Twisted DIRT Forums

MX vs ATV (and prior MX games) Forum => Track Creators => Topic started by: XFR_MJS on February 21, 2006, 07:16:38 PM

Title: the start and finish gates
Post by: XFR_MJS on February 21, 2006, 07:16:38 PM
i noticed on alot of the tracks that the finish gate is up in the air??? whats up with that?? is there a way to lower it so the base is on the ground or hide it all together???? also, can i hide the start gate?
Title: Re: the start and finish gates
Post by: The_Trevinator on February 22, 2006, 11:35:33 PM
Hiding the start gate would be very useful.  That thing is anoying.
Title: Re: the start and finish gates
Post by: Fixer on February 23, 2006, 12:03:21 AM
Hiding it doesn't solve the problem of it being to wide... You can edit the hieght of the gate to below the ground but you also have to edit the gates collision to below the ground. I've made it dissappear by putting it ahead of the finish line - loaded the track and it was gone, your finish line, if close still has to be as wide as the gate was - or you or the AI  get trapped. I don't know why they would think every track should have a 60ft gate for 6 riders... ::)
Title: Re: the start and finish gates
Post by: Crashnburn11 on February 28, 2006, 07:57:54 PM
im curious also about how to get rid of the finish. i see Jag had done it in a few of his tracks so maybe he or someone else can explain.
Title: Re: the start and finish gates
Post by: ElDiablo (Paul) on February 28, 2006, 10:50:53 PM
Get REAL familiar with HEX editing (find one and figure it out...it's not real simple or intuitive)

Open the PAK file and then search for "SLT=THQFinishGate...Position"

The coordinates will look something like this-

449.498230,39.949127,46.467680

In the above example the number in the middle (in bold) is the height. This middle number will always be the height.

To get rid of the finish gate most people are either burying it (lower the middle number) or raising it significantly (raise the middle number enought o raise it out of sight). I've heard also that it is necessary to raise or lower the collision. I haven't messed around with it much. I lower all my finish gates to make sure they rest on the ground. Haven't really removed one yet. But that's how they do it. I'm considering trying it on several of my current projects though.
Title: Re: the start and finish gates
Post by: Crashnburn11 on February 28, 2006, 10:55:11 PM
thx paul. i tried that very thing but i didnt use a hex editor i just used textpad, so it was corrupting my tracks. now i know what my prob was
Title: Re: the start and finish gates
Post by: Crashnburn11 on February 28, 2006, 11:40:38 PM
eh, that hex editor gave me migranes. ill have to come back to that
Title: Re: the start and finish gates
Post by: suesman on April 16, 2006, 07:56:04 AM
Quote from: Crashnburn11 on February 28, 2006, 11:40:38 PM
eh, that hex editor gave me migranes. ill have to come back to that


Same here man.
Title: Re: the start and finish gates
Post by: Kamshaft on April 16, 2006, 11:19:50 AM
The best way is to comment it out completly, like this...

;SLT=THQFinishGate
;Position 449.498230,39.949127,46.467680

Notice the semi colon in front.

Or like this...

;LT=THQFinishGate
;osition 449.498230,39.949127,46.467680
Title: Re: the start and finish gates
Post by: ElDiablo (Paul) on April 16, 2006, 12:14:56 PM
But if you do that....then...will the game still count your laps? Can you put one of the other gates in there then? More info please Kam!  :)
Title: Re: the start and finish gates
Post by: Kamshaft on April 16, 2006, 03:50:41 PM
It should still count laps.

If you are replaving, which I rather do, swap them out.  If so, you gotta edit the National.aty file and put the name of your new gate there.
Title: Re: the start and finish gates
Post by: ElDiablo (Paul) on April 16, 2006, 04:42:18 PM
is there any other way to get the national.aty out of my track other than causing the editor to crash? Seems a bit excessive to me.
Title: Re: the start and finish gates
Post by: Kamshaft on April 16, 2006, 09:02:20 PM
Get multiEX.