 03, 2009 1:06 pm

Re: Start Gate tutorial

Post by Duckstream »

well i got the answer from 3 dudes and now i finlay got it :D

sorry to make such a "big" deal of it -.- i just couldnt understand some parts.
izix
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Joined: Sun Jan 10, 2010 5:45 pm

when I move

Post by izix »

Gotta problem, when I move my startgates, my checkpoints dissappears.Timing_gates folder contain checkpoints but they are not visible in game editor. Please help..
ct596
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Re: Start Gate tutorial

Post by ct596 »

ik this might sound dumb but my gates are backwards. Ive tried to put negative in front but i guess that goes outside of the map..help? :D
tyskorn
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Re: Start Gate tutorial

Post by tyskorn »

The only number outside of the brackets is the number you change.
So if it looks like "[827.440002 0.000000 1210.079956] -1.626224" and it's backwards you would put "[827.440002 0.000000 1210.079956] 1.626224".
ct596
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Re: Start Gate tutorial

Post by ct596 »

thanks
jlv
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Re: Start Gate tutorial

Post by jlv »

Negating it won't rotate it 180 degrees. Add or subtract pi (do whichever keeps you within -pi and +pi) to rotate 180 degrees.
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ct596
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Re: Start Gate tutorial

Post by ct596 »

What tyskorn told me to do actually worked and I have no idea how to do what you said. :oops:
jlv
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Re: Start Gate tutorial

Post by jlv »

They don't teach kids what pi is anymore? We're in trouble!

-1.626224+PI = 1.515369

In this case negating is pretty close, but that's just a coincidence. If the angle were 0 negating it obviously wouldn't change the angle at all.
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ct596
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Re: Start Gate tutorial

Post by ct596 »

Probably havent gotten to that class yet. Give me a break jlv I'm still young and I get it now just everytime I'll come back to this thread. :D
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