Replays: In your game folder you will find a "Saved Replays" sub-folder, put the replay file in there (builders127.rpl). Start the game, load your track, then hit escape and click to the replay screen, from there you can load the replay.
>> I don't like just driving cross country... feels like cheating when none of the computer players do it...
Racing is about finding the shortest distance between two checkpoints, period, anything else is sunday drive. The <a href=http://rhinoseros.com/~mtmg/traxx/extend2.html>extended courses</a> can be set differently in mtm2, so that pro trucks can drive a different course than rookie trucks. Load up Farmroad (tpark.pod) in Traxx and look at the courses, or watch the computer trucks in game in professional mode, you'll see that they cut across the farmer's lawn rather than take the road. The map is set using course zero but it's the extended courses that determine where the computer trucks drive - and those silly monkeys can only be trained by the track author.
>> how would you recomend making a check point then?
As for checkpoints, yes, the link shows how to use object boxes as checkpoints, rather than BINs. As for locations, checkpoints must be used to force the racer to take the road you wish them to take, use as many as necessary, seven was too few for your course. The finder is used in real racing, not the map, and not the road textures, it is therefore up to the track maker to place the CPs with careful consideration.
Back to issue of aligning the front face of an invisible CP with the visible maker: looking at <a href=http://mtm2.com/~trackville/pics/razercp.jpg>this</a> picture of my truck crossing finish line, while following the proper course, you would think I'd trigger it, but in both images the front face of the invisible checkpoint is to the <i>right</i> of my truck, I am under and within the bounds of checkpoint itself in those images and continuing across the visible finish line would do nothing to finish the lap.
>> oh and as for the terrain I was going for the rough and patchy feel, because the track is supposed to be unfinished...
Oh yes, you did good. I think my text may focus too much on the negative, but when I mentioned "promising" earlier I meant just that, I think you are on the road to becoming quite a good track (and truck) maker, once you nail the technical skills and weed out the common problems.
Something to consider, pasted from one of the expo reviews: "Here's another thing worth strong consideration: after you've gone over it countless times correcting what you feel are obvious mistakes & flaws, drop your project off at MTMG's Beta Room. There you'll receive advice from world renown (not really, but it sounds good) track makers, as well as input from expert racers who can clue you in on undesirable shortcuts, logical flow, areas that require extra smoothing, and a host of other things. The bottom line is even the very best track makers seek input and assistance from others. It's smart, it's sensible, and it's also a means for new track makers to gain a wealth of knowledge. In the end your tracks will be better for it, and you'll have a strong sense of accomplishment and pride in your work. I mean, what's not to like about a deal like that? Tell ya what, the next time you have a track ready to release, hold off on it, bring it to The Beta Room, meet the fellas & even help yourself to the complimentary donuts and skim milk (we're semi-health conscious over there). Leave your track with us for a few days, and after we're done with it you'll walk away armed with all the info necessary to make a better track - we guarantee it."
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