Customize user cars through new entries in the car’s “Parameters.txt”

[ NOTE: To make sure your car stays compatible with legacy versions of
the game, precede each line of a new entry in the parameters file with
“;)”, without quotes. This is done in our examples below. ]

[ NOTE: Car folder names are limited to 19 characters. This may change in
the future. ]

Carbox Art

To add a box-art image to your car, use the TCARBOX parameter. This entry
works the same way as the TPAGE parameter. General syntax:

;)TCARBOX <path to carbox texture>

The carbox texture should be a full 256×256 bitmap image (although other
sizes may be supported), with pure white (RGB 255,255,255) background.
Mipmaps may be used for improved quality and performance (see the
Textures & Mipmaps section).

Custom Shadow

Each car can have its own shadow map, or it can use one of the preset
stock shadows (useful for default car repaints).

The shadow map is generally a 64×64 bitmap image containing a white
silhouette of the car on a black background. They can be generated from
the top view of the car (preferably from a 3D modeller) and then post-
processed in an image editor.

Re-Volt requires 5 coordinates supplied in the car Parameters.txt file to
position the shadow under the car. These are the Left, Right, Front and
Back edges and Height relative to the model center. These values are
independent of the car CoM and do not need to be updated upon changing
the CoM.

Parameters to be added:
– TSHADOW to specify the shadow texture, similar to TPAGE and TCARBOX
parameters. This parameter can be ignored if the car is not using a
custom shadow texture.
– SHADOWINDEX to use one of the default car shadows found in
“cars\misc\Shadow.bmp”. Set this parameter to -1 to use the generic
square shadow. This parameter can be ignored if TSHADOW is used.
– SHADOWTABLE parameter followed by 5 offset values for the Left /
Right / Front / Back / Height of shadow relative to model center.
Remove this line or set all offsets to zero if you’d like the shadow
to be automatically placed under the car’s body (in this case, the
shadow will not cover wheels extending out of the body).

General syntax:

 ;)TSHADOW ;)SHADOWINDEX -1 ; 0 to 27, (or) -1
 ;)SHADOWTABLE -10.2 10.2 30.4 -30.4 -4.2

[ NOTE: For a walkthrough on generating and setting up a car shadow, and
to download an example car, see: ]
[ ]

Stats Display

User cars can show the Speed / Acceleration / Weight bars in the car
selection screen.

To use this feature, calculate and fill in the TopEnd and Acc parameter
values using Start Race -> Calc Car Stats option in DEV mode. Weight
takes the same value as the car mass.

[ NOTE: v1.2 also requires the Trans parameter to be properly filled in. ]

Then add the following line in the Frontend section of the parameters

 ;)Statistics TRUE

[ HINT: TopEnd gives the maximum top-speed that can actually be reached
by the car. Acc gives time, in seconds the car takes to reach the top
speed. ]

[ NOTE: To download an example car with custom shadow and stats, see: ]
[ ]

Hood & Rear Camera

Configure the hood and rear-view cameras for your car by adding the new
CAMATTACHED section in your parameters file. Below is a sample:

 ; Camera details
;)CAMATTACHED { ; Start Camera
 ;)HoodOffset -0.12 -71.81 -60.01 ; Offset from model center
 ;)HoodLook 0.02 ; Look angle (-0.25 to 0.25, 0.0 - straight)
 ;)RearOffset -0.12 -71.81 27.24
 ;)RearLook 0.03
 ;)} ; End Camera

Special Effects

Enable Rotor, UFO or Mystery effect for your user car by adding new
parameters in the “Handling related stuff” in the parameters file.
General syntax:

 ;)Flippable FALSE ; Rotor car effect
 ;)Flying FALSE ; Flying like the UFO car
 ;)ClothFx FALSE ; Mystery car cloth effect

[ NOTE: Mystery car effect will also need modification to the car mesh to
flag the polygons that form the edges of the cloth. For more details,
see: ]
[ ]

To use Panga affect (i.e., head turning and ducking according to speed),
modify the SPINNER section. Further, you can use rotation only, ducking
(translation) only, or both.
General syntax (in the SPINNER section):

 ;)Type 0 ; 1: Default rot, 2: Turn with steer,
 ; 4: Translate with speed, 6: both 2 and 4
 ;)Trans 0.000000 3.000000 6.000000 ; Translation max
 ;)TransVel 0.001000 ; Velocity factor

[ NOTE: Unlike in legacy versions (eg., default Panga car) where TransVel
was zero to make the spinner turn with steer, now TransVel specifies the
speed of turning, so it should be non-zero. A TransVel value of zero
denotes that the spinner doesn’t turn at all. ]

AI Selectability

Disable a user car for AI selection by adding the CPUSelectable parameter
in the “frontend and selectability” section in the parameters file.
General syntax:

;)CPUSelectable FALSE

This is taken from the 1.2 changelog, posted here to make it more accessible.

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