Customize user tracks through new entries in the “level”.inf file and the extensive “custom” folder support.

Custom Music

To play a custom music track in your level instead of the default CD
audio, use the MP3 entry in the “level”.inf file. General syntax:

 MUSIC 'folder/to/music.*'

Supported formats are OGG (recommended), MP3 and WAV (not recommended).

[ NOTE: The entry used to be called
MP3. It can still be used.]

[ NOTE: If both MUSIC and REDBOOK lines are present in the inf, MUSIC has the
higher priority.]

Supporting Game Modes

Practice: User tracks can be played in Practice mode. Add a single star
object for this mode, when the player finds and catches it, the progress
will be saved.

Battle & Stunt: These special type of tracks can be created and supported
with the help of a new GAMETYPE entry in the “track”.inf file. General
syntax:

 GAMETYPE    1  ;Track type (1:battle, 2:stunt)

Add several stars for Battle Tag mode, and upto 64 stars for Stunt Arena.
Progress for Stunt track type is saved and displayed.

Reverse Mode: Support for Reverse mode can be added by including a
“reversed” folder in your track folder, containing the needed files (see
the default levels for an example).
[ HINT: Several edit modes (AI Nodes, Pos Nodes) support automatically
reversing the data for you, by using the LShift + R command. ]

Advanced Customization

Added support for advanced custom content in user tracks. This includes
but not limited to:
– Animated objects
– Skymap, clouds, other graphics
– Sound effects
– Loadscreen image
– HUD, menu and font

This works by replacing default (stock) data with custom content. When a
model, sound, texture, etc. has to be loaded, the file is first searched
inside the “custom” sub-folder located in the current track’s folder.

The only thing to do to add custom content in your track is to create a
“custom” folder inside the track’s directory and place the custom files
inside, with the same name as the stock content you want to replace.

Customizable files

  • Skyboxes: sky_bk.bmp to sky_tp.bmp
  • All Objects added in Edit mode (MAKEITGOOD): the .m files and their associated .hul or .ncp file, if any.
  • All the .wav files (sfx).
  • All track files: .fob, .fld, .fan, .fin, .cam, .pan, .tri, .taz, .por, .w, vis, .rim, .ncp, .lit.
  • The track textures.
  • trolley.bmp, sun.bmp, dragon.bmp, water.bmp, clouds.bmp
  • loadlevel1.bmp to loadlevel4.bmp
  • fxpage1.bmp to fxpage3.bmp
  • font.bmp, loading.bmp and spru.bmp
  • gogo.m and go1.m to go3.m

This is an exhaustive list. Some of these files should practically never
be customized. The support for some formats was only added to be able to
release a track compatible with both v1.2 and legacy Re-Volt version (see
the Compatibility Notes section below).

[ NOTE: In Reverse mode, the custom version of the files that Re-Volt
expects to find in the “reversed” folder have to be placed inside the
“custom\reversed” folder to be detected. ]

Compatibility Notes

With support for custom track files (.fob, .fin, etc), it is possible to
to include, for example, a simplified .fob file in the main track folder
and a custom .fob file placed in the “custom” folder. That way, the track
can be played with both v1.2 and legacy Re-Volt versions.

The recommended practice is to first create the simplified track files,
then copy those files into the “custom” folder and continue working in
Edit mode to add v1.2 specific customizations. Any modifications will now
be saved in the “custom” folder without touching the main track files.

When designing simplified track files for legacy versions, the following
limitations need to be taken into account:

Texture Animation: The simplified world (.w) file should contain no more
than 16 texture animation slots, any more will crash legacy versions.

Camera Nodes: This edit mode gives you an option whether to save the .cam
file in the old format or the new v1.2 format (with support for higher
range). If you are sure your track coordinates are within the range of
(-32768 to 32768), you can choose to save in the old format without
having to worry about compatibility.
If your track exceeds the specified range, first create a simplified .cam
file with nodes staying within the range and save it with the old format.
Then copy this .cam file to your “custom” folder and continue adding the
rest of the nodes, this time saving it with the new format.

Conveyor Effect: The direction of conveyor effect is hardcoded in legacy
versions, hence not easy to support in those versions. It is recommended
to first create the world (.w) or instance (.fin) file with no conveyor
effect, then use custom support to add the effect later.

Limitations: Any content exceding these limits will simply be ignored by
legacy versions and are not of concern for compatibility.

  • Pickups: 40
  • Objects: 128
  • Instances: 200

Below limits are not usually exceeded but if otherwise, you might want to
use custom support to include simplified files.

  • Track Zones: 128
  • Collision polygons: 16384

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

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