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00000000..073d9128 --- /dev/null +++ b/levels/aqueduct/aqueduct.inf @@ -0,0 +1,24 @@ +;---------------------------- +; Revolt .INF file structure +;---------------------------- + +NAME 'Aqueduct' +STARTPOS -190 0 -1957 +STARTPOSREV 276 0 -1714 +STARTROT 0 +STARTROTREV 0.5 +STARTGRID 0 +STARTGRIDREV 0 +FOGSTART 45000 +FARCLIP 90000 +FOGCOLOR 135 206 235 +VERTFOGSTART 0 +VERTFOGEND 0 +WORLDRGBPER 80 +MODELRGBPER 80 +INSTANCERGBPER 80 +MUSIC 'levels\aqueduct\comfort.mp3' +REDBOOK 1 3 +DIFFICULTY 3 +CHALLENGE 0 28 200 +CHALLENGEREV 0 28 300 diff --git a/levels/aqueduct/aqueduct.lit b/levels/aqueduct/aqueduct.lit new file mode 100644 index 00000000..e29aeb39 Binary files /dev/null and b/levels/aqueduct/aqueduct.lit differ diff --git a/levels/aqueduct/aqueduct.ncp b/levels/aqueduct/aqueduct.ncp new file mode 100644 index 00000000..513440bc Binary files /dev/null and b/levels/aqueduct/aqueduct.ncp differ diff --git a/levels/aqueduct/aqueduct.pan b/levels/aqueduct/aqueduct.pan new file mode 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a/levels/aqueduct/readme.txt b/levels/aqueduct/readme.txt new file mode 100644 index 00000000..6426a59b --- /dev/null +++ b/levels/aqueduct/readme.txt @@ -0,0 +1,21 @@ + + Aqueduct + ----------------------------- + by hilarious6 --- May 2023 + ------------------ + Length: 426 meters + Type: Extreme + ==================================================== + + *** To Install: Unzip into your main Re-Volt folder. + + ==================================================== + * Description: Race around a village that still uses an aqueduct. + ---------------------------------- + Textures from various sources, mainly from Urban Terror 4.1. + ---------------------------------- + * music - Comfort Zone by ZaazNG https://www.newgrounds.com/audio/listen/1060074 + ------------------------------------------------------------ + --- aSBkaWRudCBzcGVuZCB0aGUgbGFzdCA1IGRheXMgd29ya2luZyBvbiB0aGlzIG5vLCBpdHMganVzdCBsYWNrIG9mIGZyZWUgdGltZSB4RA== + + diff --git a/levels/aqueduct/reversed/aqueduct.fan 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diff --git a/levels/ccastle2/ccastle2.fan b/levels/ccastle2/ccastle2.fan new file mode 100644 index 00000000..b457784a Binary files /dev/null and b/levels/ccastle2/ccastle2.fan differ diff --git a/levels/ccastle2/ccastle2.fin b/levels/ccastle2/ccastle2.fin new file mode 100644 index 00000000..06622b70 Binary files /dev/null and b/levels/ccastle2/ccastle2.fin differ diff --git a/levels/ccastle2/ccastle2.fld b/levels/ccastle2/ccastle2.fld new file mode 100644 index 00000000..1a6e4bc3 Binary files /dev/null and b/levels/ccastle2/ccastle2.fld differ diff --git a/levels/ccastle2/ccastle2.fob b/levels/ccastle2/ccastle2.fob new file mode 100644 index 00000000..9af264de Binary files /dev/null and b/levels/ccastle2/ccastle2.fob differ diff --git a/levels/ccastle2/ccastle2.inf b/levels/ccastle2/ccastle2.inf new file mode 100644 index 00000000..7604f3e6 --- /dev/null +++ b/levels/ccastle2/ccastle2.inf @@ -0,0 +1,25 @@ +;-------------------------- +;Revolt .INF file structure +;-------------------------- + +NAME 'Forest Mansion 2' ;The name of the level as seen in-game +STARTPOS 14980 -360 4060 ;Start position of the car +STARTPOSREV 14410 -360 3260 ;Start position of the car +STARTROT 0.567 ;Start rotation of the car (0 - 1) +STARTROTREV 0.06 ;Start rotation of the car (0 - 1) +STARTGRID 0 ;Starting grid type +STARTGRIDREV 0 ;Starting grid type +FARCLIP 20000 ;Far clipping distance (draw distance) 10000 +FOGSTART 5000 ;Fog start (slightly less than FARCLIP) +FOGCOLOR 0 0 0 ;Fog and background color +VERTFOGSTART 0 ;Vertical fog start (as in rooftops) +VERTFOGEND 21000 ;Vertical fog end (as in rooftops) +WORLDRGBPER 50 ;RGB percent of original world gouraud +MODELRGBPER 50 ;RGB percent of original model gouraud +MIRRORS 0 0 20 0 50 ;Type - mix - intensity start - distance +REDBOOK 2 3 +SWEEPCAM 1 +CHALLENGE 0 43 000 +CHALLENGEREV 0 44 000 +DIFFICULTY 2 +OBTAIN 1 \ No newline at end of file diff --git a/levels/ccastle2/ccastle2.lit 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progress. +Unlock reversed mode by beating time trial challenge time. +____________________________________________________ + +ELEMENTARY 1 + +Length: 382m +Length(R): 382m +Difficulty: Easy + +Time Trial: 0:30:00 +Time Trial (R): 0:30:00 + +Practice Star: Yes + +Created: 02/05/2024 + + +____________________________________________________ + +Description: + +Back to basics! + +It's a sunny morning in early autumn as the toys prepare to race at the elementary school. +Zoom through the colorful hallways, classrooms and school grounds. +Start your engines, class is about to begin! + +____________________________________________________ + +Developers: + +GJ +-Models +-Textures +-Objects +-Animations +-Lighting and Shading +-Triggers and Cameras +-Visiboxes + +I Spy +-Color Design and Pallette +-Visual Design Advisor +-Animation Advisor +-Sound Recording and Curation + +Kipy +-AI Nodes +-POS Nodes +-Other makeitgood shenanigans/feedback/etc where applicable + + +Music is Overdriver_-_Revolt_1999_CentroidS_2021_Remake + +Made with Blender Plugin + +____________________________________________________ + +Stats: + +World Faces: 6,739 +With Instances: 14,345 +NCP Faces: 922 +Development Time: 6 Months + + +____________________________________________________ + +Trivia: + +-The elementary school tracks were roughly conceptualized in 2013 along side the fairground and home tracks. +-Lots of details and textures are directly from the elementary schools GJ and I_Spy attended. +-An example is the school bell sound effect (I_Spy spent hours making sure to find the right one). +-As well as the layout of the mudroom and kindergarten class. +-The tree species (boxelder and paper birch) and early autumn setting are authentic. +-The chalk drawing textures were done by GJ at a nearby park, and washed away by the rain a day later. +-The orange carpet was originally in the Home tracks, but we quickly realized it was better suited here. +-Art4.prm is a portrait made by GJs sister, depicting a band teacher she was not too fond of. +-Behind one of the classroom doors, a young GJ and his brother attempt to spell. The 22 year old recording is now a Re-Volt sound effect. + + +____________________________________________________ + +IMPORTANT +-Items in this directory are built and designed by GJ and I SPY. +-Please consult GJ before altering or reusing assets outside of personal use. (I'm lenient about asset use, don't be afraid to ask) +-Feel free to distribute as is without taking credit from the developers. +-Do not alter this Readme file, and include it in this directory if distributing to friend, family, or whomever. +-This track directory is free to download and use, it is not for sale and not to be sold. Period. + +Re-Volt Hideout +https://forum.re-volt.io/memberlist.php?mode=viewprofile&u=2090 + +Email (I don't check this too often) +grnthn2@gmail.com + +Discord +.?#8017 (replace ? with coffee mug emoji) + +I SPY is reclusive, but if all else fails you can try to contact him instead. He also isn't a spy that's just his name. + + + + +We hope you thoroughly enjoy this track, +Thank you :) diff --git a/levels/elementary1/alarm.prm b/levels/elementary1/alarm.prm new file mode 100644 index 00000000..05937664 Binary files /dev/null and b/levels/elementary1/alarm.prm differ diff --git a/levels/elementary1/apple.ncp b/levels/elementary1/apple.ncp new file mode 100644 index 00000000..63a93850 Binary files /dev/null and b/levels/elementary1/apple.ncp differ diff --git a/levels/elementary1/apple.prm b/levels/elementary1/apple.prm new file mode 100644 index 00000000..6273c9f9 Binary files /dev/null and b/levels/elementary1/apple.prm differ diff --git a/levels/elementary1/arrow1.prm b/levels/elementary1/arrow1.prm new file mode 100644 index 00000000..eced71a1 Binary files /dev/null and b/levels/elementary1/arrow1.prm differ diff --git a/levels/elementary1/arrow2.prm b/levels/elementary1/arrow2.prm new file mode 100644 index 00000000..1f409fa8 Binary files /dev/null and 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00000000..1859bf54 --- /dev/null +++ b/levels/elementary2/_README_.txt @@ -0,0 +1,107 @@ +____________________________________________________ +**IMPORTANT** +THIS LEVEL REQUIRES RVGL 20.0905a (or higher). + +This level may be locked depending on championship progress. +Unlock reversed mode by beating time trial challenge time. +____________________________________________________ + +ELEMENTARY 2 + +Length: 412m +Length(R): 412m +Difficulty: Easy + +Time Trial: 0:32:00 +Time Trial (R): 0:32:00 + +Practice Star: Yes + +Created: 02/05/2024 + + +____________________________________________________ + +Description: + +Day turns into afternoon at Paul Simon Elementary. +The ruckus continues as the toys race again, disregarding trouble. +Push past opponents in the cafeteria and rush to recess at the sunlit playground! + +____________________________________________________ + +Developers: + +GJ +-Models +-Textures +-Objects +-Animations +-Lighting and Shading +-Triggers and Cameras +-Visiboxes + +I Spy +-Color Design and Pallette +-Visual Design Advisor +-Animation Advisor +-Sound Recording and Curation + +Kipy +-AI Nodes +-POS Nodes +-Other makeitgood shenanigans/feedback/etc where applicable + + +Music is Overdriver_-_Revolt_1999_CentroidS_2021_Remake + +Made with Blender Plugin + +____________________________________________________ + +Stats: + +World Faces: 7,810 +With Instances: 15,994 +NCP Faces: 1,437 +Development Time: 6 Months + + +____________________________________________________ + +Trivia: + +-The school's name references the first names of two Re-Volt devs. +-It also alludes to the highschool's name from School's Out by Kiwi. Perhaps the students will one day attend there. +-The chocolate milk texture is the same design and brand as the ones in the Supermarket tracks. +-Nearly every room includes a US flag, authentic to the setting of the tracks. +-The cafeteria is actually a multi-purpose room. It includes a stage for assemblies and basketball hoops for when converted into a gym. +-One of the cars parked near the school belongs to someone from a previous track theme of ours. +-The bus pictured in a movie poster downtown foreshadowed the school theme. + + +____________________________________________________ + +IMPORTANT +-Items in this directory are built and designed by GJ and I SPY. +-Please consult GJ before altering or reusing assets outside of personal use. (I'm lenient about asset use, don't be afraid to ask) +-Feel free to distribute as is without taking credit from the developers. +-Do not alter this Readme file, and include it in this directory if distributing to friend, family, or whomever. +-This track directory is free to download and use, it is not for sale and not to be sold. Period. + +Re-Volt Hideout +https://forum.re-volt.io/memberlist.php?mode=viewprofile&u=2090 + +Email (I don't check this too often) +grnthn2@gmail.com + +Discord +.?#8017 (replace ? with coffee mug emoji) + +I SPY is reclusive, but if all else fails you can try to contact him instead. He also isn't a spy that's just his name. + + + + +We hope you thoroughly enjoy this track, +Thank you :) diff --git a/levels/elementary2/alarm.prm b/levels/elementary2/alarm.prm new file mode 100644 index 00000000..f579e24b Binary files /dev/null and b/levels/elementary2/alarm.prm differ diff --git a/levels/elementary2/apple.ncp b/levels/elementary2/apple.ncp new file mode 100644 index 00000000..63a93850 Binary files /dev/null and b/levels/elementary2/apple.ncp differ diff --git a/levels/elementary2/apple.prm b/levels/elementary2/apple.prm new file mode 100644 index 00000000..144cd3e1 Binary files /dev/null and b/levels/elementary2/apple.prm differ diff --git a/levels/elementary2/arrow1.prm b/levels/elementary2/arrow1.prm new file mode 100644 index 00000000..eced71a1 Binary files /dev/null and b/levels/elementary2/arrow1.prm differ diff --git a/levels/elementary2/arrow2.prm b/levels/elementary2/arrow2.prm new file mode 100644 index 00000000..1f409fa8 Binary files /dev/null and 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CollideWorld false + CollideObject false + CollideCam false + HasTrail false + FieldAffect false + Spins true + Grows false + Additive true + Horizontal false + Size 3 3 + UV 0 0 + UVSize 0.25 0.25 + TexturePage 47 + Color 30 30 30 + Mass 0.03 + Resistance 0.002 + Friction 0 + Restitution 0 + LifeTime 5.0 + LifeTimeVar 0.1 + SpinRate 0 + SpinRateVar 6 + SizeVar 2 + GrowRate 0 + GrowRateVar 36 + } + +SPARK { + ID 6 + Name "SCHOOL_GRASS" + + CollideWorld true + CollideObject true + CollideCam false + HasTrail false + FieldAffect true + Spins true + Grows false + Additive false + Horizontal false + + Size 8.000000 8.000000 + UV 0.812500 0.000000 + UVSize 0.062500 0.062500 + TexturePage 47 + Color 255 251 233 + + Mass 0.100000 + Resistance 0.020000 + Friction 1.000000 + Restitution 0.500000 + + LifeTime 1.000000 + LifeTimeVar 0.300000 + + SpinRate 0.000000 + SpinRateVar 15.000000 + + SizeVar 0.000000 + GrowRate 0.000000 + GrowRateVar 0.000000 + + TrailType -1 +} + +MATERIAL { + ID 4 + Name 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01 10 000 +STARTPOS -17487 -950 17107 ;Start position of the car +STARTPOSREV -16887 -950 16807 ;Start position of the car +STARTROT 0.75 ;Start rotation of the car (0 - 1) +STARTROTREV 0.25 ;Start rotation of the car (0 - 1) +STARTGRID 1 ;Starting grid type +STARTGRIDREV 1 ;Starting grid type +FARCLIP 10000 ;Far clipping distance (draw distance) +FOGSTART 8000 ;Fog start (slightly less than FARCLIP) +FOGCOLOR 0 0 0 ;Fog and background color +VERTFOGSTART 0 ;Vertical fog start (as in rooftops) +VERTFOGEND 0 ;Vertical fog end (as in rooftops) +WORLDRGBPER 100 ;RGB percent of original world gouraud +MODELRGBPER 32 ;RGB percent of original model gouraud +MIRRORS 1 0 0.3 256 ;Type - mix - intensity start - distance +REDBOOK 1 3 +MUSIC 'music\io\trance\zeta' +DIFFICULTY 4 diff --git a/levels/fdt13xmuse/fdt13xmuse.lit b/levels/fdt13xmuse/fdt13xmuse.lit new file mode 100644 index 00000000..147558a9 Binary files /dev/null and b/levels/fdt13xmuse/fdt13xmuse.lit differ diff --git 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b/levels/fdt8mtvf/reversed/fdt8mtvf.taz deleted file mode 100644 index ee3919a5..00000000 Binary files a/levels/fdt8mtvf/reversed/fdt8mtvf.taz and /dev/null differ diff --git a/levels/fdt8mtvf/reversed/fdt8mtvf.tri b/levels/fdt8mtvf/reversed/fdt8mtvf.tri deleted file mode 100644 index f8de9ef1..00000000 Binary files a/levels/fdt8mtvf/reversed/fdt8mtvf.tri and /dev/null differ diff --git a/levels/hcampcal/_lisezmoi.txt b/levels/hcampcal/_lisezmoi.txt new file mode 100644 index 00000000..949fa1f6 --- /dev/null +++ b/levels/hcampcal/_lisezmoi.txt @@ -0,0 +1,81 @@ +***************************************************************************** +* * +* H H OO L I DDD AA Y Y CCC AA M M PPP * +* H H O O L I D D A A YY C A A MM MM P P * +* HHHH O O L I D D AAAA Y C AAAA M M M PPP * +* H H O O L I D D A A Y C A A M M P * +* H H OO LLLL I DDD A A Y CCC A A M M P * +* par smag [Romeo]* +***************************************************************************** + + +Ce ficher est disponible en anglais (_ReadMe.txt) + + +Informations +************ + +Nom du circuit: Holiday Camp +Longueur: 1170 m +Difficult: Medium +Auteur: smag [Romeo] +Email: smag@belgacom.net + + +Installation +************ + +rpertoire d'installation: HCamp +Installation: Extraire HCamp.zip vers le rpertoire principal de Re-Volt +Uninstallation: Effacer \levels\HCamp + Effacer \gfx\HCamp.bmp + + +Description +*********** +C'est la tombe de la nuit... Dans ce camp de vacances, on joue au tennis le matin et on se promne... +Mais au coucher du soleil, les fans de Re-Volt envahissent le camp et s'affrontent jusqu'aux petites heures. + +Un long circuit pour voitures rapides compltement ralis avec Max. + + +Jouer en sens inverse +********************* + +Si vous aimez Holiday Camp, vous pouvez y jouer en mode "reverse". +(slectionnez un circuit original, renversez-le (nom du joueur : "TRACKER" pour avoir les privilges) +et slectionnez Holiday Camp) + + +Outils +****** + +3D Studio MAX, +PhotoShop/iPhoto Plus/MS Paint, +MAKEITGOOD Edit Mode/RV Extreme's Keyboard Commands Table, +ASE converter, +Prm2Ncp, +and rv-sizer. + + +Remerciements & Crdits +*********************** + +Merci Falbala pour ses impressions et pour les longues conversations qu'on a eu. +Merci Kidi pour certains modles et certaines ides qu'on a eu ensemble. +Merci TF pour certaines textures qu'il a fait pour moi. +Merci Gabor pour toutes les discussions et explications qu'on a eu par mail. +Merci toutes les personnes de Racerpoint d'tre l. +Merci Alexander Kroeller et Steven Ellis pour le convertisseur des formats Max vers Re-Volt. +Crdit Acclaim pour ce jeu extraordinaire. + + +Copyright / Permissions +*********************** + +Vous pouvez distribuer ce circuit, pour autant que vous ne le modifiiez pas et que vous incluiez ce fichier. +Vous pouvez tout utiliser dans ce package pour votre compte personnel condition de le faire gratuitement. + + +Bon amusement, +Romeo \ No newline at end of file diff --git a/levels/hcampcal/_readme.txt b/levels/hcampcal/_readme.txt new file mode 100644 index 00000000..b93bc6cb --- /dev/null +++ b/levels/hcampcal/_readme.txt @@ -0,0 +1,81 @@ +***************************************************************************** +* * +* H H OO L I DDD AA Y Y CCC AA M M PPP * +* H H O O L I D D A A YY C A A MM MM P P * +* HHHH O O L I D D AAAA Y C AAAA M M M PPP * +* H H O O L I D D A A Y C A A M M P * +* H H OO LLLL I DDD A A Y CCC A A M M P * +* by smag [Romeo]* +***************************************************************************** + + +This readme is available in french (_LisezMoi.txt) + + +Informations +************ + +Track name: Holiday Camp +Length: 1170 m +Difficulty: Medium +Author: smag [Romeo] +Email: smag@belgacom.net + + +Installation +************ + +Install folder: HCamp +Installation: Extract HCamp.zip into your Re-Volt folder. +Uninstallation: Delete \levels\HCamp + Delete \gfx\HCamp.bmp + + +Description +*********** +It's the nightfall... In Holiday Camp, we play tennis in the morning, +going for a walk... but at sunset, Re-Volt fans enjoys the camp to play all the evening... + +A long track made in Max designed for pro cars. + + +Playing reversed +**************** + +If you like Holiday Camp, you can also play it backwards. +(Select an original track, reverse it (play as "TRACKER" to have privileges), +and select Holiday Camp) + + +Tools +***** + +3D Studio MAX, +PhotoShop/iPhoto Plus/MS Paint, +MAKEITGOOD Edit Mode/RV Extreme's Keyboard Commands Table, +ASE converter, +Prm2Ncp, +and rv-sizer. + + +Thanks & Credits +**************** + +Thanks to Falbala for her impressions and for the long conversations we have. +Thanks to Kidi for some model and some idea we have together. +Thanks to TF for some texture he made for me. +Thanks to Gabor for all the discussion/explication we have by mail. +Thanks to everyone at RacersPoint to be there. +Thanks to Alexander Kroeller and Steven Ellis for the converter tools. +Credit to Acclaim for making this fabulous game. + + +Copyright / Permissions +*********************** + +You may distribute this track, provided you include this file, with no modification. +you can use any part of this package for you own work provided you do it for free. + + +Have fun, +Romeo \ No newline at end of file diff --git a/levels/hcampcal/bmw.ncp b/levels/hcampcal/bmw.ncp new file mode 100644 index 00000000..392619a6 Binary files /dev/null and b/levels/hcampcal/bmw.ncp differ diff --git a/levels/hcampcal/bmw.prm b/levels/hcampcal/bmw.prm new file mode 100644 index 00000000..189e5239 Binary files /dev/null and b/levels/hcampcal/bmw.prm differ diff --git a/levels/hcampcal/bmw2.ncp b/levels/hcampcal/bmw2.ncp new file mode 100644 index 00000000..ee0215c8 Binary files /dev/null and b/levels/hcampcal/bmw2.ncp differ diff --git a/levels/hcampcal/bmw2.prm b/levels/hcampcal/bmw2.prm new file mode 100644 index 00000000..41206a5e Binary files /dev/null and b/levels/hcampcal/bmw2.prm differ 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60000 ;Far clipping distance (draw distance) diff --git a/levels/hms_redux/custom/birds1.wav b/levels/hms_redux/custom/birds1.wav new file mode 100644 index 00000000..517272ff Binary files /dev/null and b/levels/hms_redux/custom/birds1.wav differ diff --git a/levels/hms_redux/custom/birds2.wav b/levels/hms_redux/custom/birds2.wav new file mode 100644 index 00000000..ba3ae1e5 Binary files /dev/null and b/levels/hms_redux/custom/birds2.wav differ diff --git a/levels/hms_redux/custom/birds3.wav b/levels/hms_redux/custom/birds3.wav new file mode 100644 index 00000000..ada051c9 Binary files /dev/null and b/levels/hms_redux/custom/birds3.wav differ diff --git a/levels/hms_redux/custom/eagle1.wav b/levels/hms_redux/custom/eagle1.wav new file mode 100644 index 00000000..8772e1bc Binary files /dev/null and b/levels/hms_redux/custom/eagle1.wav differ diff --git a/levels/hms_redux/custom/envroll.bmp b/levels/hms_redux/custom/envroll.bmp new file mode 100644 index 00000000..6d8daabb Binary files 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diff --git a/levels/hms_redux/hms_redux.inf b/levels/hms_redux/hms_redux.inf new file mode 100644 index 00000000..d5b8ead8 --- /dev/null +++ b/levels/hms_redux/hms_redux.inf @@ -0,0 +1,24 @@ +;-------------------------- +;Revolt .INF file structure +;-------------------------- + +NAME 'HMS Invincible: Redux';The name of the level as seen in-game +DIFFICULTY 2 +STARTPOS 200 800 0 ;Start position of the car +STARTPOSREV -800 800 0 ;Start position of the car +STARTROT 0.375 ;Start rotation of the car (0 - 1) +STARTROTREV 1.000 ;Start rotation of the car (0 - 1) +FARCLIP 32000 ;Far clipping distance (draw distance) +FOGSTART 30000 ;Fog start (slightly less than FARCLIP) +FOGCOLOR 50 50 50 ;Fog and background color +VERTFOGSTART 0 ;Vertical fog start (as in rooftops) +VERTFOGEND 0 ;Vertical fog end (as in rooftops) +WORLDRGBPER 100 ;RGB percent of original world gouraud +MODELRGBPER 100 ;RGB percent of original model gouraud +INSTANCERGBPER 100 ;RGB percent of original instance gouraud 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files /dev/null and b/levels/kadishs/rampe50.ncp differ diff --git a/levels/kadishs/rampe50.prm b/levels/kadishs/rampe50.prm new file mode 100644 index 00000000..c42ebd16 Binary files /dev/null and b/levels/kadishs/rampe50.prm differ diff --git a/levels/kadishs/readme_en.txt b/levels/kadishs/readme_en.txt new file mode 100644 index 00000000..19b21936 --- /dev/null +++ b/levels/kadishs/readme_en.txt @@ -0,0 +1,81 @@ +╔═══╦═══════╦═══ +║ ║SUMMARY║ +║ ╚═══════╝ +║ +║ Name: Kadish Sprint +║ Folder Name: kadishs +║ Author: Dyspro50 +║ Category: Extreme +║ Lenght: 814 meters +║ Date Completed: October 28th, 2016 +║ +║ Tools: MAKEITGOOD +║ Blender 2.73 with Jigebren's Re-Volt Plugin (v2015-02-27) +║ rvtmod8 +║ rvglue +║ PaintDotNet +║ +╚══════════════ + +╔═══╦═════════════════╦═══ +║ ║TRACK DESCRIPTION║ +║ ╚═════════════════╝ +║ +║ "Kadish Sprint" is a track based upon the "URU : Ages Beyond Myst" level named Kadish Tolesa. Purple building, floating +║ vault, stone pillars, trees... everything is inspired form that level (called "Ages" in that game). +║ +║ Reverse mode is currently unavailable. It is planned for release in 2017. +║ +║ Track music is from URU. However, it is not really a music but an ambiance. +║ +╚═════════════════════════ + +╔═══╦════════════╦═══ +║ ║KNOWN ISSUES║ +║ ╚════════════╝ +║ +║ One Waterbox near the finish near the pedestal is placed in a way that cars flying in the air will hit them. +║ This issue occured because the Waterbox object cannot be rotated to allow a diagonal waterbox. However, this +║ do not affect the gameplay. +║ +╚════════════════════ + +╔═══╦═════╦═══ +║ ║NOTES║ +║ ╚═════╝ +║ +║ - This track is only compatible with Re-Volt 1.2 and RVGL and was mainly designed with +║ alpha build 15.0325 of v1.2 and build 16.0927 of RVGL. +║ +║ - Every textures and sounds (Except one default Re-Volt birds songs) are from URU. +║ +║ - Every meshes (M, PRM, W) except those below are done by me. +║ You can reuse any of them if you want, but only if you credits me. +║ +║ - lrgrock1, lrgrock2, xlgrock1 and xlgrock2 from JimK Offroad Kit by JimK himself, edited by Dyspro50. +║ +║ - If you have any questions, please contact me on Revolt Live, or by e-mail at dyspro50@gmail.com +║ +╚═════════════ + +╔═══╦═════════════════╦═══ +║ ║SPECIAL THANKS TO║ +║ ╚═════════════════╝ +║ +║ - Beta testers : Tarun and MightyCucumber +║ +║ - Cyan Worlds for the Myst video game series that inspired this track +║ +║ - aerodark on OpenClassrooms for his nice Blender tutorial +║ +║ - All Re-Volters who support the project +║ +║ - You for downloading this track ! +║ +╚═════════════════════════ + + + Dyspro + + +******************************************************************************************************** diff --git a/levels/kadishs/readme_fr.txt b/levels/kadishs/readme_fr.txt new file mode 100644 index 00000000..55b74f6f --- /dev/null +++ b/levels/kadishs/readme_fr.txt @@ -0,0 +1,86 @@ + +*** THIS IS THE FRENCH VERSION OF THE README. FOR ENGLISH, PLEASE SEE readme_en.txt *** + +╔═══╦══════╦═══ +║ ║RÉSUMÉ║ +║ ╚══════╝ +║ +║ Nom: Kadish Sprint +║ Nom du dossier: kadishs +║ Auteur: Dyspro50 +║ Catégorie: Extreme +║ Longueur: 814 mètres +║ Date de complétion: 28 octobre 2016 +║ +║ Outils: MAKEITGOOD +║ Blender 2.73 avec le plug-in de Jigebren pour Re-Volt (v2015-02-27) +║ rvtmod8 +║ rvglue +║ PaintDotNet +║ +╚══════════════ + +╔═══╦═══════════╦═══ +║ ║DESCRIPTION║ +║ ╚═══════════╝ +║ +║ «Kadish Sprint» est un circuit basé sur le niveau nommé «Kadish Tolesa» du jeu vidéo «URU : Ages Beyond Myst». +║ La bâtisse mauve, la voute suspendue, les larges piliers en pierre, les arbres... tout est inspiré de +║ ce niveau. D'ailleurs, les niveaux sont appelés des «Âges» dans ce jeu. +║ +║ Le mode à l'envers (Reversed) n'est pas disponible pour le moment. Il est prévu pour 2017. +║ +║ La musique d'arrière-plan provient d'URU. Par contre, c'est plutôt une musique d'ambiance, rien d'entraînant. +║ +╚═══════════════════ + +╔═══╦════════════════╦═══ +║ ║PROBLÈMES CONNUS║ +║ ╚════════════════╝ +║ +║ Une des Waterbox située près du piédestal près de la fin est placée d'une façon où tout véhicule +║ volant dans les airs vont entrer en contact avec cette Waterbox. +║ Ceci est causé par le fait que l'objet de type Waterbox ne peut être tourné pour le mettre sur un champ diagonal. +║ Cependant, cela n'affecte pas l'expérience de jeu car ce n'est qu'esthétique. +║ +╚════════════════════════ + +╔═══╦═════╦═══ +║ ║NOTES║ +║ ╚═════╝ +║ +║ - Ce circuit n'est compatible qu'avec Re-Volt 1.2 et RVGL et il a été principalement conçu avec +║ le alpha build 15.0325 du v1.2 et le build 16.0927 de RVGL. +║ +║ - Toutes les textures et les sons (Excepté un son d'oiseaux, qui vient de Re-Volt) proviennent d'URU. +║ +║ - Toutes les mailles (M, PRM, W) excepté ceux spécifiées ci-dessous sont conçues par moi. +║ Vous avez l'autorisation de les réutiliser comme vous le voulez, mais seulement si vous mentionnez son auteur original. +║ +║ - lrgrock1, lrgrock2, xlgrock1 et xlgrock2 viennent du JimK Offroad Kit par JimK lui-même, édité par Dyspro50. +║ +║ - Pour toutes questions, S.V.P. contactez-moi sur Revolt Live, ou par courriel à l'adresse dyspro50@gmail.com. +║ +╚═════════════ + +╔═══╦══════════════════╦═══ +║ ║REMERCIMENTS À/AUX║ +║ ╚══════════════════╝ +║ +║ - Testeurs des versions Beta : Tarun et MightyCucumber +║ +║ - Cyan Worlds pour la série de jeux vidéo Myst, qui a inspiré ce circuit +║ +║ - aerodark sur OpenClassrooms pour son excellent tutoriel sur Blender +║ +║ - L'ensemble des Re-Volteurs qui ont supporté le projet +║ +║ - Vous pour avoir téléchargé le circuit ! +║ +╚══════════════════════════ + + + Dyspro + + +******************************************************************************************************** diff --git a/levels/kadishs/reversed/kadishs.cam 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100644 index 5c632b05..00000000 Binary files a/levels/medieval-redux/medieval-redux.fan and /dev/null differ diff --git a/levels/medieval-redux/medieval-redux.fld b/levels/medieval-redux/medieval-redux.fld deleted file mode 100644 index 69c0b79e..00000000 Binary files a/levels/medieval-redux/medieval-redux.fld and /dev/null differ diff --git a/levels/medieval-redux/medieval-redux.fob b/levels/medieval-redux/medieval-redux.fob deleted file mode 100644 index 10f4d9c3..00000000 Binary files a/levels/medieval-redux/medieval-redux.fob and /dev/null differ diff --git a/levels/medieval-redux/medieval-redux.inf b/levels/medieval-redux/medieval-redux.inf deleted file mode 100644 index 50fe3f01..00000000 --- a/levels/medieval-redux/medieval-redux.inf +++ /dev/null @@ -1,55 +0,0 @@ -;-------------------------- -;Revolt .INF file structure -;-------------------------- - -NAME 'Medieval: Redux' -STARTPOS 0. 0. 250 -STARTPOSREV 0. 0. 0 -STARTROT 0.25 -STARTROTREV 0.75 -FARCLIP 24000 -FOGSTART 23000 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Speed and direction cars are moved in -} - -CORRUGATION { - ID 2 ; Corrugation to replace [0-7] - Name "GRAVEL" ; Display name - - Amplitude 2.000000 ; Amplitude of bumps (strength) - Wavelength 0.500000 0.500000 ; Frequency of bumps -} - -DUST { - ID 2 ; Dust to replace [0 - 5] - Name "GRAVEL" ; Display name - - SparkType 5 ; Particle to emit [0 - 30] - ParticleChance 1.000000 ; Probability of a particle - ParticleRandom 0.400000 ; Probability variance - - SmokeType 3 ; Smoke particle to emit [0-30] - SmokeChance 0.900000 ; Probability of a smoke part. - SmokeRandom 0.600000 ; Probability variance -} - -SPARK { - ID 3 ; Particle to replace [0 - 30] - Name "GRAVEL PARTICLES" ; Display name - - CollideWorld true ; Collision with the world - CollideObject true ; Collision with objects - CollideCam false ; Collision with camera - HasTrail false ; Particle has a trail - FieldAffect false ; Is affected by force fields - Spins true ; Particle spins - Grows true ; Particle grows - Additive true ; Draw particle additively - Horizontal false ; Draw particle flat - - Size 6.000000 6.000000 ; Size of the particle - UV 0.000000 0.000000 ; Top left UV coordinates - UVSize 0.250000 0.250000 ; Width and height of UV - TexturePage 47 ; Texture page - Color 30 26 14 ; Color of the particle - - Mass 0.030000 ; Mass of the particle - Resistance 0.002000 ; Air resistance - Friction 0.000000 ; Sliding friction - Restitution 0.000000 ; Bounciness - - LifeTime 0.500000 ; Maximum life time - LifeTimeVar 0.100000 ; Life time variance - - SpinRate 0.000000 ; Avg. spin rate (radians/sec) - SpinRateVar 6.000000 ; Variation of the spin rate - - SizeVar 2.000000 ; Size variation - GrowRate 60.000000 ; How quickly it grows - GrowRateVar 20.000000 ; Grow variation - - TrailType -1 ; ID of the trail to use -} - -MATERIAL { - ID 1 ; Material to replace [0 - 26] - Name "STONE" ; Display name - - Skid true ; Skidmarks appear on material - Spark false ; Material emits particles - OutOfBounds false ; Not implemented - Corrugated true ; Material is bumpy - Moves false ; Moves like museum conveyors - Dusty false ; Material emits dust - - Roughness 1.000000 ; Roughness of the material - Grip 1.000000 ; Grip of the material - Hardness 1.000000 ; Hardness of the material - - SkidSound 104 ; Sound when skidding - ScrapeSound 5 ; Car body scrape [5:Normal] - - SkidColor 112 112 112 ; Color of the skidmarks - CorrugationType 1 ; Type of bumpiness [0 - 7] - DustType 1 ; Type of dust - Velocity 0.000000 0.000000 0.000000 ; Move cars -} - -CORRUGATION { - ID 1 ; Corrugation to replace [0-7] - Name "STONE" ; Display name - - Amplitude 1.300000 ; Amplitude of bumps (strength) - Wavelength 10.000000 10.000000 ; Frequency of bumps -} - -DUST { - ID 1 ; Dust to replace [0 - 5] - Name "STONE" ; Display name - - SparkType 10 ; Particle to emit [0 - 30] - ParticleChance 0.030000 ; Probability of a particle - ParticleRandom 0.030000 ; Probability variance - - SmokeType 10 ; Smoke particle to emit [0-30] - SmokeChance 0.010000 ; Probability of a smoke part. - SmokeRandom 0.020000 ; Probability variance -} - -MATERIAL { - ID 20 ; Material to replace [0 - 26] - Name "HARD STONE" ; Display name - - Skid true ; Skidmarks appear on material - Spark false ; Material emits particles - OutOfBounds false ; Not implemented - Corrugated true ; Material is bumpy - Moves false ; Moves like museum conveyors - Dusty false ; Material emits dust - - Roughness 0.800000 ; Roughness of the material - Grip 1.000000 ; Grip of the material - Hardness 0.800000 ; Hardness of the material - - SkidSound 104 ; Sound when skidding - ScrapeSound 5 ; Car body scrape [5:Normal] - - SkidColor 112 112 112 ; Color of the skidmarks - CorrugationType 3 ; Type of bumpiness [0 - 7] - DustType 1 ; Type of dust - Velocity 0.000000 0.000000 0.000000 ; Move cars -} - -CORRUGATION { - ID 3 ; Corrugation to replace [0-7] - Name "HARD STONE" ; Display name - - Amplitude 2.000000 ; Amplitude of bumps (strength) - Wavelength 10.000000 10.000000 ; Frequency of bumps -} - -MATERIAL { - ID 19 ; Material to replace [0 - 26] - Name "WHITE STONE" ; Display name - - Skid true ; Skidmarks appear on material - Spark false ; Material emits particles - OutOfBounds false ; Not implemented - Corrugated false ; Material is bumpy - Moves false ; Moves like museum conveyors - Dusty true ; Material emits dust - - Roughness 1.000000 ; Roughness of the material - Grip 1.000000 ; Grip of the material - Hardness 1.000000 ; Hardness of the material - - SkidSound 104 ; Sound when skidding - ScrapeSound 5 ; Car body scrape [5:Normal] - - SkidColor 112 112 112 ; Color of the skidmarks - CorrugationType 1 ; Type of bumpiness [0 - 7] - DustType 1 ; Type of dust - Velocity 0.000000 0.000000 0.000000 ; Move cars -} - -MATERIAL { - ID 18 ; Material to replace [0 - 26] - Name "GREEN STONE" ; Display name - - Skid true ; Skidmarks appear on material - Spark false ; Material emits particles - OutOfBounds false ; Not implemented - Corrugated false ; Material is bumpy - Moves false ; Moves like museum conveyors - Dusty true ; Material emits dust - - Roughness 1.000000 ; Roughness of the material - Grip 1.000000 ; Grip of the material - Hardness 1.000000 ; Hardness of the material - - SkidSound 104 ; Sound when skidding - ScrapeSound 5 ; Car body scrape [5:Normal] - - SkidColor 112 112 112 ; Color of the skidmarks - CorrugationType 1 ; Type of bumpiness [0 - 7] - DustType 4 ; Type of dust - Velocity 0.000000 0.000000 0.000000 ; Move cars -} - -DUST { - ID 4 ; Dust to replace [0 - 5] - Name "GREEN STONE DUST" ; Display name - - SparkType 0 ; Particle to emit [0 - 30] - ParticleChance 0.400000 ; Probability of a particle - ParticleRandom 0.800000 ; Probability variance - - SmokeType 28 ; Smoke particle to emit [0-30] - SmokeChance 0.100000 ; Probability of a smoke part. - SmokeRandom 0.400000 ; Probability variance -} - -SPARK { - ID 28 ; Particle to replace [0 - 30] - Name "GREEN STONE DUST" ; Display name - - CollideWorld true ; Collision with the world - CollideObject true ; Collision with objects - CollideCam false ; Collision with camera - HasTrail false ; Particle has a trail - FieldAffect false ; Is affected by force fields - Spins true ; Particle spins - Grows true ; Particle grows - Additive true ; Draw particle additively - Horizontal false ; Draw particle flat - - Size 4.000000 4.000000 ; Size of the particle - UV 0.000000 0.000000 ; Top left UV coordinates - UVSize 0.250000 0.250000 ; Width and height of UV - TexturePage 47 ; Texture page - Color 50 50 28 ; Color of the particle - - Mass 0.030000 ; Mass of the particle - Resistance 0.002000 ; Air resistance - Friction 0.000000 ; Sliding friction - Restitution 0.000000 ; Bounciness - - LifeTime 0.500000 ; Maximum life time - LifeTimeVar 0.100000 ; Life time variance - - SpinRate 0.000000 ; Avg. spin rate (radians/sec) - SpinRateVar 6.000000 ; Variation of the spin rate - - SizeVar 2.000000 ; Size variation - GrowRate 120.000000 ; How quickly it grows - GrowRateVar 20.000000 ; Grow variation - - TrailType -1 ; ID of the trail to use -} - -;============================================================================== -; PICKUPS -;============================================================================== - -PICKUPS { - SpawnCount 5 2 ; Initial and per-player count - EnvColor 255 255 128 ; Color of shininess (RGB) - LightColor 170 64 0 ; Color of light (RGB) -} - -} \ No newline at end of file diff --git a/levels/medieval-redux/readme.html b/levels/medieval-redux/readme.html deleted file mode 100644 index da6c5f85..00000000 --- a/levels/medieval-redux/readme.html +++ /dev/null @@ -1,617 +0,0 @@ - - - - - -readme - -
-

