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 Post subject: Checkpoint Boxes - a recommendation
PostPosted: Wed Jun 25, 2003 4:17 am 
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In the game a <a href=http://mtm2.com/~mtmg/traxx/cps.html>checkpoint</a> is an invisible box that triggers when the truck passes through it <i>in the proper direction</i>, in the track editor it is nothing more than an object box set to "checkpoint" (any object can be used as one) and oriented properly.

<center><img src=http://mtm2.com/~mtmg/traxx/images/cp01.jpg></center>

The checkpoint boxes used in the stock tracks (pictured above) are often used in custom tracks. Available in two fixed widths, they are black rectangles with white arrows on them. The arrows are downward pointing on the sides and forward pointing on the top and bottom, to make checkpoint orientation easier. These checkpoint markers do not fit all situations and in my opinion they should <i>never</i> be used. Instead, track makers should use "object boxes" as checkpoints. Inspect any track by an experienced track maker and you're very likely to see object boxes used as checkpoints. An object box is a non-model purple box, pictured below.

<center><img src=http://mtm2.com/~trackville/pics/cpob.gif></center>

There are many good reasons for using these resizable boxes as checkpoints, but the main ones are that they'll fit any situation and never require tilting to fit the terrain.

In Traxx, in Object mode, just right-click and select insert to create an object box (aka "collison box"), then double-click it and adjust it's properties.

Here is a trick for proper sizing and orienting an object box checkpoint: (note the above image)

Place the visible checkpoint markers in your track, using a banner or flags or whatever, at any distance apart. Then, no matter which direction your checkpoints may need to face to match your markers, face north and then insert a box in front of you (facing north like this should eliminate any orientation confusion). The side of the box you are now looking at is the side the truck must pass through to trigger the checkpoint (i.e. the southern side of a default object box is the 'active' or 'front' side). Checkpoints, whether made of models or object boxes, have a fixed 'directional orientation', with a front, a back and two sides, and they must be driven through from front to back in order to register.

Next, change the middle "size" value to something small like "1", as depicted above. This is the depth of the checkpoint box and a value of five or less is best (the stock ckbox bins are too fat in my opinion). You should now have a true rectangle, which is easier to visualize in use as a checkpoint as well as keep track of during rotation.

Now you can change the first "size" value, which is the width of the checkpoint (96 units or 3 terrain squares in the above example). A simple width equivilency chart is included in the above image, but the beauty of resizable checkpoints is that you can place your checkpoint markers ANY distance apart and resize the box to fit. One grid square is 32 units (feet) wide.

Next you can rotate the checkpoint to match your checkpoint markers, bearing in mind that you want to face the 'active' or 'front' side toward the oncoming traffic in your track. You can rotate it by changing the "orientation" value in the properties box, or better yet just select the box and press "R" to rotate it. You can also rotate a selected model by holding the shift key down while you move the mouse (thanks Phin).

Finally, you can drag the checkpoint into it's final position and make any necessary size and angle adjustments (object boxes are often positioned best when using an overhead view). Make the object box as tall as you like (20 in the above example) and then sink it into the terrain in order to eliminate any possible gaps due to changing terrain height.

Now you can delete the sorry 'ckbox' bins and never look back.

+'s:
+ Not using the ckbox models makes for one less bin in the track and one less 64x64 texture in your pod.
+ Fit any width or height.
+
+
+


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 Post subject:
PostPosted: Wed Jun 25, 2003 1:36 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
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An easy way to rotate is to select the model/box/checkpoint with the mouse, then hold shift and drag the mouse left and right. Boxes don't rotate as smoothly as models so I drag and stop, drag and stop, drag and stop. I find the shift-drag-mouse method easier and faster than using the property box.


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 Post subject:
PostPosted: Thu Jun 26, 2003 2:11 am 
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Very true, much better, thank you. I didn't even know that was possible. The fact is I'm still in stuck a Traxx 1.2 mindset, which doesn't have these features. I've only worked on one track since Traxx 1.4 came online as freeware and I didn't even use it for model placement (I used TrackEd3). Some months ago I saw a posting much like yours that described 'keyboard rotation' in Traxx and it was a pleasant surprise to me, but I'd since forgotten about it, however... I've just refined the above posting. ;)


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 Post subject:
PostPosted: Mon Oct 27, 2003 4:06 pm 
Hey guys,

I'm still trying everything out in traxx, and for the new idea i have, i will need very wide checkpoints. I've seen here that a box with size 32 is just as wide as 1 square.
Now my question is, how wide can an object be ? I want to make a checkpoint that is 31 squares wide, so that means 31 * 32 = 992.
So i've put on 999, but still it does not seem to be wide enough. Is what i'm trying to do possible ?


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 Post subject:
PostPosted: Mon Oct 27, 2003 4:52 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
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> a box with size 32 is just as wide as 1 square.

Correct.

> how wide can an object be ?

as wide as the entire terrain.

> 31 * 32 = 992.

Correct again.

> So i've put on 999, but still it does not seem to be wide enough. Is what i'm trying to do possible ?

Hard to imagine 32 squares not being wide enough. I think I'd have to see what you're doing first hand.


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 Post subject:
PostPosted: Tue Oct 28, 2003 6:47 am 
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Location: USA and Proud of it.
256*32
the terrain is 256x256 boxes

"must be driven through from front to back in order to register."
Actually u only have to drive thru the active side - not the front and back. only front really.

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 Post subject:
PostPosted: Tue Oct 28, 2003 6:50 am 
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oh - my bad - i thought u were asking what the theoretical size of an object going all the way across. heh.
I think the problem you arehaving is that by the time you get a few squares away the models start dropping off the map even if they should be large enough to get to where you are - the center has to be within a few squares of you - depending on graphics settings - so i'd bet that by the time you get 16 away it dissapears but u cant tell cause it's a checkpoint.
Use gold mode to put on the object wire frame floating thingies that should help - i think those work on checkpoints.

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 Post subject:
PostPosted: Tue Oct 28, 2003 11:41 am 
ch_2005 wrote:
oh - my bad - i thought u were asking what the theoretical size of an object going all the way across. heh.


Almost right there. I want to know if it's possible to make an object with a width of 31 squares. One square has a size of 32 * 32.
So i want to make an invisible object (which will be a checkpoint) with a size of (31*32)/10/20 of 992/10/20
Now i've seen in setter that i can't go any higher then 999, so that normally should be enough to cover 31 squares.
So i made a map with every other square a different color, so i can count the squares. After approx 24 squares my CP don't work no more.

Now my question is : Can tracks make an object with a size of 999/10/20 that i can use as a cp ?

If a square is 32*32 and i can put the width of an object to 999, it must be possible. Theoretically that is, but practically i don't get it to work.


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 Post subject:
PostPosted: Tue Oct 28, 2003 11:43 am 
Oops, few mistakes there.

1. I forgot my name

2. I've seen in Traxx (objects tab)... (not in setter)


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