;==================== ; Model Filenames ;==================== MODEL 0 "cars\beatall\body.prm" MODEL 1 "cars\beatall\wheelfl.prm" MODEL 2 "cars\beatall\wheelfr.prm" MODEL 3 "cars\beatall\wheelbl.prm" MODEL 4 "cars\beatall\wheelbr.prm" MODEL 5 "cars\beatall\spring.prm" MODEL 6 "NONE" MODEL 7 "NONE" MODEL 8 "NONE" MODEL 9 "cars\beatall\axle.prm" MODEL 10 "NONE" MODEL 11 "NONE" MODEL 12 "NONE" MODEL 13 "NONE" MODEL 14 "NONE" MODEL 15 "NONE" MODEL 16 "NONE" MODEL 17 "cars\misc\Aerial.m" MODEL 18 "cars\misc\AerialT.m" TPAGE "cars\beatall\car.bmp" COLL "cars\beatall\hull.hul" EnvRGB 200 200 200
This command loads 3d files by showing the path to the file, beginning from the Re-Volt root directory. If you wish to load more models into your car, the directory for the file must be loaded through these lines.
Model files are denoted by the extensions .prm and .m.
This line shows the directory of the bitmap (or texture/paint) that your car will use. If you are using the original Re-Volt you are limited to a bitmap size of 256x256. If you are running the latest Re-Volt 1.2 patch (or RVGL), you can load a bitmap size up to 8192x8192. However, you must be sure that your model is mapped to the proper sized bitmap. (If you apply a 1024x1024 map to a model that is mapped to a 256x256 map, it will not show correctly, and vice-versa.)
The use of the .bmq file can increase the visualization of your car. This file will automatically be loaded with the bitmap. For example, if your bitmap has blue, and the .bmq has pink for the car color, it will act as a pearlescent paint which "shimmers" in the sun. The effect doesn't work so perfectly though. The .bmq file should be half of the size of the bitmap. (I.E. - Bitmap = 256x256, BMQ = 128x128) If this is not done in this manor, your car will not appear correctly in game. BMQ files are Bitmap files with renamed extensions. (.bmp>.bmq)
Bitmap files are denoted by the extention .bmp
This line shows the path of the hull file (or bounding box) of your car. Hull files are denoted by the extension .hul
This gives shines (or reflections) to your car using whole numbers from 0 to 255. The respective numbers (1 1 1) are Red, Green, and Blue tints. This gives you the free option of having the shines whatever color you want. The setting of "0 0 0" gives no shine (like matte finish paint) whereas a setting of "10 10 10" would give a light dusty look, and lastly the setting of "255 255 255" would be the shines of that of a new car.