Medieval: Redux - Readme

Version 1.8

Description

Medieval: Redux is a (surprise!) medieval-themed track that takes the cars along a ditch, through a marketplace, residential area and alleys of a town from that era. It's based on one of my first tracks, Medieval (released in 2017). The race lines are almost perfectly identical, but Medieval: Redux greatly improves the visuals from it's predecessor and introduces a lot of features absent from the original, including background music, custom loading screen, custom materials and camera nodes. This is my first released track where I used almost exclusively Blender to create the lighting.

 

General Information

Authors: Instant (3D, makeitgood); Kipy (AI-nodes, makeitgood)

First released: 2020-06-09 (MM-DD) -Folder name: medieval-redux -Length: 362/359 meters (normal/reversed) -Difficulty: easy -Background music: available, located in \music -Challenge time: 28s for normal, 29.3s for reversed -Global star: not available -Practice star: available -Reversed mode: available

 

Technical Information

World file polygon count: 66,935 faces -Collision file polygon count: 10,076 faces -Compatibility: any recent version of RVGL with Shaders on

Used software

Blender 2.79b & Marv's RV Add-On for 3D-editing -GIMP 2.10.14 for image-editing -Audacity 2.3.3 for audio-editing

 

Credits

Contributions

Camera-nodes made by L!LMexican -Fire animation of torches originally mapped by Kiwi -Beta-testers: Frizk, Mightycucumber, Saffron, URV -Node fixes by Mightycucumber

Used resources

Textures a-g, i-u and x were downloaded from textures.com, rest are from unknown sources; texture y was taken from the track 'Venice' by Gabor -Sound effects are from freesound.org -Background music is 'medieval wave' by ALOUTOULOU

 

Third-party assets belong to their respective owners. -All 3D parts are of my creation and are licensed under CC BY-NC 4.0. (Can distribute, remix and adapt, noncommercial use only, credit must be given)

 

Changelog

[2023-10-14] v1.8

  • Updated to match the I/O version

  • Added practice star, changed collision to accommodate for it

  • Added challenge times for both reverse and normal

[2021-04-24] v1.7

  • Added custom camera nodes for reversed mode (courtesy of L!LMexican)

[2021-03-13] v1.6

  • Updated readme

  • Added custom loading screen

  • Changed gfx image

[2021-01-31] v1.5

  • Improved nodes

[2021-01-11] v1.4

  • Modified pickup placement

  • Modified reposition triggers

  • Released reversed version

[2020-11-26] v1.3

  • Visual improvements

  • Fixed & optimized collision

[2020-07-28] v1.2

  • Visual improvements

  • Added soundtrack

[2020-06-13] v1.1

  • Fixed collision

[2020-06-09] v1

  • Track released

 

