alan Posted February 2, 2013 Share Posted February 2, 2013 So did you change the value unter '0'? If yes, are you sure that the modified STARTPOS file is in the right folder of the right track? Link to comment Share on other sites More sharing options...
RobExplorien Posted February 2, 2013 Share Posted February 2, 2013 So did you change the value unter '0'? If yes, are you sure that the modified STARTPOS file is in the right folder of the right track? What I did exactly was changing the xyz-coördinates of my car (k_27 0) in the STARTPOS file of RACEC0R0 (which I think is Imperial Grand Prix). All I did was changing the xz-coördinates to about 40 under k_28. Just messing around to see what the output would be. I did not change the values under '0', but now I did (made both xz-coördinates -40) and still am at default position. Link to comment Share on other sites More sharing options...
Jimbob Posted February 2, 2013 Share Posted February 2, 2013 If you like I can send you my unfinished modified one, as I haven't had a chance to more modding this weekend. As I said earlier it moves the player to the opposite side of the line, adjacent to it. Although I won't be able to until tomorrow evening Link to comment Share on other sites More sharing options...
alan Posted February 2, 2013 Share Posted February 2, 2013 So did you change the value unter '0'? If yes, are you sure that the modified STARTPOS file is in the right folder of the right track? What I did exactly was changing the xyz-coördinates of my car (k_27 0) in the STARTPOS file of RACEC0R0 (which I think is Imperial Grand Prix). All I did was changing the xz-coördinates to about 40 under k_28. Just messing around to see what the output would be. I did not change the values under '0', but now I did (made both xz-coördinates -40) and still am at default position. That is the problem. You have to figure out what folder contents which track! You changed STARTPOS of Royal Knights Raceway, not from IGP. To do so, go to folder RACEC0R1! And - see the instruction of Segatendo on page 2 - you have to change the values under '0' (not under 1,2,3,4,5 or 6) to change the player's position (in single race). Link to comment Share on other sites More sharing options...
RobExplorien Posted February 2, 2013 Share Posted February 2, 2013 So did you change the value unter '0'? If yes, are you sure that the modified STARTPOS file is in the right folder of the right track? What I did exactly was changing the xyz-coördinates of my car (k_27 0) in the STARTPOS file of RACEC0R0 (which I think is Imperial Grand Prix). All I did was changing the xz-coördinates to about 40 under k_28. Just messing around to see what the output would be. I did not change the values under '0', but now I did (made both xz-coördinates -40) and still am at default position. That is the problem. You have to figure out what folder contents which track! You changed STARTPOS of Royal Knights Raceway, not from IGP. To do so, go to folder RACEC0R1! And - see the instruction of Segatendo on page 2 - you have to change the values under '0' (not under 1,2,3,4,5 or 6) to change the player's position (in single race). Oh, I see . It seemed obvious to me that C0R0 meant the first track of the first circuit, that's why I did not really take a better look at what I modified. Thanks for putting me on the right track! EDIT: I suppose AI positions are part of their path, and not changeable via STARTPOS? Link to comment Share on other sites More sharing options...
alan Posted February 2, 2013 Share Posted February 2, 2013 EDIT: I suppose AI positions are part of their path, and not changeable via STARTPOS? Yes, but this has already been told, see here: Dang, Segatendo (or anyone else) do you know what file changes the opponent starting positions? Opponents have their starting positions defined by their path files. Link to comment Share on other sites More sharing options...
Jimbob Posted February 3, 2013 Share Posted February 3, 2013 As I said I would, here's the modified startpos file. I haven't done any more editing unfortunately as I was quite busy, so I apologise, but I thought it might help Rob if your file still wasn't changing the game Download link: Startpos.spb Link to comment Share on other sites More sharing options...
RobExplorien Posted February 3, 2013 Share Posted February 3, 2013 As I said I would, here's the modified startpos file. I haven't done any more editing unfortunately as I was quite busy, so I apologise, but I thought it might help Rob if your file still wasn't changing the game Download link: Startpos.spb Oh, that's great. To which track does this SPB belong to? I still haven't figured out the angle (to twist it 180 degrees). Link to comment Share on other sites More sharing options...
Jimbob Posted February 3, 2013 Share Posted February 3, 2013 It's for Imperial Grand Prix. To flip the car 180 degrees I just changed the angle from a negative to a positive Link to comment Share on other sites More sharing options...
