Title: Finding Extreme Start Positions?
Description: How do you get the coordinates?
Aeon - June 7, 2008 01:56 AM (GMT)
How are you supposed to find out the coordinates and angle of a starting position in an extreme track? Its easy enough in a lego because each tile is the same size and you can just count them, but I have no idea how to figure out where you want the cars to be in an extreme.
zagames - June 14, 2008 11:59 PM (GMT)
One of the MAKEITGOOD options shows the coords when you place whatever it is you're editing. I don't know what though.
Manmountain - June 15, 2008 12:32 AM (GMT)
An easy trial an error way is...
Edit your Track Zones first and create a really large zone 0, this will stop the game from crashing when it trys to position the cars at the start if they are outside of zone 0.
Then using the Alt+Tab keys to exit the running game, edit your Tracks inf file, save then re-enter the game, load your track and see where the cars land, if not right then exit your track but not the whole game and start this paragraph again until your cars are in the correct position.
Then re-edit your Track Zones.
Aeon - June 15, 2008 01:11 AM (GMT)
Bah, that's what I did last time. I was hoping there was a better way.
GWC - June 15, 2008 04:31 PM (GMT)
There is an easy way!!!!
It's called findump and it's in the RVminis pack!!!!!!
You place a 2D arrow (startpos.prm?) at your start position, and use findump to read it's co-ordinates.
Geoff
Crone94 - June 16, 2008 06:14 AM (GMT)
I think zach means the camera edit mode. Place a camera node and write the cordinates down. Put them in the .inf file. After that they might turn the wrong way. Try to rotate them until it fits (Rotating is the STARTROT)