Re-Volt
1.2/RVGL
Additional Options
Info:
If
you are running the latest Re-Volt 1.2 patch, you will find that
Re-Volt 1.2 adds many options to the Parameters.txt file. Such as the
ability to drive upside-down, a turning head (such as Panga), and an
additional camera. If you are not running the latest Re-Volt 1.2
patch, it is highly recommended. You can acquire it from
here:
Re-Volt
1.2 @ RVZ
RVGL
@ RV Live Forums
Commands
lines added in by Re-Volt 1.2 begin with a semi-colin ( ; ) and right
parenthesis ( ) ). Only then will Re-Volt recognize the command line.
The command lines should be placed in the proper sections in
Parameters.txt. (This section of instructions will use different
command lines from different DLC cars).
Model and Bitmap Files
;)TCARBOX
"cars\93cr\carbox.bmp"
;)TSHADOW
"cars\93cr\shadow.bmp"
;)SHADOWINDEX -1
;)SHADOWTABLE
37.0 -37.0 80.0 -81.0 -5.0
1.
TCARBOX
This
line is used to load a custom carbox bitmap for the user's car. This
is for display in the car selection screen.
2.
TSHADOW
This
command is used to load a custom shadow bitmap to your car. This is
used when the user or AI select the car for use. This is recommended
if the car would (in real life) cast a unique shadow on the ground.
However, if your car is similar to the shape of one of the stock
Re-Volt cars, it may be better to use the SHADOWINDEX setting, as
this will save on disk-space.
3.
SHADOWINDEX
This
option lets you select one of the stock Re-Volt car shadows. It uses
the numbers 0 to 27, plus an additional "number" called
TSHAD. TSHAD means that the shadow is a special sort of shadow. Here
is a list of the shadows by number for the stock Re-Volt cars so that
it is easier to select which shadow is best for the car.
RC
Bandit 0
Dust Mite 1
Phat Slug 2
Col. Moss 3
Harvester
4
Dr. Grudge 5
Volken Turbo 6
Sprinter XL 7
RC San
8
Candy Pebbles 9
Genghis Kar 10
Aquasonic 11
Mouse
12
Evil Weasel 13
Panga TC 14
R6 Turbo 15
NY 54 16
Bertha
Ballistics 17
Pest Control 18
Adeon 19
Pole Poz 20
Zipper
21
Rotor 22
Cougar 23
Humma 24
Toyeca 25
AMW 26
Panga
27
Clockworks TSHAD
UFO TSHAD
4.
SHADOWTABLE
This
setting will stretch (or scale) the size of the shadow select by
SHADOWINDEX or loaded in by the TSHADOW commands.
This setting
works on an XX, YY coordinate system. The first number (this should
be a positive number) draws the shadow to the right (X axis) of the
car. The second number (should be negative) will enlarge the shadow
to the left (x axis) of the car. The third number (should be
positive) moves along the Y axis and will move the shadow toward the
front of the car.
The 4th number (should be negative) moves the
shadow along the the Y axis and stretches. the shadow toward the rear
of the car.
The fifth number is a special case, as this reacts
like the sun, shining down light on a moving object, as the object
moves at a different angle against the light, the shadow will move.
Thus, this is the movement of the shadow. It works with negative
numbers, and the greater the negative number, the farther the shadow
will move from the car as it is steered. A number of -5 will give a
fairly stable shadow. Too much movement is not recommended.
Car Selection Display and Class
;)Statistics
TRUE
;)CPUSelectable TRUE
1.
Statistics
This
is a TRUE/FALSE flag which tells Re-Volt if the statistics of the car
are shown in the car selection screen.
2.
CPUSelectable
This
is a TRUE/FALSE flag which tells Re-Volt if the car can be used by
the AI.
Car Handling and Weapon Offset
;)Flying
TRUE
;)Flippable FALSE
;)ClothFx FALSE
1.
Flying
This
is a TRUE/FALSE flag which tells Re-Volt if the car is a flying car
(like the UFO) or non-flying car.
2.
Flippable
This
is a TRUE/FALSE flag which tells Re-Volt if the car can drive
upside-down without affecting the steering controls (such as Rotor)
or not.
3.
ClothFx
This
is a TRUE/FALSE flag which tells Re-Volt to apply animation to the
car or not. This animation looks much like a floating sheet (Such as
the Mystery Car).