RobExplorien Posted February 3, 2013 Share Posted February 3, 2013 It's for Imperial Grand Prix. To flip the car 180 degrees I just changed the angle from a negative to a positive Ofcourse, change to positive. I ought to know such things by now. Thanks. EDIT: Looks good, but I think I would place the car a little further off the finish line. How will this position actually work with AI's? Is it when you reverse all checkpoints of the AI's path, the car automatically flips backwards? Link to comment Share on other sites More sharing options...
Jimbob Posted February 3, 2013 Share Posted February 3, 2013 Yeah, I forgot to mention that I still haven't moved it back completely yet. I think Segatendo said we'd need to modify the path files completely to change the opponent's car positions If you're interested in finishing it up, I changed the coordinates by -32, -20, so further decreasing those values should move the player back further. However I think there's a slight left movement too. Link to comment Share on other sites More sharing options...
RobExplorien Posted February 3, 2013 Share Posted February 3, 2013 I notice that slight left movement too, but I guess we'll have to adjust the coördinates for that a little. EDIT: Currently this is how far I got with reversing startpositions of the player-controlled car. If you want the coördinates, I would be glad to share them. http://www.youtube.com/watch?v=e2m51hh5N5Y Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted February 4, 2013 Author Share Posted February 4, 2013 I think Segatendo said we'd need to modify the path files completely to change the opponent's car positions That wasn't me, nope. The difficultly level/most time consuming of reversing things most likely will be: -starting positions -checkpoints -AI routes. I mean, did you see how much there is to change for one racer!? Probably gonna have to have everyone work on their own section in the file. Btw, did anyone notice the ghost/VV's path has half as much as the others? (not that this will likely be changed... if so it will be last on priorities) Link to comment Share on other sites More sharing options...
RobExplorien Posted February 4, 2013 Share Posted February 4, 2013 I think Segatendo said we'd need to modify the path files completely to change the opponent's car positions That wasn't me, nope. The difficultly level/most time consuming of reversing things most likely will be: -starting positions -checkpoints -AI routes. I mean, did you see how much there is to change for one racer!? Probably gonna have to have everyone work on their own section in the file. Btw, did anyone notice the ghost/VV's path has half as much as the others? (not that this will likely be changed... if so it will be last on priorities) And if we would have all this done, we also need to change the warping direction, get rid of the 'wrong way' text, add laps when racing in reversed mode (so you can actually finish in reversed mode) and maybe change the UFO's direction and drag in Alien Rally Asteroid (as well as maybe other object paths, like the ghost in DFD and the aircraft at the start in IPP).Remember that the jungletrack (forgot its name) cannot be played in reversed mode (for players), so I guess that track won't have a big priority either. Link to comment Share on other sites More sharing options...
Jimbob Posted February 4, 2013 Share Posted February 4, 2013 Looks like we better get to work! Nice job on those starting positions by the way Link to comment Share on other sites More sharing options...
alan Posted February 4, 2013 Share Posted February 4, 2013 The difficultly level/most time consuming of reversing things most likely will be: -starting positions -checkpoints -AI routes. I mean, did you see how much there is to change for one racer!? Probably gonna have to have everyone work on their own section in the file. Btw, did anyone notice the ghost/VV's path has half as much as the others? (not that this will likely be changed... if so it will be last on priorities) starting positions is not as much to do as the other things. It's kind of quickly done in contrast to the other things. If we only had a program or an addon for the GDB viewer that shows the path of the AI with a line that we just could drag and edit. And if we would have all this done, we also need to change the warping direction, get rid of the 'wrong way' text, This automatically fixes when turning the checkpoints I guess. At least the wrong way text disappears add laps when racing in reversed mode This will probably also fix with the checkpoint direction. change the UFO's direction and drag in Alien Rally Asteroid Why? It would be cool to be accelerated to limit there Link to comment Share on other sites More sharing options...