Contact Information

Discord: instant01

- - \ No newline at end of file diff --git a/levels/medieval-redux/reversed.ncp b/levels/medieval-redux/reversed.ncp deleted file mode 100644 index cb5fb23d..00000000 Binary files a/levels/medieval-redux/reversed.ncp and /dev/null differ diff --git a/levels/medieval-redux/reversed.prm b/levels/medieval-redux/reversed.prm deleted file mode 100644 index 7a5dc0a5..00000000 Binary files a/levels/medieval-redux/reversed.prm and /dev/null differ diff --git a/levels/medieval-redux/reversed/medieval-redux.cam b/levels/medieval-redux/reversed/medieval-redux.cam deleted file mode 100644 index 11f532b9..00000000 Binary files a/levels/medieval-redux/reversed/medieval-redux.cam and /dev/null differ diff --git a/levels/medieval-redux/reversed/medieval-redux.fan b/levels/medieval-redux/reversed/medieval-redux.fan deleted file mode 100644 index 0ff28b2e..00000000 Binary files a/levels/medieval-redux/reversed/medieval-redux.fan and /dev/null differ diff --git a/levels/medieval-redux/reversed/medieval-redux.fin b/levels/medieval-redux/reversed/medieval-redux.fin deleted file mode 100644 index ed9f5f50..00000000 Binary files a/levels/medieval-redux/reversed/medieval-redux.fin and /dev/null differ diff --git a/levels/medieval-redux/reversed/medieval-redux.fob b/levels/medieval-redux/reversed/medieval-redux.fob deleted file mode 100644 index 3db5ebc3..00000000 Binary files a/levels/medieval-redux/reversed/medieval-redux.fob and /dev/null differ diff --git a/levels/medieval-redux/reversed/medieval-redux.pan b/levels/medieval-redux/reversed/medieval-redux.pan deleted file mode 100644 index 5e29d09a..00000000 Binary files a/levels/medieval-redux/reversed/medieval-redux.pan and /dev/null differ diff --git a/levels/medieval-redux/reversed/medieval-redux.prm b/levels/medieval-redux/reversed/medieval-redux.prm deleted file mode 100644 index 7a5dc0a5..00000000 Binary files a/levels/medieval-redux/reversed/medieval-redux.prm and /dev/null differ diff --git a/levels/medieval-redux/reversed/medieval-redux.taz b/levels/medieval-redux/reversed/medieval-redux.taz deleted file mode 100644 index 5c5de602..00000000 Binary files a/levels/medieval-redux/reversed/medieval-redux.taz and /dev/null differ diff --git a/levels/medieval-redux/reversed/medieval-redux.tri b/levels/medieval-redux/reversed/medieval-redux.tri deleted file mode 100644 index d66e2c8b..00000000 Binary files a/levels/medieval-redux/reversed/medieval-redux.tri and /dev/null differ diff --git a/levels/minezcraft/ReadMe.txt b/levels/minezcraft/ReadMe.txt new file mode 100644 index 00000000..2df5d65f --- /dev/null +++ b/levels/minezcraft/ReadMe.txt @@ -0,0 +1,72 @@ +------------------------------------------------- + __ __ _ ______ __ _ +| \/ (_) |___ / / _| | +| \ / |_ _ __ ___ / / ___ _ __ __ _| |_| |_ +| |\/| | | '_ \ / _ \ / / / __| '__/ _` | _| __| +| | | | | | | | __// /_| (__| | | (_| | | | |_ +|_| |_|_|_| |_|\___/_____\___|_| \__,_|_| \__| +------------------------------------------------- + + This track is based loosely off of the game +Minecraft by Mojang. The textures are borrowed +from an early version of the game and slightly +modified by myself. + + I did not build this model in Minecraft, I +simply made it up as I was modeling. Some obvious +changes would include, (as I've heard many times +from AGT :P ) incorrect ore distribution and +ramps for the racing line. + + Beware of the walls! The sharp corners will +not hesitate to spin you in circles! + +------------------------------------------------- + +Track designed for RV1.2 but may be used with +original Re-Volt versions by deleting +minezcrafta.bmp and renaming the +minezcraft256a.bmp to minezcrafta.bmp + +------------------------------------------------- + +Original Release Date: + March 08, 2014 + +Update 1.01: + March 16, 2014 + Optimised lighting and visiboxes + Added reverse mode + Added custom music + +Programs Used: + 3DS Max 8 + Microsoft Paint for Windows XP + ASE2W + ASE2PRM + Re-Volt (MAKEITGOOD) + Windows XP + Keyboard + Mouse + Peanut and Chocolate M&M's + Mountain Trail Mix + Mt. Dew + Water + Air + +------------------------------------------------- + +This track is available on http://revoltzone.net +My name is Zach +I live in Springfield, MO, USA +I like to ride 3-Wheelers +I filled this ReadMe.txt file with random crap + +------------------------------------------------- + +Music ripped from 4shared.com credits to + Kasparkova P.: +http://www.4shared.com/u/GfEdEdH2/jam12jam.html + + +Goodnight! \ No newline at end of file diff --git a/levels/minezcraft/bamboo.prm b/levels/minezcraft/bamboo.prm new file mode 100644 index 00000000..577a3ba3 Binary files /dev/null and b/levels/minezcraft/bamboo.prm differ diff --git a/levels/minezcraft/custom/loadlevel1.bmp b/levels/minezcraft/custom/loadlevel1.bmp new file mode 100644 index 00000000..34a54882 Binary files /dev/null and b/levels/minezcraft/custom/loadlevel1.bmp differ diff --git a/levels/minezcraft/custom/loadlevel2.bmp b/levels/minezcraft/custom/loadlevel2.bmp new file mode 100644 index 00000000..cd056b2d 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--- /dev/null +++ b/levels/minezcraft/minezcraft.inf @@ -0,0 +1,21 @@ +;-------------------------------------------- +;Revolt .INF file structure +;Author Zach +;README Included +;Website - http://revoltzone.net/ +;-------------------------------------------- + +NAME 'MineZcraft' +STARTPOS -125 0 -150 +STARTPOSREV 125 0 -1150 +STARTROT 0 +STARTROTREV 0.5 +FARCLIP 900000 +FOGSTART 800000 +FOGCOLOR 81 192 255 +WORLDRGBPER 100 +MODELRGBPER 100 +INSTANCERGBPER 100 +MIRRORS 0 0.75 0 256 +MP3 'levels\minezcraft\minezcraft.mp3' +REDBOOK 1 3 \ No newline at end of file diff --git a/levels/minezcraft/minezcraft.lit b/levels/minezcraft/minezcraft.lit new file mode 100644 index 00000000..593f4708 Binary files /dev/null and b/levels/minezcraft/minezcraft.lit differ diff --git a/levels/minezcraft/minezcraft.mp3 b/levels/minezcraft/minezcraft.mp3 new file mode 100644 index 00000000..c330d649 Binary files /dev/null and b/levels/minezcraft/minezcraft.mp3 differ diff --git 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+;-------------------------- +;Revolt .INF file structure +;-------------------------- + +NAME 'Motel in the Hood';The name of the level as seen in-game +STARTPOS -832 -442 -1725 ;Start position of the car +STARTPOSREV -1796 -141 -1714 ;Start position of the car +STARTROT 0.25 ;Start rotation of the car (0 - 1) +STARTROTREV 0.75 ;Start rotation of the car (0 - 1) +FARCLIP 24000 ;Far clipping distance (draw distance) +FOGSTART 23000 ;Fog start (slightly less than FARCLIP) +FOGCOLOR 80 144 192 ;Fog and background color +VERTFOGSTART 0 ;Vertical fog start (as in rooftops) +VERTFOGEND 0 ;Vertical fog end (as in rooftops) +WORLDRGBPER 100 ;RGB percent of original world gouraud +MODELRGBPER 100 ;RGB percent of original model gouraud +INSTANCERGBPER 100 ;RGB percent of original instance gouraud +MIRRORS 0 0.75 0 256 ;Type - mix - intensity start - distance +MP3 'nhood1.mp3' +REDBOOK 4 9 diff --git a/levels/motelinhood/motelinhood.lit b/levels/motelinhood/motelinhood.lit new file mode 100644 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in-game +DIFFICULTY 3 +STARTPOS -800 -1928 12580 ;Start position of the car +STARTPOSREV -230 -1928 12400 ;Start position of the car -1928 +STARTROT 0.15 ;Start rotation of the car (0 - 1) +STARTROTREV 0.65 ;Start rotation of the car (0 - 1) +STARTGRID 4 ;Starting grid type +STARTGRIDREV 4 ;Starting grid type +FARCLIP 15000 ;Far clipping distance (draw distance) 10000 +FOGSTART 12000 ;Fog start (slightly less than FARCLIP) +FOGCOLOR 0 0 0 ;Fog and background color +VERTFOGSTART 0 ;Vertical fog start (as in rooftops) +VERTFOGEND 0 ;Vertical fog end (as in rooftops) +WORLDRGBPER 100 ;RGB percent of original world gouraud +MODELRGBPER 32 ;RGB percent of original model gouraud +MIRRORS 1 0 0.3 256 ;Type - mix - intensity start - distance +REDBOOK 1 3 +CHALLENGE 1 35 425 ; Time in +CHALLENGEREV 1 36 130 +SWEEPCAM 1 \ No newline at end of file diff --git a/levels/museun_rva/museun_rva.lit b/levels/museun_rva/museun_rva.lit new file mode 100644 index 00000000..52087965 Binary files /dev/null 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What if all the doors in the museum were suddenly open? What is behind it? + +The Museum 1 and Museum 2 routes from the original game are copied as closely as possible. + +Unfortunately, not all features are ready yet. You will certainly find a need for optimisation in the visiboxes and the rims are still missing. Don't worry, I will take care of the completion soon. If you want to support me, feel free to contact me :) + +vonunwerth + +You could help imprving this track by adding issues here: https://github.com/vonunwerth/museun + + + + +(RVA Edition) by EstebanMz and yun + + The door after the initial slope has been removed only on normal version, the cars now can go straight instead of taking that chicane twice. + Improvements to AI and POS nodes throughtout the whole track. + The topology of the extended ramp before the chicane with the T-Rex fossil has been polished, besides, the mini hall next to it has been removed. + The topology of the duct has been heavily polished. + Fixed a hole at the U-turn hall. + Adjustments to Instances and Track Zones on both versions. + Adjustments to Visiboxes. \ No newline at end of file diff --git a/levels/museun_rva/reversed/museun_rva.ace b/levels/museun_rva/reversed/museun_rva.ace new file mode 100644 index 00000000..32859884 Binary files /dev/null and b/levels/museun_rva/reversed/museun_rva.ace differ diff 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/dev/null +++ b/levels/papertown1/custom_amimation.txt.txt @@ -0,0 +1,141 @@ +{ +;============================================================================== +; RVGL CUSTOM ANIMATIONS +; +; This file allows creating custom object animation (moving whole meshes): +; - Up to 256 different animations can be defined. +; - Each has a main body part and up to 15 child bones which follow their parent bone. +; - Every animation can have up to 256 keyframes, defining the bone positions at that time. +; The game then interpolates the animation between those keyframes. +; - Each bone can have a light, sound effect and spark generator attached to it. +; These attachments can be created, updated or deleted at any keyframe. +; - Up to 64 custom model and sfx slots are supported. +; +; The type of interpolation can be one of the following: +; 0: linear. Constant velocity and angular velocity. +; 1: smooth start, sudden end. Like an object starting to fall, then hitting the ground. +; 2: sudden start, smooth end. +; 3: both smooth start and end. +; 4: exaggerating or overshooting, i.e. first moving a bit in the opposite direction, +; then over the target amount, then again backwards. Gives a robotic look. +;============================================================================== + +;============================================================================== +; ANIMATION +;============================================================================== +; Possible options that can be defined within an animation block, and their +; default values are given below: +; +; ANIMATION { +; Slot 0 ; Slot ID (0 to 255) +; Name "DEFAULT" ; Display name (currently unused) +; Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) +; NeedsTrigger false ; Whether the animation needs to be triggered +; TriggerOnce false ; Whether the animation can be triggered multiple times +; PreCountdown false ; Whether the animation must start before countdown (in multiplayer) +; +; BONE { +; BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part +; ModelID -1 ; Model ID (0 to 63, or -1) +; Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part +; OffsetTranslation 0.000 0.000 0.000 ; Offset to parent location +; OffsetRotationAxis 0.000 -1.000 0.000 ; Offset rotation axis +; OffsetRotationAmount 0.000 ; Offset rotation (in degrees) +; } +; +; KEYFRAME { +; FrameNr 0 ; Number of the keyframe (0 to 255) +; Time 1.000 ; Time (in seconds) since previous keyframe +; Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot +; BONE { +; BoneID 0 ; Body part ID +; Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) +; Translation 0.000 0.000 0.000 ; Translation +; RotationAxis 0.000 -1.000 0.000 ; Rotation axis +; RotationAmount 0.000 ; Rotation (in degrees) +; +; ; Light, sound and spark generator for this bone +; ; values apply to all future keyframes until they are changed again +; SFX { +; SfxID -1 ; Sound ID (0 to 63, or -1) +; Range 0 ; Range multiplier (0 to 100) +; Looping false ; Whether the sound is continuous or one-shot +; } +; SPARK { +; Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) +; AverageSpeed 0 ; Average speed of particle (0 to 200) +; VariableSpeed 0 ; Speed variation of particle (0 to 200) +; Frequency 0 ; Particle generation frequency (1 to 200, or 0 for one-shot) +; } +; LIGHT { +; Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) +; Color 0 0 0 ; Light color (RGB values, -1024 to 1024 for each component) +; Reach 0 ; Light reach distance +; ConeSize 0 ; Cone size for spot lights (1 to 180) +; FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) +; } +; } +; } +; } +;============================================================================== +;============================================================================== + +;-------- +; Models +;-------- + +MODEL 0 "paperplane" ; This loads "custom/tw_plane.m" +MODEL 1 "papeboat" + + +;--------------- +; Sound effects +;--------------- + + + +;---------------------------- +; Example 1 : Paper plane +;---------------------------- + +ANIMATION { + Slot 0 ; Slot ID (0 to 255) + Name "Paper plane" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 0 ; Model ID (0 to 63, or -1) + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.500 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + } + } +} + +;---------------------------- +; Example 2: Paper Boat +;---------------------------- + +ANIMATION { + Slot 1 ; Slot ID (0 to 255) + Name "Paper boat" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + } + + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 20.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + + } + } +} diff --git a/levels/papertown1/nsdetroit.mp3 b/levels/papertown1/nsdetroit.mp3 new file mode 100644 index 00000000..91d6e334 Binary files /dev/null and b/levels/papertown1/nsdetroit.mp3 differ diff --git a/levels/papertown1/papertown1.fan b/levels/papertown1/papertown1.fan new file mode 100644 index 00000000..ce95ae22 Binary files /dev/null and b/levels/papertown1/papertown1.fan differ diff --git a/levels/papertown1/papertown1.fld b/levels/papertown1/papertown1.fld new file mode 100644 index 00000000..e201ce18 Binary files /dev/null and b/levels/papertown1/papertown1.fld differ 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+1,62 @@ +PAPER TOWN 1 + +V1.1 +By CapitaineSZM & EstebanMZ +--------------------------------------------------------------------------------------------------- + +Thank you for downloading Paper town 1! Hope you will enjoy this track, inspired by paper-mario +like aesthetics + +Why papertown1? Papertown 2 is a scrapped project using some of the old textures in those files. Maybe +I'll try to work more on it some other day. Just in case, I'll leave the enigmatic '1' + + + + + +V1.2 - Improved by CapitaineSZM & EstebanMZ +--------------------------------------------------------------------------------------------------- + +- Better AI for regular version +- Invisible oil fix +- Overall graphic update +- New force fields to avoid collision +- Fixed collision and reduced amount of polygons + +-------------------------------- +Latest RVGL update is required! +-------------------------------- + +Credits: +-------- + +- Houses, bench and potted plants models are from Townscaper, check out this "game", worth a try! +- Song : Nothing stops detroit - Professor Kliq. Go support him and his work here! +https://www.professorkliq.com/ + + +Future improvements: +-------------------- + +If I somehow get motivated to animated custom animations, I'll probably animate the paper airplanes. +I could also focus on cameras for replays, but my knowledge is limited at this moment. + + +Feedback: +--------- + +As always, please send me your feedback! You can reach me on Discord CapitaineSZM#7490 +or by mail, capitaineszm@gmail.com + + +Thanks: +------- + +As always, special thanks to RV/IO team and discord for continuous help with those tricky tools. +Thanks Tubers for general pre-release feedback. +Special Thanks to MisterMV and Z-Event, for their infinite positivity. + +And thank you for still playing this game 20 years later. Let's aim for 20 more! + +Have fun, +Capi \ No newline at end of file diff --git a/levels/papertown1/reversed/papertown1.fan b/levels/papertown1/reversed/papertown1.fan new file mode 100644 index 00000000..4df25d56 Binary files /dev/null and b/levels/papertown1/reversed/papertown1.fan differ diff --git a/levels/papertown1/reversed/papertown1.pan b/levels/papertown1/reversed/papertown1.pan new file mode 100644 index 00000000..7f11397f Binary files /dev/null and b/levels/papertown1/reversed/papertown1.pan differ diff --git a/levels/papertown1/reversed/papertown1.taz b/levels/papertown1/reversed/papertown1.taz new file mode 100644 index 00000000..6a8fc43c Binary files /dev/null and b/levels/papertown1/reversed/papertown1.taz differ diff --git a/levels/papertown1/reversed/papertown1.tri b/levels/papertown1/reversed/papertown1.tri new file mode 100644 index 00000000..0a03b4d8 Binary files /dev/null and b/levels/papertown1/reversed/papertown1.tri differ diff --git 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files /dev/null and b/levels/pmt_highway/custom/truck3.wav differ diff --git a/levels/pmt_highway/custom/truck_loop_sound.wav b/levels/pmt_highway/custom/truck_loop_sound.wav new file mode 100644 index 00000000..1421ca91 Binary files /dev/null and b/levels/pmt_highway/custom/truck_loop_sound.wav differ diff --git