Tires and Additional Handling
;)Camber -0.800000
1.
Camber
The
Camber setting adjusts the angle of the car's tires. Inputting a
negative number will bring the tops of the tires closer to the center
of the car, while pushing the bottom of the tires outward. A Positive
number will bring the bottom of the tires closer to the center and
will push the top outwards.
This setting works on degrees. A
number of 90 will turn the tires on it's side, however, it is better
to keep this number below 40 (or above -40), as angles greater than
this will cause adverse handling issues for the car.
When
this setting is tuned within the norm (5 degrees), it mildly affects
the handling of the car, which can be used to help the car's corner
entry and exit.
When more negative camber is present on one
side of the car, this will cause the car to pull to that side. This
sort of set-up would be ideal for a NASCAR car, as it is designed to,
mostly, drive around an oval track.
Car Spinner
;)Type
1
;)Trans 0.000000 3.000000 6.000000
;)TransVel 0.001000
1.
Type
This
command line tells Re-Volt how the spinner behaves. It uses the
values 1, 2, 4, and 6.
The input of 1 is the basic rotating
spinner (Such as the radar on the top of Bertha Ballistics).
The
value of 2 causes the spinner to turn (not rotate) to the left and
right when the steering of the car is turned left or right. The same
function occurs for the numerical inputs of: -9, -6, -2, -1, 3,
7
The number 4 will cause the spinner to shift in it's
rotational direction the car moves forward, and then shift back when
reverse is engaged, or the car is stopped. This can be used in tandem
with the "Trans" to create working tail lights for a
car.
An input of 6 is a combination of 2 and 4, to create a
picture of this, it is like a powered front wheel which turns.
2.
Trans
This
setting tells Re-Volt how far a turning (non-rotating) spinner will
move on the X, Y, and Z axis. This responds to the steering of the
car. (Type 2 spinner.)
Higher numbers will cause the object to
move farther. While lower numbers permit lesser movement.
Modifying
the Z axis will allow for the use of working tail lights in game.
However, the "TransVel" setting will also need adjusted, as
it deals with the speed of the spinner.
3.
TransVel
This
is the speed at which a turning spinner (such as the turning head of
Panga) will move. This value should always be a positive number and
never 0. The higher this number is, the faster the spinner will
react.
When using this setting for tail lights, it is
suggested to use a number of 10 or more, to make sure the object is
not seen in motion.
Additional Car Camera
;====================
;
;)Camera
;====================
;)CAMATTACHED { ; Start
Camera
;)HoodOffset 40.00 -10.00 -160.00
;)HoodLook
0.01
;)RearOffset 0.00 150.00 300.00
;)RearLook 0.04
;)} ;
End Camera
1.
Camera
This
signifies the beginning of the camera section.
2.
CAMATTACHED
With
this line being present, it will add an additional viewport for the
car.
3.
HoodOffset
This
is the position of the camera from the hood of the car for the front
view. It works on an XYZ coordinate system.
On the X axis (1st
number), positive numbers will move the camera to the right of the
car, and negative numbers will move it to the left.
On the Z
axis (2nd number) positive numbers will move the camera downwards,
and negative will move the camera's position up.
On the Y axis
(3rd number) negative numbers will move the camera to the rear of the
car, and positive numbers will move it to the front.
4.
HoodLook
This
is the angle of the camera (as if rotated on the X axis). Lower
numbers will cause the camera to look straight ahead, and higher
numbers will cause the camera to angle downward towards the ground.
Use very small increments with this setting, as, 0.04 seems to work
quite nicely with most cars (for a forward facing viewport).
5.
RearOffset
This
is the position of the camera from the hood of the car for the rear
view. It works on an XYZ coordinate system.
On the X axis (1st
number), positive numbers will move the camera to the right (when
standing behind the car) of the car, and negative numbers will move
it to the left.
On the Z axis (2nd number) positive numbers
will move the camera upwards, and negative will move the camera's
position down.
On the Y axis (3rd number) negative numbers
will move the camera to the rear of the car, and positive numbers
will move it to the front.
6.
RearLook
This
is the angle of the camera (as if rotated on the X axis). Lower
numbers will cause the camera to look directly behind, and higher
numbers will cause the camera to angle downward towards the ground.
Use very small increments with this setting.
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