RobExplorien Posted February 4, 2013 Share Posted February 4, 2013 change the UFO's direction and drag in Alien Rally Asteroid Why? It would be cool to be accelerated to limit there Yes it would, but I'd still like to try and change it anyway. Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted February 4, 2013 Author Share Posted February 4, 2013 And if we would have all this done, we also need to change the warping direction, get rid of the 'wrong way' text, Yeah, both of these follow checkpoints I believe. (Don't think so? Go on 2 player, and see where the other player warps on messed up checkpoints, if you can't see much difference, try a few other spots on the track), and I think the rockets/missles [which are short lived ] powerup follows them as well. If we only had a program or an addon for the GDB viewer that shows the path of the AI with a line that we just could drag and edit.Yeah, if only we had an editor like the one for Mario Kart Wii that makes all that we are doing easy.... then again, it might of not been a group project if that was the case. For the ARA ufo pullage, the animation for the ufo is in UFOFLY1.ADB, not sure what the .SDB of the file with the same name does... though I did get the timing off with the beam when switching it with UFOFLY2 [the ufo flying before the starting line], as for the beam animation, I haven't located that yet. (and the pull for it might be there as well... the HAZARDS.HZB file maybe?) OH WOW, the ufo pullage was easy to change, as it contained only 3 floats and that's it. In HAZARDS.HZB, go to the part that says "ufofly1" and simply put the floats negative.... hmm, I wonder if changing these can make the pull stronger/weaker. :smug: Link to comment Share on other sites More sharing options...
alan Posted February 4, 2013 Share Posted February 4, 2013 But I also think that our work isn't done with only changing the order of the lines in the rrb files. I guess we have to figure out which lines contain which information. I just figured out that each 'passage' is 10 lines long, after that the text in front of the values repeats. But what to do with that information?? [which are short lived ] definitely Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted February 4, 2013 Author Share Posted February 4, 2013 I just figured out that each 'passage' is 10 lines long, after that the text in front of the values repeats.Yeah, each file type has a certain amount of lines for every... what's it called. (like say the number in the the sqaure brackets is [939], that doesn't mean there are 939 lines, though usually a lot more) Link to comment Share on other sites More sharing options...
RobExplorien Posted February 4, 2013 Share Posted February 4, 2013 OH WOW, the ufo pullage was easy to change, as it contained only 3 floats and that's it. It HAZARDS.HZB, go to the part that says "ufofly1" and simply put the floats negative.... hmm, I wonder if changing these can make the pull stronger/weaker. Awesome, so we can reverse the pulling of the UFO. Alright, (just to know if I'm not doing double work) shall I change the startpositions for all tracks then? I guess I may have to adjust the startpositions later to make sure I'm at the same distance off the finishline as the AI's on the back row. (I don't know if JimbobJeffers or any other has been working on other tracks yet) Link to comment Share on other sites More sharing options...
alan Posted February 4, 2013 Share Posted February 4, 2013 (like say the number in the the sqaure brackets is [939], that doesn't mean there are 939 lines, though usually a lot more) Thank/Like the value in square brackets "[", "]" normally tells you how many times sth. is present behind the { and } Link to comment Share on other sites More sharing options...
Jimbob Posted February 4, 2013 Share Posted February 4, 2013 OH WOW, the ufo pullage was easy to change, as it contained only 3 floats and that's it. It HAZARDS.HZB, go to the part that says "ufofly1" and simply put the floats negative.... hmm, I wonder if changing these can make the pull stronger/weaker. Awesome, so we can reverse the pulling of the UFO. Alright, (just to know if I'm not doing double work) shall I change the startpositions for all tracks then? I guess I may have to adjust the startpositions later to make sure I'm at the same distance off the finishline as the AI's on the back row. (I don't know if JimbobJeffers or any other has been working on other tracks yet) If you're happy to, then please do Unfortunately I haven't got much done for RRU recently due to college, so I apologize - right now I'd like to focus on my Rock Racers mod if possible. But I'll help out here when I can, so keep me listed Segatendo! Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted February 4, 2013 Author Share Posted February 4, 2013 Alright, (just to know if I'm not doing double work) shall I change the startpositions for all tracks then? I guess I may have to adjust the startpositions later to make sure I'm at the same distance off the finishline as the AI's on the back row. (I don't know if JimbobJeffers or any other has been working on other tracks yet) Since no one seems to have claimed any, nor said they were working on any, go right ahead! But I'll help out here when I can, so keep me listed Segatendo! Will do! Link to comment Share on other sites More sharing options...
RobExplorien Posted February 5, 2013 Share Posted February 5, 2013 I get to know much more about how the xzy-coördinates work in the game, but the angles are giving me a headache. Although I know what every float does, I cannot yet figure out what values it would need to make the vehicle (for example) turn 10 degrees in startposition. Anyway, what I do know (and think) is that the values for the 'angle'-floats should be 1 at max, and -1 at minimum, any value inbetween would make your vehicle turn a certain amount of degrees. Link to comment Share on other sites More sharing options...
Recommended Posts