a/levels/pmt_highway/custom/truck_wheel_back.m b/levels/pmt_highway/custom/truck_wheel_back.m new file mode 100644 index 00000000..ca70beb3 Binary files /dev/null and b/levels/pmt_highway/custom/truck_wheel_back.m differ diff --git a/levels/pmt_highway/custom/truck_wheel_front.m b/levels/pmt_highway/custom/truck_wheel_front.m new file mode 100644 index 00000000..4e64512b Binary files /dev/null and b/levels/pmt_highway/custom/truck_wheel_front.m differ diff --git a/levels/pmt_highway/custom_animations.txt b/levels/pmt_highway/custom_animations.txt new file mode 100644 index 00000000..298d8b21 --- /dev/null +++ b/levels/pmt_highway/custom_animations.txt @@ -0,0 +1,1122 @@ +{ +;============================================================================== +; RVGL CUSTOM ANIMATIONS +; +; This file allows creating custom object animation (moving whole meshes): +; - Up to 256 different animations can be defined. +; - Each has a main body part and up to 15 child bones which follow their parent bone. +; - Every animation can have up to 256 keyframes, defining the bone positions at that time. +; The game then interpolates the animation between those keyframes. +; - Each bone can have a light, sound effect and spark generator attached to it. +; These attachments can be created, updated or deleted at any keyframe. +; - Up to 64 custom model and sfx slots are supported. +; +; The type of interpolation can be one of the following: +; 0: linear. Constant velocity and angular velocity. +; 1: smooth start, sudden end. Like an object starting to fall, then hitting the ground. +; 2: sudden start, smooth end. +; 3: both smooth start and end. +; 4: exaggerating or overshooting, i.e. first moving a bit in the opposite direction, +; then over the target amount, then again backwards. Gives a robotic look. +;============================================================================== + +;-------- +; Models +;-------- + +MODEL 0 "highway" +MODEL 1 "big_truck_wheel" +MODEL 2 "big_trailer_wheel" +MODEL 3 "small_trailer_wheel" +MODEL 4 "truck_wheel_front" +MODEL 5 "truck_wheel_back" +MODEL 6 "road_light" +MODEL 7 "traffic_wheel4" +MODEL 8 "bridge" +MODEL 9 "traffic1" +MODEL 10 "traffic_wheel1" +MODEL 11 "traffic2" +MODEL 12 "traffic_wheel2" +MODEL 13 "traffic3-1" +MODEL 14 "traffic3-2" +MODEL 15 "traffic_wheel3" +MODEL 16 "traffic4" + +;--------------- +; Sound effects +;--------------- + +SFX 0 "Truck_loop_sound" ; This loads "custom/gator.wav" +SFX 1 "Truck2" +SFX 2 "Truck3" +SFX 3 "mid67" +SFX 4 "mid70" +SFX 5 "mid97" +SFX 6 "mid7" + +;---------------------------- +; Highway +;---------------------------- + +ANIMATION { + Slot 0 ; Slot ID (0 to 255) + Name "Highway" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 0 ; Model ID (0 to 63, or -1) +OffsetTranslation -000.000 0.000 -10550.000 + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 27000.000 0.000 0.000 ; Translation + } + } +} +;---------------------------- +; Big Wheel +;---------------------------- + +ANIMATION { + Slot 1 ; Slot ID (0 to 255) + Name "wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 8400.000 650.000 -1720.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -7900.000 650.000 -1720.000 ; Offset to parent location + } + + BONE { + BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -24050.000 650.000 -1720.000 ; Offset to parent location + } + + BONE { + BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -19800.000 650.000 -8650.000 ; Offset to parent location + } + + BONE { + BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -14300.000 650.000 -5090.000 ; Offset to parent location + } + + BONE { + BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -13000.000 650.000 2030.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 3 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 4 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 5 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 6 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 1 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Big Trailer Wheel +;---------------------------- + +ANIMATION { + Slot 2 ; Slot ID (0 to 255) + Name "trailer wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -8800.000 680.000 -8530.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -11200.000 680.000 -8530.000 ; Offset to parent location + } + + BONE { + BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -10000.000 680.000 -8530.000 ; Offset to parent location + } + + BONE { + BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -7850.000 680.000 -4915.000 ; Offset to parent location + } + + BONE { + BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -6750.000 680.000 -4915.000 ; Offset to parent location + } + + BONE { + BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -3950.000 680.000 2140.000 ; Offset to parent location + } + + BONE { + BoneID 7 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -5150.000 680.000 2140.000 ; Offset to parent location + } + + BONE { + BoneID 8 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 3050.000 680.000 2140.000 ; Offset to parent location + } + + BONE { + BoneID 9 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 4150.000 680.000 2140.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 3 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 4 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 5 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 6 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 7 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 8 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 9 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 2 ; Sound ID (0 to 63, or -1) + Range 70 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Small Trailer Wheel +;---------------------------- + +ANIMATION { + Slot 3 ; Slot ID (0 to 255) + Name "trailer wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -3850.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -2800.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 2050.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 3100.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 17200.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 18400.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 7 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -13200.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 8 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -14300.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 9 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -19000.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 10 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -20100.000 820.000 -1760.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 3 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 4 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 5 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 6 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 7 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 8 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 9 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 10 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 2 ; Sound ID (0 to 63, or -1) + Range 50 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; TRUCK Wheel +;---------------------------- + +ANIMATION { + Slot 4 ; Slot ID (0 to 255) + Name "TRUCK wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 4 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -3100.000 800.000 -4950.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 0 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; TRUCK Wheel +;---------------------------- + +ANIMATION { + Slot 5 ; Slot ID (0 to 255) + Name "TRUCK wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 5 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 3600.000 850.000 -4950.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8000000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 2 ; Sound ID (0 to 63, or -1) + Range 60 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Lights +;---------------------------- + +ANIMATION { + Slot 6 ; Slot ID (0 to 255) + Name "lit" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 6 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 0.000 100.000 -13000.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 27000.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 0.000 ; Rotation (in degrees) + + ; Light, sound and spark generator for this bone + ; values apply to all future keyframes until they are changed again + + LIGHT { + Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) + Color 500 1500 1500 ; Light color (RGB values, -1024 to 1024 for each component) + Reach 500 ; Light reach distance + ConeSize 180 ; Cone size for spot lights (1 to 180) + FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) + } + } +} +;---------------------------- +; Bridge +;---------------------------- + +ANIMATION { + Slot 7 ; Slot ID (0 to 255) + Name "landscape 1" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 8 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 0.000 -10000.000 -50000.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 29000.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 0.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 6 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Traffic 1 +;---------------------------- + +ANIMATION { + Slot 8 ; Slot ID (0 to 255) + Name "car1" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 9 ; Model ID (0 to 63, or -1) + OffsetTranslation 10000.000 950.000 -8500.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 10 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1000.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 10 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1150.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 9.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation -1500.000 0.000 0.000 ; Translation + + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 5 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} + +;---------------------------- +; Traffic 2 +;---------------------------- + +ANIMATION { + Slot 9 ; Slot ID (0 to 255) + Name "car2" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 11 ; Model ID (0 to 63, or -1) + OffsetTranslation 17000.000 700.000 -5000.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 12 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1050.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 12 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1200.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 3 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} + +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 10 ; Slot ID (0 to 255) + Name "car3" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 13 ; Model ID (0 to 63, or -1) + OffsetTranslation 22000.000 850.000 2800.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 950.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 4 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 11 ; Slot ID (0 to 255) + Name "car3" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 14 ; Model ID (0 to 63, or -1) + OffsetTranslation 25000.000 850.000 -900.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 950.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 4 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 12 ; Slot ID (0 to 255) + Name "car4" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 16 ; Model ID (0 to 63, or -1) + OffsetTranslation 22000.000 830.000 -4300.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 7 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1000.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 7 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 8.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 -3500.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -400000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -400000.000 ; Rotation (in degrees) + + } + } +} +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 13 ; Slot ID (0 to 255) + Name "car4" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 16 ; Model ID (0 to 63, or -1) + OffsetTranslation -32000.000 880.000 2800.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 7 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1000.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 7 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 -3500.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -400000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -400000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 6 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} + +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 14 ; Slot ID (0 to 255) + Name "car3" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 13 ; Model ID (0 to 63, or -1) + OffsetTranslation -40000.000 900.000 -700.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 950.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation -5000.000 0.000 3500.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 4 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} + +;---------------------------- +; Traffic 2 +;---------------------------- + +ANIMATION { + Slot 15 ; Slot ID (0 to 255) + Name "car2" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 11 ; Model ID (0 to 63, or -1) + OffsetTranslation -37000.000 890.000 -4500.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 12 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1050.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 12 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1200.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 15.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 7000.000 0.000 -3500.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 3 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} \ No newline at end of file diff --git a/levels/pmt_highway/highway.mp3 b/levels/pmt_highway/highway.mp3 new file mode 100644 index 00000000..5b8c2460 Binary files /dev/null and b/levels/pmt_highway/highway.mp3 differ diff --git a/levels/pmt_highway/light.prm b/levels/pmt_highway/light.prm new file mode 100644 index 00000000..1bb669d3 Binary files /dev/null and b/levels/pmt_highway/light.prm differ diff --git a/levels/pmt_highway/pmt_highway.fa- b/levels/pmt_highway/pmt_highway.fa- new file mode 100644 index 00000000..49d0a18f Binary files /dev/null and b/levels/pmt_highway/pmt_highway.fa- differ diff --git a/levels/pmt_highway/pmt_highway.fan b/levels/pmt_highway/pmt_highway.fan new file mode 100644 index 00000000..3d237077 Binary files /dev/null and b/levels/pmt_highway/pmt_highway.fan differ diff --git a/levels/pmt_highway/pmt_highway.fl- b/levels/pmt_highway/pmt_highway.fl- new file mode 100644 index 00000000..1f98a877 Binary files /dev/null and b/levels/pmt_highway/pmt_highway.fl- differ diff --git a/levels/pmt_highway/pmt_highway.fld b/levels/pmt_highway/pmt_highway.fld new file mode 100644 index 00000000..aa48fc68 Binary files /dev/null and b/levels/pmt_highway/pmt_highway.fld differ diff --git a/levels/pmt_highway/pmt_highway.fo- b/levels/pmt_highway/pmt_highway.fo- new file mode 100644 index 00000000..3f7d40fb Binary files /dev/null and b/levels/pmt_highway/pmt_highway.fo- differ diff --git a/levels/pmt_highway/pmt_highway.fob b/levels/pmt_highway/pmt_highway.fob new file mode 100644 index 00000000..f7d83690 Binary files /dev/null and b/levels/pmt_highway/pmt_highway.fob differ diff --git a/levels/pmt_highway/pmt_highway.inf b/levels/pmt_highway/pmt_highway.inf new file mode 100644 index 00000000..2b62a380 --- /dev/null +++ b/levels/pmt_highway/pmt_highway.inf @@ -0,0 +1,18 @@ +NAME 'Rigs Highway' +DIFFICULTY 2 +CHALLENGE 00 46 000 +STARTPOS 0 0 0 +STARTPOSREV -0 0 0 +STARTROT 0.75 +STARTROTREV 0.25 +STARTGRID 3 +STARTGRIDREV 0 +FARCLIP 80000 +FOGSTART 50000 +FOGCOLOR 75 75 75 +VERTFOGSTART 5000 +VERTFOGEND 10000 +WORLDRGBPER 80 +MODELRGBPER 80 +MUSIC 'levels\pmt_highway\Highway.mp3' +ROCK 2 2 10 10 \ No newline at end of file diff --git a/levels/pmt_highway/pmt_highway.li- b/levels/pmt_highway/pmt_highway.li- new file mode 100644 index 00000000..40bb6d62 Binary files /dev/null and b/levels/pmt_highway/pmt_highway.li- differ diff --git a/levels/pmt_highway/pmt_highway.lit b/levels/pmt_highway/pmt_highway.lit new file mode 100644 index 00000000..a108e96f Binary files /dev/null and b/levels/pmt_highway/pmt_highway.lit differ diff --git a/levels/pmt_highway/pmt_highway.ncp b/levels/pmt_highway/pmt_highway.ncp new file mode 100644 index 00000000..f2b94dbc Binary files /dev/null and b/levels/pmt_highway/pmt_highway.ncp differ diff --git a/levels/pmt_highway/pmt_highway.pan b/levels/pmt_highway/pmt_highway.pan new file mode 100644 index 00000000..759fd7bb Binary files /dev/null and b/levels/pmt_highway/pmt_highway.pan differ diff --git 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index 00000000..dd31eda6 Binary files /dev/null and b/levels/pmt_highway/pmt_highwayp.bmp differ diff --git a/levels/pmt_highway/pmt_highwayq.bmp b/levels/pmt_highway/pmt_highwayq.bmp new file mode 100644 index 00000000..41b7ec9b Binary files /dev/null and b/levels/pmt_highway/pmt_highwayq.bmp differ diff --git a/levels/pmt_highway/propeties.txt b/levels/pmt_highway/propeties.txt new file mode 100644 index 00000000..c9fc3932 --- /dev/null +++ b/levels/pmt_highway/propeties.txt @@ -0,0 +1,38 @@ + +SPARK { + ID 31 ; Particle ID [0 - 63] + Name "SMOKE2" ; Display name + + CollideWorld true ; Collision with the world + CollideObject true ; Collision with objects + CollideCam false ; Collision with camera + HasTrail false ; Particle has a trail + FieldAffect false ; Is affected by force fields + Spins true ; Particle spins + Grows true ; Particle grows + Additive true ; Draw particle additively + Horizontal false ; Draw particle flat + + Size 64.000000 64.000000 ; Size of the particle + UV 0.000000 0.000000 ; Top left UV coordinates + UVSize 0.250000 0.250000 ; Width and height of UV + TexturePage 47 ; Texture page + Color 96 96 96 ; Color of the particle + + Mass 0.030000 ; Mass of the particle + Resistance 0.020000 ; Air resistance + Friction 0.001000 ; Sliding friction + Restitution 0.000000 ; Bounciness + + LifeTime 2.600000 ; Maximum life time + LifeTimeVar 0.000000 ; Life time variance + + SpinRate 0.000000 ; Avg. spin rate (radians/sec) + SpinRateVar 6.000000 ; Variation of the spin rate + + SizeVar 0.000000 ; Size variation + GrowRate 40.000000 ; How quickly it grows + GrowRateVar 20.000000 ; Grow variation + + TrailType -1 ; ID of the trail to use +} diff --git a/levels/pmt_highway/readme.txt b/levels/pmt_highway/readme.txt new file mode 100644 index 00000000..04d85eda --- /dev/null +++ b/levels/pmt_highway/readme.txt @@ -0,0 +1,5 @@ +----------Credit--------- +AI nodes by Chris +Highway.mp3 from 'CarX Highway Racing' +Day Skybox from 'Retro skybox pack' +Night Skybox from 'Proto:Daikatana' \ No newline at end of file diff --git a/levels/pmt_highway/reversed/custom_animations.txt b/levels/pmt_highway/reversed/custom_animations.txt new file mode 100644 index 00000000..ed660306 --- /dev/null +++ b/levels/pmt_highway/reversed/custom_animations.txt @@ -0,0 +1,1219 @@ +{ +;============================================================================== +; RVGL CUSTOM ANIMATIONS +; +; This file allows creating custom object animation (moving whole meshes): +; - Up to 256 different animations can be defined. +; - Each has a main body part and up to 15 child bones which follow their parent bone. +; - Every animation can have up to 256 keyframes, defining the bone positions at that time. +; The game then interpolates the animation between those keyframes. +; - Each bone can have a light, sound effect and spark generator attached to it. +; These attachments can be created, updated or deleted at any keyframe. +; - Up to 64 custom model and sfx slots are supported. +; +; The type of interpolation can be one of the following: +; 0: linear. Constant velocity and angular velocity. +; 1: smooth start, sudden end. Like an object starting to fall, then hitting the ground. +; 2: sudden start, smooth end. +; 3: both smooth start and end. +; 4: exaggerating or overshooting, i.e. first moving a bit in the opposite direction, +; then over the target amount, then again backwards. Gives a robotic look. +;============================================================================== + +;-------- +; Models +;-------- + +MODEL 0 "highway" +MODEL 1 "big_truck_wheel" +MODEL 2 "big_trailer_wheel" +MODEL 3 "small_trailer_wheel" +MODEL 4 "truck_wheel_front" +MODEL 5 "truck_wheel_back" +MODEL 6 "road_light_night" +MODEL 7 "traffic_wheel4" +MODEL 8 "bridge" +MODEL 9 "traffic1" +MODEL 10 "traffic_wheel1" +MODEL 11 "traffic2" +MODEL 12 "traffic_wheel2" +MODEL 13 "traffic3-1" +MODEL 14 "traffic3-2" +MODEL 15 "traffic_wheel3" +MODEL 16 "traffic4" +MODEL 17 "NONE" + +;--------------- +; Sound effects +;--------------- + +SFX 0 "Truck_loop_sound" ; This loads "custom/gator.wav" +SFX 1 "Truck2" +SFX 2 "Truck3" +SFX 3 "mid67" +SFX 4 "mid70" +SFX 5 "mid97" +SFX 6 "mid7" + +;---------------------------- +; Highway +;---------------------------- + +ANIMATION { + Slot 0 ; Slot ID (0 to 255) + Name "Highway" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 0 ; Model ID (0 to 63, or -1) +OffsetTranslation -000.000 0.000 -10550.000 + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 27000.000 0.000 0.000 ; Translation + } + } +} +;---------------------------- +; Big Wheel +;---------------------------- + +ANIMATION { + Slot 1 ; Slot ID (0 to 255) + Name "wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 8400.000 650.000 -1720.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -7900.000 650.000 -1720.000 ; Offset to parent location + } + + BONE { + BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -24050.000 650.000 -1720.000 ; Offset to parent location + } + + BONE { + BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -19800.000 650.000 -8650.000 ; Offset to parent location + } + + BONE { + BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -14300.000 650.000 -5090.000 ; Offset to parent location + } + + BONE { + BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -13000.000 650.000 2030.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 3 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 4 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 5 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + } + BONE { + BoneID 6 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7000000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 1 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Big Trailer Wheel +;---------------------------- + +ANIMATION { + Slot 2 ; Slot ID (0 to 255) + Name "trailer wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -8800.000 680.000 -8530.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -11200.000 680.000 -8530.000 ; Offset to parent location + } + + BONE { + BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -10000.000 680.000 -8530.000 ; Offset to parent location + } + + BONE { + BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -7850.000 680.000 -4915.000 ; Offset to parent location + } + + BONE { + BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -6750.000 680.000 -4915.000 ; Offset to parent location + } + + BONE { + BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -3950.000 680.000 2140.000 ; Offset to parent location + } + + BONE { + BoneID 7 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -5150.000 680.000 2140.000 ; Offset to parent location + } + + BONE { + BoneID 8 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 3050.000 680.000 2140.000 ; Offset to parent location + } + + BONE { + BoneID 9 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 2 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 4150.000 680.000 2140.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 3 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 4 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 5 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 6 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 7 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 8 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 9 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 2 ; Sound ID (0 to 63, or -1) + Range 70 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Small Trailer Wheel +;---------------------------- + +ANIMATION { + Slot 3 ; Slot ID (0 to 255) + Name "trailer wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -3850.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -2800.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 2050.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 3100.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 17200.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 18400.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 7 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -13200.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 8 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -14300.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 9 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -19000.000 820.000 -1760.000 ; Offset to parent location + } + + BONE { + BoneID 10 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 3 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -20100.000 820.000 -1760.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 3 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 4 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 5 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 6 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 7 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 8 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 9 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + } + BONE { + BoneID 10 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8100000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 2 ; Sound ID (0 to 63, or -1) + Range 50 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; TRUCK Wheel +;---------------------------- + +ANIMATION { + Slot 4 ; Slot ID (0 to 255) + Name "TRUCK wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 4 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -3100.000 800.000 -4950.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 7500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 0 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; TRUCK Wheel +;---------------------------- + +ANIMATION { + Slot 5 ; Slot ID (0 to 255) + Name "TRUCK wheels" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 5 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 3600.000 850.000 -4950.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10000.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 8000000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 2 ; Sound ID (0 to 63, or -1) + Range 60 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Lights +;---------------------------- + +ANIMATION { + Slot 6 ; Slot ID (0 to 255) + Name "lit" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 6 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 0.000 100.000 -14200.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 27000.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 0.000 ; Rotation (in degrees) + + ; Light, sound and spark generator for this bone + ; values apply to all future keyframes until they are changed again + + LIGHT { + Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) + Color 1000 1000 1000 ; Light color (RGB values, -1024 to 1024 for each component) + Reach 7500 ; Light reach distance + ConeSize 180 ; Cone size for spot lights (1 to 180) + FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) + + } + } +} + +;---------------------------- +; Bridge +;---------------------------- + +ANIMATION { + Slot 7 ; Slot ID (0 to 255) + Name "landscape 1" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 8 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 0.000 -10000.000 -50000.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 29000.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 0.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 6 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Traffic 1 +;---------------------------- + +ANIMATION { + Slot 8 ; Slot ID (0 to 255) + Name "car1" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 9 ; Model ID (0 to 63, or -1) + OffsetTranslation 10000.000 950.000 -8500.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 10 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1000.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 10 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1150.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 9.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation -1500.000 0.000 0.000 ; Translation + + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 5 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} + +;---------------------------- +; Traffic 2 +;---------------------------- + +ANIMATION { + Slot 9 ; Slot ID (0 to 255) + Name "car2" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 11 ; Model ID (0 to 63, or -1) + OffsetTranslation 17000.000 700.000 -5000.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 12 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1050.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 12 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1200.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 3 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} + +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 10 ; Slot ID (0 to 255) + Name "car3" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 13 ; Model ID (0 to 63, or -1) + OffsetTranslation 22000.000 850.000 2800.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 950.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 4 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 11 ; Slot ID (0 to 255) + Name "car3" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 14 ; Model ID (0 to 63, or -1) + OffsetTranslation 25000.000 850.000 -900.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 950.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 4 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 12 ; Slot ID (0 to 255) + Name "car4" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 16 ; Model ID (0 to 63, or -1) + OffsetTranslation 22000.000 830.000 -4300.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 7 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1000.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 7 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 8.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 -3500.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -400000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -400000.000 ; Rotation (in degrees) + + } + } +} +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 13 ; Slot ID (0 to 255) + Name "car4" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 16 ; Model ID (0 to 63, or -1) + OffsetTranslation -32000.000 880.000 2800.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 7 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1000.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 7 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 0.000 0.000 -3500.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -400000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -400000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 6 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} + +;---------------------------- +; Traffic 3 +;---------------------------- + +ANIMATION { + Slot 14 ; Slot ID (0 to 255) + Name "car3" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 13 ; Model ID (0 to 63, or -1) + OffsetTranslation -40000.000 900.000 -700.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 950.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 15 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1100.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 10.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation -5000.000 0.000 3500.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -500000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 4 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} + +;---------------------------- +; Traffic 2 +;---------------------------- + +ANIMATION { + Slot 15 ; Slot ID (0 to 255) + Name "car2" ; Display name (currently unused) + Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 11 ; Model ID (0 to 63, or -1) + OffsetTranslation -37000.000 890.000 -4500.000 ; Offset to parent location + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 12 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation 1050.000 0.000 0.000 ; Offset to parent location + } + + BONE { + BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part + ModelID 12 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -1200.000 0.000 -0.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 15.000 ; Time (in seconds) since previous keyframe + Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 7000.000 0.000 -3500.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + } + BONE { + BoneID 2 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount -800000.000 ; Rotation (in degrees) + + ; Add properties for light, sound effect and sparks here (optional). + ; Values are inherited by future keyframes, so only the properties to + ; be changed need to be specified again. + SFX { + SfxID 3 ; Sound ID (0 to 63, or -1) + Range 100 ; Range multiplier (0 to 100) + Looping true ; Whether the sound is continuous or one-shot + } + } + } +} +;---------------------------- +; Lights +;---------------------------- + +ANIMATION { + Slot 16 ; Slot ID (0 to 255) + Name "lit" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -23000.000 100.000 -13000.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 21000.