[Tutorial] TexYUI (Advanced) – Texture Animation

Author: kay

Original thread: http://z3.invisionfree.com/Revolt_Live/index.php?showtopic=2953

Hello, I’ve heard that many people are having problems with getting started with TexYUI and many are considering TexYUI as ‘for beginners’ while beginners consider it for ‘experts’.

Let’s face it TexYUI isn’t a game and anything other than a game is hard to manage…

That’s why and for “TexYUI promotion compaign” I’ve decided (after talking with MarvTheM) to make ‘visual tutorials’ so everybody could start using TexYUI

Continue reading [Tutorial] TexYUI (Advanced) – Texture Animation

Cougar and AMW: Wrong Parameters Since 14 Years (Windows Version)

Hey Re-Volters,

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.txt i fixed for you.

Continue reading Cougar and AMW: Wrong Parameters Since 14 Years (Windows Version)

How to create Bitmaps with Alpha channel for Re-Volt 1.2

This tutorial is for Photoshop 13.0 (CS6). Instructions for GIMP are coming soon.

Contact me if you have questions. I’m likely to answer immediately.

The Re-Volt 1999 Scrapbook Deluxe

This is a backup of the original post.

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 🙂

Paul Phippen


Texture Animation (the YUI project) by Kallel A.Y

Hi all
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:
Finished documentation + 2 tutorials



Track and instance file structure breakdown


Introduction / Disclaimer
Basic informations
Level .w file
Instance .prm file
.ncp file
.por file
.rim file
Data structures
structure World
structure Mesh
structure Polygon
structure Vertex
structure Vector
structure UV
structure FunnyBall
structure WorldNCP
structure Polyhedron
structure Plane
structure LookupGrid
structure LookupList
structure UnknownList
structure EnvList
structure Bounding Box
structure RIM_Entry
structure POR_Entry

Continue reading Track and instance file structure breakdown

Tutorial: Track Files

Note: This is a draft (incomplete)

You will find these files in a track folder:

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.