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Posted on 2015/12/08
#1117
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MK7tester |
I would like to know more about these and how I can avoid them. It seems just slightly modifying some values in the KMP causes this so easily. I can't rely on someone to fix my KMP all the time. |
Author |
Posted on 2015/12/08
#1118
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TheZoroark007 | You should not make the red and green checkpoints too close to each other. Also, if something freezes, you should try to redo your work with a original KMP. That's how I do it |
Author |
Posted on 2015/12/09
#1119
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Miles Ermiiworth | That "not too close to eachother" thing isn't even confirmed... just do the KMP from scratch |
Author |
Posted on 2015/12/09
#1120
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MK7tester |
That "not too close to eachother" thing isn't even confirmed... just do the KMP from scratch Except it must be true because I did indeed place my checkpoints VERY close to eachother, hopefully that is what caused the freeze. |
Author |
Posted on 2015/12/10
#1121
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Miles Ermiiworth | I don't see why though... Maybe it's another "rule" MK7 uses |
Author |
Posted on 2015/12/10
#1122
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Yawshi |
The "not too close together" means absolutely nothing, especially when you consider how close together the checkpoints are on the original tracks from the game. Melody Motorway/Music Park is a good example: ![]() GBA Bowser Castle 1 is also another good example: ![]() |
Author |
Posted on 2015/12/10
#1124
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TheZoroark007 |
The "not too close together" means absolutely nothing, especially when you consider how close together the checkpoints are on the original tracks from the game. I meant the distance between the green and red side of one checkpoint, not the checkpoints too close to each other |
Author |
Posted on 2015/12/10
#1125
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MK7tester |
So does this KMP look problematic to you? I know it looks like shit, but I intended on fixing it later...![]() |
Author |
Posted on 2015/12/10
#1126
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TheZoroark007 | It looks very strange... |
Author |
Posted on 2015/12/10
#1127
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MKGirlism |
So does this KMP look problematic to you? I know it looks like shit, but I intended on fixing it later... It's going wrong in many different ways: 1. Checkpoints going to places you normally never drive. 2. Checkpoints overlapping other Checkpoints. 3. The whole thing looks like you were extremely stressed out, while making this KMP File. 4. How about Enemy Points and Item Points? Did you make sure they're inside the Checkpoints? |
Author |
Posted on 2015/12/10
#1130
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MK7tester |
So does this KMP look problematic to you? I know it looks like shit, but I intended on fixing it later... 1. Sure. But those places you never drive have the "out of bounds" collision, so I thought it didn't really matter. 2. Yeah, didn't know this was a problem. 3. I was getting really frusterated with KMP Expander because the drag feature is obnoxious and works when it wants too, not to mention I was on a time limit, so I just basically had to rush the job. (Because I wanted my entire track to be drivable) 4. This is another thing that you have to do? I didn't know that. There's plenty of objects in the track that aren't within these boundaries. Maybe that's another reason for the freeze? |
Author |
Posted on 2015/12/11
#1132
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MKGirlism |
You can use that funny button at the top-left corner, to draw your own Checkpoints, and all the other Points, so no need to drag them into the right place, unless you need to fix them, really. And yes, unlike in MKDS and MKW, having Enemy Points and Item Points inside the Checkpoints is required for the CT to work. |
Author |
Posted on 2015/12/12
#1137
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MK7tester |
*sigh* I try and try again. Checkpoints seem fine, all objects are located within the checkpoints, yet still, freeze. It's like I can't make my own edits to the course without freezes. I did delete some objects and object groups. But all of the remaining objects seem to be within the checkpoints... ??? ![]() If anyone would be kind enough to look at my KMP File, it would be much appreciated! |
Author |
Posted on 2015/12/12
#1138
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MKGirlism |
I checked your KMP File, and even after my advice, your Enemy Points and Item Points are still outside the Checkpoints. Let's repeat it again: You must put all of these Points inside the Checkpoints, all of them! |
Author |
Posted on 2015/12/12
#1140
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MK7tester |
I checked your KMP File, and even after my advice, your Enemy Points and Item Points are still outside the Checkpoints. I noticed that mistake on my part, my bad. But even putting those points within the checkpoints, it still freezes. No, i'm not joking. Maybe it has something to do with the fact that I only added two enemy and item points within the checkpoints and just deleted all the crap outside of them EDIT: Hold on, I might have added the wrong KMP file. EDIT 2: Yep, the KMP still froze. Enemy points and item points are located within the checkpoints, tooHere's the file. EDIT 3: So apparently I wasn't supposed to delete the original enemy and item points, but just simply move them into the track. Good thing I still have an older version of the KMP. |
Author |
Posted on 2015/12/12
#1142
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MKGirlism |
"Having all Enemy/Item Points inside the Checkpoints" isn't the same as "Remove almost all Enemy/Item Points entirely". I'm bloody sure, that 3 Enemy Points and 2 Item Points will never work. |
Author |
Posted on 2015/12/19
#1172
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MK7tester |
So, now i'm replacing SNES Mario Circuit 2, and the freezing problem continues to persist! I even did the KMP stuff correctly this time, yet it still freezes and I have no idea why... it might not be the KMP, but everything else used is data from a previous version of my CT that could actually load... If anyone could take a look at the file, it would be greatly appreciated. I don't want to give up on this, but I just can't figure out why it's freezing. |
Author |
Posted on 2015/12/28
#1228
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Bazel |
So does this KMP look problematic to you? I know it looks like shit, but I intended on fixing it later... The custom track I'm making includes overlapping parts, where parts of the track is above a previous section. How do I keep checkpoints from overlapping in this situation? |
Author |
Posted on 2015/12/29
#1229
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MKGirlism |
It actually depends on how it overlaps. This is the GCN Luigi Circuit KMP I made for DarkFlare, a few months ago: ![]() This one works fine. |