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 0.000 ; Rotation (in degrees) + + ; Light, sound and spark generator for this bone + ; values apply to all future keyframes until they are changed again + + LIGHT { + Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) + Color 1000 1000 1000 ; Light color (RGB values, -1024 to 1024 for each component) + Reach 7500 ; Light reach distance + ConeSize 180 ; Cone size for spot lights (1 to 180) + FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) + + } + } +} +;---------------------------- +; Lights +;---------------------------- + +ANIMATION { + Slot 17 ; Slot ID (0 to 255) + Name "lit" ; Display name (currently unused) + Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) + + BONE { + BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + } + + BONE { + BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part + ModelID -1 ; Model ID (0 to 63, or -1) + Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part + OffsetTranslation -36000.000 100.000 -13000.000 ; Offset to parent location + } + + KEYFRAME { + FrameNr 0 ; Number of the keyframe (0 to 255) + Time 1.000 ; Time (in seconds) since previous keyframe + Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot + BONE { + BoneID 0 ; Body part ID + Translation 21000.000 0.000 0.000 ; Translation + } + BONE { + BoneID 1 ; Body part ID + RotationAxis 0.000 0.000 1.000 ; Rotation axis + RotationAmount 0.000 ; Rotation (in degrees) + + ; Light, sound and spark generator for this bone + ; values apply to all future keyframes until they are changed again + + LIGHT { + Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) + Color 1000 1000 1000 ; Light color (RGB values, -1024 to 1024 for each component) + Reach 7500 ; Light reach distance + ConeSize 180 ; Cone size for spot lights (1 to 180) + FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) + + } + } +} \ No newline at end of file diff --git a/levels/pmt_highway/reversed/pmt_highway.fa- b/levels/pmt_highway/reversed/pmt_highway.fa- new file mode 100644 index 00000000..dab154bc Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.fa- differ diff --git a/levels/pmt_highway/reversed/pmt_highway.fan b/levels/pmt_highway/reversed/pmt_highway.fan new file mode 100644 index 00000000..d4c3426f Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.fan differ diff --git a/levels/pmt_highway/reversed/pmt_highway.fi- b/levels/pmt_highway/reversed/pmt_highway.fi- new file mode 100644 index 00000000..b4f042df Binary files /dev/null and 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a/levels/pmt_highway/reversed/pmt_highway.inf b/levels/pmt_highway/reversed/pmt_highway.inf new file mode 100644 index 00000000..f0c23b9b --- /dev/null +++ b/levels/pmt_highway/reversed/pmt_highway.inf @@ -0,0 +1,15 @@ +NAME 'Rigs Highway' +DIFFICULTY 2 +CHALLENGE 00 46 000 +STARTPOS -1000 0 0 +STARTROT 0.25 +STARTGRID 3 +FARCLIP 80000 +FOGSTART 50000 +FOGCOLOR 0 0 0 +VERTFOGSTART 5000 +VERTFOGEND 10000 +WORLDRGBPER 30 +MODELRGBPER 30 +MUSIC 'levels\pmt_highway\Highway.mp3' +ROCK 1 1 50 50 \ No newline at end of file diff --git a/levels/pmt_highway/reversed/pmt_highway.li- b/levels/pmt_highway/reversed/pmt_highway.li- new file mode 100644 index 00000000..62c0ce27 Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.li- differ diff --git a/levels/pmt_highway/reversed/pmt_highway.lit b/levels/pmt_highway/reversed/pmt_highway.lit new file mode 100644 index 00000000..b41e4fc9 Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.lit differ diff --git a/levels/pmt_highway/reversed/pmt_highway.ncp b/levels/pmt_highway/reversed/pmt_highway.ncp new file mode 100644 index 00000000..dfc8336e Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.ncp differ diff --git a/levels/pmt_highway/reversed/pmt_highway.pa- b/levels/pmt_highway/reversed/pmt_highway.pa- new file mode 100644 index 00000000..759fd7bb Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.pa- differ diff --git a/levels/pmt_highway/reversed/pmt_highway.pan b/levels/pmt_highway/reversed/pmt_highway.pan new file mode 100644 index 00000000..a53c14f9 Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.pan differ diff --git a/levels/pmt_highway/reversed/pmt_highway.ta- b/levels/pmt_highway/reversed/pmt_highway.ta- new file mode 100644 index 00000000..87bdbf8e Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.ta- differ diff --git a/levels/pmt_highway/reversed/pmt_highway.taz b/levels/pmt_highway/reversed/pmt_highway.taz new file mode 100644 index 00000000..e87cfd64 Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.taz differ diff --git a/levels/pmt_highway/reversed/pmt_highway.tr- b/levels/pmt_highway/reversed/pmt_highway.tr- new file mode 100644 index 00000000..9aac73a3 Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.tr- differ diff --git a/levels/pmt_highway/reversed/pmt_highway.tri b/levels/pmt_highway/reversed/pmt_highway.tri new file mode 100644 index 00000000..91a15601 Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.tri differ diff --git a/levels/pmt_highway/reversed/pmt_highway.w b/levels/pmt_highway/reversed/pmt_highway.w new file mode 100644 index 00000000..2160f6ba Binary files /dev/null and b/levels/pmt_highway/reversed/pmt_highway.w differ diff --git a/levels/pmt_highway/reversed/propeties.txt b/levels/pmt_highway/reversed/propeties.txt new file mode 100644 index 00000000..5b3f4078 --- /dev/null +++ b/levels/pmt_highway/reversed/propeties.txt @@ -0,0 +1,37 @@ +SPARK { + ID 11 ; Particle ID [0 - 63] + Name "ENGINE SMOKE" ; Display name + + CollideWorld true ; Collision with the world + CollideObject true ; Collision with objects + CollideCam true ; Collision with camera + HasTrail false ; Particle has a trail + FieldAffect true ; Is affected by force fields + Spins false ; Particle spins + Grows false ; Particle grows + Additive true ; Draw particle additively + Horizontal false ; Draw particle flat + + Size 1.000000 1.000000 ; Size of the particle + UV 0.937500 0.000000 ; Top left UV coordinates + UVSize 0.062500 0.062500 ; Width and height of UV + TexturePage 47 ; Texture page + Color 55 255 255 ; Color of the particle + + Mass 0.010000 ; Mass of the particle + Resistance 0.000000 ; Air resistance + Friction 0.100000 ; Sliding friction + Restitution 0.000000 ; Bounciness + + LifeTime 0.500000 ; Maximum life time + LifeTimeVar 0.050000 ; Life time variance + + SpinRate 0.000000 ; Avg. spin rate (radians/sec) + SpinRateVar 0.000000 ; Variation of the spin rate + + SizeVar 0.000000 ; Size variation + GrowRate 0.000000 ; How quickly it grows + GrowRateVar 0.000000 ; Grow variation + + TrailType 1 ; ID of the trail to use +} diff --git a/levels/pmt_springvst/Falling_Blossom.mp3 b/levels/pmt_springvst/Falling_Blossom.mp3 new file mode 100644 index 00000000..7ab39ff7 Binary files /dev/null and b/levels/pmt_springvst/Falling_Blossom.mp3 differ diff --git a/levels/pmt_springvst/custom/boat2.m b/levels/pmt_springvst/custom/boat2.m new file mode 100644 index 00000000..732b7eb8 Binary files /dev/null and b/levels/pmt_springvst/custom/boat2.m differ diff --git a/levels/pmt_springvst/custom/lantern.m b/levels/pmt_springvst/custom/lantern.m new file mode 100644 index 00000000..cb003d4b Binary files /dev/null and b/levels/pmt_springvst/custom/lantern.m differ diff --git a/levels/pmt_springvst/custom/light1.m b/levels/pmt_springvst/custom/light1.m new file mode 100644 index 00000000..b791aa35 Binary files /dev/null and b/levels/pmt_springvst/custom/light1.m differ diff --git a/levels/pmt_springvst/custom/light2.m b/levels/pmt_springvst/custom/light2.m new file mode 100644 index 00000000..95116407 Binary files /dev/null and b/levels/pmt_springvst/custom/light2.m differ diff --git a/levels/pmt_springvst/custom/light3.m b/levels/pmt_springvst/custom/light3.m new file mode 100644 index 00000000..f2e536db Binary files /dev/null and b/levels/pmt_springvst/custom/light3.m differ diff --git a/levels/pmt_springvst/custom/reversed/sky_bk.bmp b/levels/pmt_springvst/custom/reversed/sky_bk.bmp new file mode 100644 index 00000000..93147ad8 Binary files /dev/null and b/levels/pmt_springvst/custom/reversed/sky_bk.bmp differ diff --git a/levels/pmt_springvst/custom/reversed/sky_bt.bmp b/levels/pmt_springvst/custom/reversed/sky_bt.bmp new file mode 100644 index 00000000..4433a7e8 Binary files /dev/null and b/levels/pmt_springvst/custom/reversed/sky_bt.bmp 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benderfan3124 and this is a collection of tracks i've made this summer. i hope you enjoy. +there is not much to them but i will try to make a simple description for all of them. + +port limano 1 is taking place at the market and mossy gardens part of port limano. it is a short and quick track where with stock pros it is possible to go under 20 seconds a lap. the switchback turns are fast and should make for a challenge for all the pros out there. have fun! + +thing to keep in mind is the ai which is not good as usual, i tried my best but i think they underperform. + +credits: +music is RW - Head Rush by rowan-willard https://www.newgrounds.com/audio/listen/1149174 +textures from internet +https://freesound.org/people/lebaston100/sounds/243629/ +https://freesound.org/people/mcharchenko/sounds/271144/ +https://freesound.org/people/Smokey9977/sounds/569564/ +https://freesound.org/people/Kinoton/sounds/561815/ +https://freesound.org/people/Ornitorrinco/sounds/329709/ +https://freesound.org/people/seth-m/sounds/341922/ +https://freesound.org/people/waweee/sounds/370967/ +https://freesound.org/people/juskiddink/sounds/98479/ +tropic raceway as the base for the water particles \ No newline at end of file diff --git a/levels/portlimano1/reversed/portlimano1.fan b/levels/portlimano1/reversed/portlimano1.fan new file mode 100644 index 00000000..73a322b5 Binary files /dev/null and b/levels/portlimano1/reversed/portlimano1.fan differ diff --git a/levels/portlimano1/reversed/portlimano1.pan b/levels/portlimano1/reversed/portlimano1.pan new file mode 100644 index 00000000..2e73d129 Binary files /dev/null and b/levels/portlimano1/reversed/portlimano1.pan differ diff --git a/levels/portlimano1/reversed/portlimano1.taz b/levels/portlimano1/reversed/portlimano1.taz new file mode 100644 index 00000000..f18039b9 Binary files /dev/null and b/levels/portlimano1/reversed/portlimano1.taz differ diff --git a/levels/portlimano1/reversed/portlimano1.tri 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; Material emits dust + + Roughness 1.000000 ; Roughness of the material + Grip 0.400000 ; Grip of the material + Hardness 0.500000 ; Hardness of the material + + SkidSound 7 ; Sound when skidding + ScrapeSound 5 ; Car body scrape [5:Normal] + + SkidColor 210 198 125 ; Color of the skidmarks + CorrugationType 5 ; Type of bumpiness [0 - 7] + DustType 4 ; Type of dust + Velocity 0.000000 0.000000 0.000000 ; Move cars + } + + MATERIAL { + ID 15 ; Material to replace [0 - 26] + Name "Dirt Tracks" ; Display name + + Skid true ; Skidmarks appear on material + Spark true ; Material emits particles + OutOfBounds false ; Not implemented + Corrugated true ; Material is bumpy + Moves false ; Moves like museum conveyors + Dusty true ; Material emits dust + + Roughness 1.000000 ; Roughness of the material + Grip 0.480000 ; Grip of the material + Hardness 0.500000 ; Hardness of the material + + SkidSound 7 ; Sound when skidding + ScrapeSound 5 ; Car body scrape [5:Normal] + + SkidColor 210 198 125 ; Color of the skidmarks + CorrugationType 5 ; Type of bumpiness [0 - 7] + DustType 4 ; Type of dust + Velocity 0.000000 0.000000 0.000000 ; Move cars + } + + MATERIAL { + ID 4 ; Material to replace [0 - 26] + Name "Quicksand" ; Display name + + Skid true ; Skidmarks appear on material + Spark true ; Material emits particles + OutOfBounds false ; Not implemented + Corrugated true ; Material is bumpy + Moves false ; Moves like museum conveyors + Dusty true ; Material emits dust + + Roughness 0.200000 ; Roughness of the material + Grip 0.080000 ; Grip of the material + Hardness 0.100000 ; Hardness of the material + + SkidSound 7 ; Sound when skidding + ScrapeSound 5 ; Car body scrape [5:Normal] + + SkidColor 210 198 125 ; Color of the skidmarks + CorrugationType 7 ; Type of bumpiness [0 - 7] + DustType 4 ; Type of dust + Velocity 0.000000 0.000000 0.000000 ; Move cars + } + + MATERIAL { + ID 3 ; Material to replace [0 - 26] + Name "WOOD" ; Display name + + Skid true ; Skidmarks appear on material + Spark false ; Material emits particles + OutOfBounds false ; Not implemented + Corrugated true ; Material is bumpy + Moves false ; Moves like museum conveyors + Dusty false ; Material emits dust + + Roughness 0.800000 ; Roughness of the material + Grip 0.800000 ; Grip of the material + Hardness 0.300000 ; Hardness of the material + + SkidSound 100 ; siren_loop.wav + ScrapeSound 5 ; Car body scrape [5:Normal] + + SkidColor 145 100 70 ; Color of the skidmarks + CorrugationType 3 ; Type of bumpiness [0 - 7] + DustType 0 ; Type of dust + Velocity 0.000000 0.000000 0.000000 ; Move cars + } + + MATERIAL { + ID 23 ; Material to replace [0 - 26] + Name "WOOD2" ; Display name + + Skid true ; Skidmarks appear on material + Spark false ; Material emits particles + OutOfBounds false ; Not implemented + Corrugated true ; Material is bumpy + Moves false ; Moves like museum conveyors + Dusty false ; Material emits dust + + Roughness 0.800000 ; Roughness of the material + Grip 0.800000 ; Grip of the material + Hardness 0.400000 ; Hardness of the material + + SkidSound 100 ; siren_loop.wav + ScrapeSound 5 ; Car body scrape [5:Normal] + + SkidColor 145 100 70 ; Color of the skidmarks + CorrugationType 4 ; Type of bumpiness [0 - 7] + DustType 0 ; Type of dust + Velocity 0.000000 0.000000 0.000000 ; Move cars + } + + +; CORRUGATION ================================================================= + + CORRUGATION { + ID 5 ; Corrugation to replace [0-7] + Name "Dirt 1 (Default)" ; Display name + + Amplitude 1.400000 ; Amplitude of bumps (strength) + Wavelength 60.000000 60.000000 ; Frequency of bumps + } + + CORRUGATION { + ID 7 ; Corrugation to replace [0-7] + Name "Dirt 3 (Quicksand)" ; Display name + + Amplitude 6.400000 ; Amplitude of bumps (strength) + Wavelength 800.000000 800.000000 ; Frequency of bumps + } + + CORRUGATION { + ID 3 ; Corrugation to replace [0-7] + Name "STEEL (Wood 1, X)" ; Display name + + Amplitude 1.000000 ; Amplitude of bumps (strength) + Wavelength 100.000000 0.000001 ; Frequency of bumps + } + + CORRUGATION { + ID 4 ; Corrugation to replace [0-7] + Name "CONVEYOR (Wood 2, Y)" ; Display name + + Amplitude 1.000000 ; Amplitude of bumps (strength) + Wavelength 0.000001 100.00000 ; Frequency of bumps + } + + +; DUST ======================================================================== + + DUST { + ID 4 ; Dust to replace [0 - 5] + Name "DIRT" ; Display name + + SparkType 9 ; Particle to emit [0 - 30] + ParticleChance 0.200000 ; Probability of a particle + ParticleRandom 0.140000 ; Probability variance + + SmokeType 28 ; Smoke particle to emit [0-30] + SmokeChance 0.150000 ; Probability of a smoke part. + SmokeRandom 0.01000 ; Probability variance + } + + SPARK { + ID 9 ; Particle to replace [0 - 30] + Name "DIRT" ; Display name + + CollideWorld true ; Collision with the world + CollideObject true ; Collision with objects + CollideCam false ; Collision with camera + HasTrail false ; Particle has a trail + FieldAffect true ; Is affected by force fields + Spins false ; Particle spins + Grows false ; Particle grows + Additive false ; Draw particle additively + Horizontal false ; Draw particle flat + + Size 2.000000 2.000000 ; Size of the particle + UV 0.812500 0.062500 ; Top left UV coordinates + UVSize 0.062500 0.062500 ; Width and height of UV + TexturePage 47 ; Texture page + Color 220 235 255 ; Color of the particle + + Mass 0.002000 ; Mass of the particle + Resistance 0.000300 ; Air resistance + Friction 0.400000 ; Sliding friction + Restitution 1.000000 ; Bounciness + + LifeTime 1.700000 ; Maximum life time + LifeTimeVar 0.500000 ; Life time variance + + SpinRate 0.001 ; Avg. spin rate (radians/sec) + SpinRateVar 25.000000 ; Variation of the spin rate + + SizeVar 0.000000 ; Size variation + GrowRate 0.000000 ; How quickly it grows + GrowRateVar 0.000000 ; Grow variation + + TrailType -1 ; ID of the trail to use + } + +; SPARKS======================================================================= + + SPARK { + ID 28 ; Particle to replace [0 - 30] + Name "SOILDUST" ; Display name + + CollideWorld true ; Collision with the world + CollideObject true ; Collision with objects + CollideCam false ; Collision with camera + HasTrail false ; Particle has a trail + FieldAffect true ; Is affected by force fields + Spins true ; Particle spins + Grows true ; Particle grows + Additive true ; Draw particle additively + Horizontal false ; Draw particle flat + + Size 65.000000 65.000000 ; Size of the particle + UV 0.000000 0.000000 ; Top left UV coordinates + UVSize 0.250000 0.250000 ; Width and height of UV + TexturePage 47 ; Texture page + Color 6 5 4 ; Color of the particle + + Mass 0.015000 ; Mass of the particle + Resistance 0.000500 ; Air resistance + Friction 0.000000 ; Sliding friction + Restitution 0.000000 ; Bounciness + + LifeTime 1.600000 ; Maximum life time + LifeTimeVar 0.100000 ; Life time variance + + SpinRate 0.001500 ; Avg. spin rate (radians/sec) + SpinRateVar 6.000000 ; Variation of the spin rate + + SizeVar 0.500000 ; Size variation + GrowRate 2500.0000 ; How quickly it grows + GrowRateVar 0.100000 ; Grow variation + + TrailType -1 ; ID of the trail to use + } + + SPARK { + ID 11 ; Particle to replace [0 - 30] + Name "SMOKE2" ; Display name + + CollideWorld true ; Collision with the world + CollideObject true ; Collision with objects + CollideCam false ; Collision with camera + HasTrail false ; Particle has a trail + FieldAffect false ; Is affected by force fields + Spins true ; Particle spins + Grows true ; Particle grows + Additive true ; Draw particle additively + Horizontal false ; Draw particle flat + + Size 64.000000 64.000000 ; Size of the particle + UV 0.1915 0.51757 ; Top left UV coordinates + UVSize 0.15625 0.15625 ; Width and height of UV + TexturePage 4 ; Texture page + Color 45 40 35 ; Color of the particle + + Mass 0.030000 ; Mass of the particle + Resistance 0.020000 ; Air resistance + Friction 0.001000 ; Sliding friction + Restitution 0.000000 ; Bounciness + + LifeTime 2.600000 ; Maximum life time + LifeTimeVar 0.000000 ; Life time variance + + SpinRate 0.000000 ; Avg. spin rate (radians/sec) + SpinRateVar 6.000000 ; Variation of the spin rate + + SizeVar 0.000000 ; Size variation + GrowRate 40.000000 ; How quickly it grows + GrowRateVar 20.000000 ; Grow variation + + TrailType -1 ; ID of the trail to use + } +} + + diff --git a/levels/ranch/ranch.cam b/levels/ranch/ranch.cam new file mode 100644 index 00000000..0f13c8c0 Binary files /dev/null and b/levels/ranch/ranch.cam differ diff --git a/levels/ranch/ranch.fan b/levels/ranch/ranch.fan new file mode 100644 index 00000000..30fa0595 Binary files /dev/null and b/levels/ranch/ranch.fan differ diff --git a/levels/ranch/ranch.fin b/levels/ranch/ranch.fin new file mode 100644 index 00000000..4b8db8ab Binary files /dev/null and b/levels/ranch/ranch.fin differ diff --git a/levels/ranch/ranch.fld b/levels/ranch/ranch.fld new file mode 100644 index 00000000..593f4708 Binary files /dev/null and b/levels/ranch/ranch.fld differ diff --git a/levels/ranch/ranch.fob b/levels/ranch/ranch.fob new file mode 100644 index 00000000..2753c5a4 Binary files /dev/null and b/levels/ranch/ranch.fob differ diff --git a/levels/ranch/ranch.inf b/levels/ranch/ranch.inf new file mode 100644 index 00000000..b17d4606 --- /dev/null +++ b/levels/ranch/ranch.inf @@ -0,0 +1,30 @@ +NAME 'Ranch' +DIFFICULTY 3 ; Display difficulty (0:Unknown, 1:Easy, 2:Normal, 3:Hard, 4:Extreme) + +CHALLENGE 1 16 000 ; Time in +CHALLENGEREV 1 11 000 ; Time in + +STARTPOS -11730 -35 -14646 +STARTROT 0.25 +STARTGRID 4 +FARCLIP 10000 +FOGSTART 10 +FOGCOLOR 211 131 62 +WORLDRGBPER 100 +MODELRGBPER 70 +INSTANCERGBPER 70 +MUSIC 'levels\ranch\ranch.ogg' +REDBOOK 10 10 + +; Texture Properties: Index - mipmapping - wrap mode - colorkeying + +TEXTUREPROPS 0 1 0 0 ; A +TEXTUREPROPS 1 1 0 0 ; B +TEXTUREPROPS 2 1 0 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+
+

