Just turned out that AMW’s and especially Cougar’s parameters are wrong (ie they differ from the dreamcast version). Nero found this out by browsing through the Dreamcast version’s CARINFO.TXT. The Dreamcast parameters are to be considered as the correct ones as they are more recent.
What now? You can fix them by replacing the lines after the break of your AMW’s and Cougar’s Parameters.txt (from ‘Handling Related Stuff’ onwards) or downloading both fixed Parameters.txti fixed for you.
I’ve been doing some archaeological digs and found some interesting stuff. This is a little gallery page for the design odds and sods that were knocked up during the production phase of Re-Volt circa 1997 -1999, stuff that’s been haunting my dusty hard drives – they might bring some light amusement and maybe some insight to the original design choices, and the ideas that were bouncing around the team at the time. Hopefully some of the other guys have got some stuff, and they can add to the pile. Enjoy some Re-Volt history, – Thank you to the whole RV community for not turning the life-support machine off 🙂
Publicity screengrab with the original Re-Volt logo (which Acclaim rejected, maybe it looked too socialist), car was made and textured by James Duncan
The first concept sketch for Re-Volt EVER – 1997 – construction yard theme
page one of the original concept design document
page two of the original concept design document
page 3 of the original concept design document
early (and unconvincing attempt) to bring RV life to the Natural History Museum
the rooftop race was the first theme we tried, – polycount to die for
The Red Thumb Gang was an idea I had to give the game some “faces”, these lab animals trained to play the game. To my eternal dismay this didn’t go down well with our Exec’s
An inner city council estate was one of Simon’s ideas, it was an offshoot of our rooftops theme. This was extensively built with effects, but the stairs nixed the whole idea.
Poster idea using a decal sheet (like the one’s you get with airfix kits etc),
Rooftops of the council estate
Sounds play a big part in establishing the environment, – Simon had this idea that you could hear domestic violence behind some of the doors on the council estate. We were way ahead of our time.
Council estate, get shafted by the lift shaft
The original rooftops course was epic, – it incorporated all the rooftop storyboard scenes, <>
We considered a sponsorship tie-in with battery manufacturers (Models and render by Simon Harrison)
Random car sketches
Chimichanga – basically a fast tractor
Screengrab of the editor mode as a work in progress (date unknown)
The first model of the first Re-Volt level – whittled down from the original concept sketch
Skeletal gibbons swinging from the roof – as if the game wasn’t hard enough already
The legendary mummy jump, – I don’t know why this didn’t pass muster, feel free to use it in V1.3
Hi-rez rendering/lighting for museum textures
Concept sketch from the Egyptian wing of the museum, note how the cars exit from a Sphinx’s tea-towel holder
Lesser known headless apatosaur, – before we stripped the polys down to within an inch of its life
Primitive texture page for the (Ken Loach inspired) council estate level
More of the never to be council estate level, – mix-n-match urban decay and squalor
Screengrab from Fiddlers on the Roof, the first RV level – heavy fog coming in
Another view of Fiddlers
Early logo proposal
Renders for the space wing of the museum
Early concept for Bertha Ballistics – “Doh!” was considered as a game title, until we regained our senses.
Fiddlers 1 (fireworks)
Fiddlers 3 – Off piste
Fiddlers 12 – we had this scenario working in real time, it was totally possible.
Early museum sketch
other logos were proposed ( but were rejected I think )
Today, I’m going to represent a new tool , the texYUI (Texture Animation, Yet another User Interface).
It’s built in using a parallel engine to nVolt (I’ll call it YUI for now…). Open Source Re-Volt implementation for .NET languages and built on top of Irrlicht.NET (later Mogre or OpenGL). The new engine will be also used in a program based on Car::Load (named Re-Volt Car studio. See the offtopic post below which is partially planned to be released within a month).
The Texture animation editor will be based on frames (and of course, frames animations) with final preview before exporting (for now it’ll be nVolt… may change that later on the ink and paper plans). The tool is estimated to be released next week (and final version the next one). Fully dedicated to Dave-o-rama and KiWi.
Just to note, about the YUI engine: It’s possible to build it further to become a new makeitgood but I guess it’s futile… perhaps advanced ai editor or mirror editor may be proposed but for now, let’s just keep one project alive… if you’ve got a better idea I can develop it if it’s needed.
The final version before halting: Download
Finished documentation + 2 tutorials
Click on the file extension to get more information about creating/customizing.
– Provides information about the track needed by Re-Volt
– This is the world mesh containing the 3D model itself and UV texture information as well as advanced properties like wether a poly is double sided and glossiness.
– World collision file: contains the collision data (solid or not) and the material properties. Basically, this is the same mesh as the .w file with polies which the car won’t be able to reach cut off.
– This file can be created in Makeitgood-mode. It contains the AI nodes and tells the computer-controlled cars where to drive to.
– Pos Nodes: needed to calculate the length of the track.
– Track Zones: needed to get sure that the cars complete one lap.
– Triggers are e.g. used for signs (the red ones telling you where to go on top of the screen), object throwers and reposition.
– A file containing a mesh with rectangles telling where the mirrors are.
– Portals (“Erm, nothing to see here…” in Makeitgood)
– Visiboxes tell what part of the track must not be displayed when at a certain position. This is used to increase the frame rate.
– Lights file: You can use lights and shadowboxes to make your track even more beautiful.
Farce Fields: often used for Water (e.g. Toytanic pool), decreasing gravity or wind for tumbleweeds in Ghost Town.