Thanks for popping into the thread, Pahapertti and Shifty.
Really impressive ideas so far guys, and now getting way beyond my ability to build (at least without a LOT of practice) but following with a lot of interest.
Yeah, I agree. I said to my wife "Ooh look. Pahapertti and Shifty joined the thread".......She didn't careOriginally Posted by pzrtak![]()
I have been thinking about this quite a bit so here is how I think it could work.
Triggers (T) in yellow, checkpoints (CP) in blue.
Here is how I imagine the track layout.
So the track would be one complete line that turns to the right at CP1, then loops right back on it's self after CP2 and joins back at CP3 which is in the same place as CP1.
The line then goes to the left and finally joins back at CP4 which is in the same place as CP2.
The red shaded area is part of the line that will not be ridden but is needed to create a full loop.
Still with me?
Lets say for now that the right path is on the ground and the left path is above ground (eg on platforms, pallettes, buildings etc).
At the point where the first triggers are let's have an imaginary obstacle which has a high and low route.
If you stay low then you will just continue on to CP1 and drive the right of the track up to the CP2/4.
If you stay high then you can go to the left and drive that way to CP2/4
Now the triggers should (hopefully) determine which area of the track is open/closed. Bear in mind that the triggers should be EXACTLY in line with the checkpoints and not like the diagram.
T1) The low route.
Touching the ground disables visibility and activity of CP2 and CP3, therefore disabling the left hand (high) route.
T2) The High route
Hitting the trigger will disable CP1. This is where it gets tricky.
The trigger will need to be perfectly aligned with the checkpoints so that when you hit it, it will in effect "teleport" you to CP3.
If we can maintain the bikes velocity and state (rotation or position of X,Y,Z) using the bike as a data source (if possible) when performing this line jump, then it should be unnoticable.
T3) Hitting this will teleport you to CP4 (again hopefully unnoticable)
T4) If going the low route, T4 will disable CP2 and teleport you to CP4 to finish the track.
Sorry for the massive post but it is mainly so I can read it back and visualise it myself.
Feel free to pick holes in it but as a base, it might be a good start![]()
What tool did you use to make the image with euphoric fusion?
I just slapped it together with Photoshop. Not a pro and it shows but you should get what I mean from the image I hope.
it would be far easier to have the rider go between driving lines when he's moving along the floor rather than flying through the air. if you can replicate the forward momentum then you could just have it happen as he's going through a section of tunnel or something. that way if you clear a jump and land on the roof of the tunnel you'd just keep driving along the original line but if you take the lower route it would teleport you to the last section of line.
It actually looks really good.
If the bike's position is preserved in relation to the game world and not the line then it should make no difference. As long as the lines cross perfectly then you are only teleporting to exactly the same position in the world but further along the actual line it's self.Originally Posted by purefuzz
At the moment it is all purely speculation so what I've said might not be possible at all.
The checkpoints and spline points can not be moved dynamically. So when you place them, they will always be there.Originally Posted by ShiftySamurai
You will first have to set the bike speed to a datasource(right before the warp happens), because at the moment you spawn, the speed would be 0.Originally Posted by EuphoricFusion
No problem. I know the editor can seem a bit overwhelming at first, but you will learn to use it pretty quickly. Sipe and Johannes have really done a good job in making the editor easy to use yet still powerful. And if you encounter some problems while building something, I'm sure there will be a lot of people here on the forums willing to help.Originally Posted by pzrtak![]()
Yeah, I'm starting to comprehend the abilities of this editor. It's crazy powerful.Originally Posted by pahapertti