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