Model
and Bitmap files
;====================
;
Model Filenames
;====================
MODEL 0
"cars\beatall\body.prm"
MODEL 1
"cars\beatall\wheelfl.prm"
MODEL 2
"cars\beatall\wheelfr.prm"
MODEL 3
"cars\beatall\wheelbl.prm"
MODEL 4
"cars\beatall\wheelbr.prm"
MODEL 5
"cars\beatall\spring.prm"
MODEL 6 "NONE"
MODEL
7 "NONE"
MODEL 8 "NONE"
MODEL 9
"cars\beatall\axle.prm"
MODEL 10 "NONE"
MODEL
11 "NONE"
MODEL 12 "NONE"
MODEL 13
"NONE"
MODEL 14 "NONE"
MODEL 15
"NONE"
MODEL 16 "NONE"
MODEL 17
"cars\misc\Aerial.m"
MODEL 18
"cars\misc\AerialT.m"
TPAGE "cars\beatall\car.bmp"
COLL
"cars\beatall\hull.hul"
EnvRGB 200 200 200
1.
MODEL 0-18
This
command loads 3d files by showing the path to the file, beginning
from the Re-Volt root directory. If you wish to load more models into
your car, the directory for the file must be loaded through these
lines.
Model files are denoted by the extensions .prm and
.m.
2.
TPAGE
This
line shows the directory of the bitmap (or texture/paint) that your
car will use. If you are using the original Re-Volt you are limited
to a bitmap size of 256x256. If you are running the latest Re-Volt
1.2 patch (or RVGL), you can load a bitmap size up to 8192x8192.
However, you must be sure that your model is mapped to the proper
sized bitmap. (If you apply a 1024x1024 map to a model that is mapped
to a 256x256 map, it will not show correctly, and vice-versa.)
The
use of the .bmq file can increase the visualization of your car. This
file will automatically be loaded with the bitmap. For example, if
your bitmap has blue, and the .bmq has pink for the car color, it
will act as a pearlescent paint which "shimmers" in the
sun. The effect doesn't work so perfectly though. The .bmq file
should be half of the size of the bitmap. (I.E. - Bitmap = 256x256,
BMQ = 128x128) If this is not done in this manor, your car will not
appear correctly in game. BMQ files are Bitmap files with renamed
extensions. (.bmp>.bmq)
Bitmap files are denoted by the
extention .bmp
3.
COLL
This
line shows the path of the hull file (or bounding box) of your
car.
Hull files are denoted by the extension .hul
4.EnvRGB
This
gives shines (or reflections) to your car using whole numbers from 0
to 255. The respective numbers (1 1 1) are Red, Green, and Blue
tints. This gives you the free option of having the shines whatever
color you want. The setting of "0 0 0" gives no shine (like
matte finish paint) whereas a setting of "10 10 10" would
give a light dusty look, and lastly the setting of "255 255 255"
would be the shines of that of a new car.
Table
of Contents
Car
Name
mODEL
AND bITMAP fILES
Car
Selection Display and Class
Car
Handling and Weapon Offset
Car
Body Details
Tires
and Additional Handling
Car
Springs
Pin
Details
Car
Axle Details
Car
Spinner
Car
Aerial Details
Car
AI Setup
Re-Volt
1.2/RVGL Additional Settings
Misc.
Info