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May 31, 2026, 08:58:22 PM

News:

MX Bikes beta19 available! :)


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Messages - TCrain

1
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Track Editing / Re: Not Getting Lap Times
November 21, 2020, 10:16:33 PM
Quote from: Resolute Kraken on November 21, 2020, 09:52:31 PMHit the "Splits" button.  Lap times count when you pass through split 1, 2, and the start/finish line.
You and TFC are literally the reason this track exists.  Thank you!
4
Track Editing / Not Getting Lap Times
November 21, 2020, 09:06:58 PM
So I've made a track and got a centerline set up with check points and everything, but I'm not seeing any lap times in the game at all.  I tried looking around in tutorials and Piboso's documents, but I haven't found a solution so I just wanted to make a post and ask lol

Here is a screen grab of my track editor.  Hopefully it's something obvious!
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Quote from: Resolute Kraken on November 13, 2020, 06:11:21 AMGlad to hear that you figured it out!  Now, if you wouldn't have been using the helper, you would have had no clue that you needed the correct format with alpha channel and you would have wondered why it didn't work when you built your track.
That's for sure!  I probably would have given up lmao
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I finally figured it out!  I had to set up my Image Mode to 8 bit RGB in the .psd, but then when I go to save .tgas it asks for 16, 24, or 32 bit.  After that, the Helper Tool was telling me my file didn't have a valid Alpha channel.  I did a ton of Google searching with really not much help until tonight.  I needed to actually create the alpha channel in my .psd in order for the .tga to read it.  So, it is working now and all good!  I'm used to just using .pngs for MXS, so dealing with this has been pretty confusing lol
7
Thanks a bunch for making this!  It has made getting into making a track a lot more accessible.  I'm currently running into an issue where photoshop will only let me save .tga files in 8 bit, but the Track Building Helper wants a 16 bit or higher image to use for a mask. Am I missing something simple?