The Ranch

+ +

History

+ +

We started working on this track when R6 and URV visited me (Marv) in May 2016. +Our plan was to create a track while the guys were over at my house so we started drawing a plan on a large sheet of paper. +We started modeling immediately and shortly after, the base mesh was more or less done. Some additions like the canyon made it into the track a year later.

+ +

We started adding more and more details to the track and came up with more ideas as time went on. In late 2017 we found ourselves in a situation where we had a track with a great concept and track flow. Still, there were so many things that had to be worked on. We took it too far. An open track like this is +not an easy project. Despite all the difficulties and lack of motivation, we pushed through it and here we are now.

+ +

I developed a Blender add-on along the way which helped me to work out all the details and the lighting. Managing all the instance files, applying properties +to all objects and making them look right would not have been possible otherwise. You can find the source code on my GitHub (maybe GitLab at +some point) profile: yethiel.

+ +

Thomas and I started a sprint in August 2018 to finally get the track done, mainly because another All's Fair competition was coming up and we showcased the track in the previous one already. So we thought it'd be nice to get it done by then. The version we played in AF 5 wasn't perfect but it had the reverse version set at night which Huki and I added extended features to RVGL for.

+ +

Thomas did a ton of MakeItGood work on his Thinkpad. The track ran at like 15 fps and I'm super thankful he's been putting up with such a big project. He did all the annoying stuff I never bothered to learn (and yet have to implement in my Blender add-on).

+ +

At some point the AI nodes wouldn't save anymore. Rather than doing them again from scratch, I just moved the church to the left side of the train station. It used to be right behind the saloon.

+ +

Even though I'm getting a bit anxious when I open the track file in Blender, I'm extremely proud of what we achieved.
+I've always collaborated with Thomas when I made tracks (he always did the MIG stuff for me). This is our first true collaboration. You wouldn't believe how much working on this together connected us. Thanks Thomas for bearing with me when I was in a bad mood or hard to work with. It means a lot to me!

+ +

-Marv

+ +

Ranch.... A beautiful plan and a beautiful execution, hopefully you think the same. Back in 2011 I met Marv through Re-Volt Live or something - and we always had worked on smaller and bigger projects before - yet there was never one that we could consider finished! Ranch is our first work where we put blood, sweat and tears and we are absolutely satisfied with the result.

+ +

There were of course moments where we needed to support each other and I will never forget those moments, I think that is what made this project special. I must point out that Ranch was an open track, it was always designed to be. This track type does not suit Re-volt specifically - it is more suited for Red Dead Redemption or GTA. But we liked the challenge. This means everything had to be modeled and be taken care of - which took a lot of time, whereas the only downside is the amount of polygons has to be rendered in a view, which lowers your FPS. If there's something that Ranch has taught me - is that teamwork can totally push you through and real friendships can come into existence ;-)

+ +

Thank you for playing this track and reading this readme, I hope you will enjoy the experience we created for you!

+ +

-Thomas

+ +

Requirements

+ +

This track requires at least RVGL version 18.0731a.
+You can get it from rvgl.re-volt.io.

+ +

Shaders needs to be enabled, otherwise the track will not look right.
+Do so in rvgl.ini which can be found in the profiles folder: Shaders = 1

+ +

Features

+ +
    +
  • Reversed version set at night + +
      +
    • Separate skybox, instances and .w
    • +
  • +
  • Texture animation (river)
  • +
  • Custom materials
  • +
  • Custom water splash particles
  • +
  • Custom moving objects (watermill, windmill)
  • +
  • Custom sounds + +
      +
    • Ambient
    • +
    • Skid sound on wood
    • +
  • +
  • Custom loading screen
  • +
  • Custom music
  • +
  • 1023/1024 instances (the limit in RVGL was raised just for this track)
  • +
+ +

Collaborators

+ +

The amazing soundtrack is Odie's work.

+ +

The challenge times were contributed by Saffron.

+ +

Some models were contributed by the community:
+Cacti: Tubers
+Church: Mighty Cucumber
+Shiplight: From RVGL by Allan

+ +

Thanks to all the people who tested the track and provided feedback!

+ +

Material Notes

+ +

I'm using the custom track properties feature on this track. I tweaked the dirt dust to be more realistic.
+Another special thing are the two wood materials which are corrugated along two different axes, according to the direction of the wooden planks.

+ +

Dirt 1:
+ Most common surface type of the track.

+ +

Dirt 2:
+ Used in the riverbed

+ +

Dirt 3:
+ Wheat field

+ +

Wood:
+ Horizontal pattern (X axis)

+ +

Wood 2:
+ Vertical pattern (Y axis)

+ +

Stone:
+ Cliffs/Rockface

+ +

Gravel:
+ Carriage tracks

+ +

Sand:
+ Quicksand, out of bounds

+ +

PRM/Instance Notes

+ +

The track has too many collision polygons to be exported in a single NCP file. That's why we split it up into three files.
+The main ncp file contains collision for the base.

+ +

ranch2.ncp belongs to an invisible instance called ranch2.prm and provides collision for buildings.

+ +

ranch3.ncp provides collision for instances of the forward version of the track. The instances don't have separate collision files because we're exploiting their matrix (which is actually for storing the orientation) for instance scale (not supported by MIG).

+ +

ranch4.ncp is similar to ranch3.ncp. It contains collision data for the reverse version of the track. Since instances don't have collision themselves, this needed to be a separate empty instance for the reverse version. Took me a few hours to realize it's possible...

+ +

Saving space and optimization

+ +

All textures except for E are saved in JPG format to save space. The loss in quality isn't too drastic. At one point the track was about 130mb. I'm glad we managed to cut it down to ~65mb.
+Instances are another trick to cut down on the size. Including all plants, rocks, barrels, ... in the .w file would have bloated it up quite a bit.
+All other textures (loading screen, gfx image) are JPGs as well.

+ +

As per huki's suggestion, we put the .w files through Jig's WorldCut with these settings:

+ +

Cubes size: 4000
+BigCubes size: 12000

+ +

Source Files

+ +

I'm sure they are somewhere... At some point we stopped working from xcf/psd/kra/blend files and just worked on bare files. W/PRM/NCP is quite a robust format and well supported by my add-on so we often deleted our work files and started from an imported version of the track.
+Don't do that, we did that to cut some corners.

+
+
+ + + + + diff --git a/levels/ranch/reversed/ranch.fan b/levels/ranch/reversed/ranch.fan new file mode 100644 index 00000000..349136a6 Binary files /dev/null and b/levels/ranch/reversed/ranch.fan differ diff --git a/levels/ranch/reversed/ranch.fin b/levels/ranch/reversed/ranch.fin new file mode 100644 index 00000000..279f3ea0 Binary files /dev/null and b/levels/ranch/reversed/ranch.fin differ diff --git a/levels/ranch/reversed/ranch.fob b/levels/ranch/reversed/ranch.fob new file mode 100644 index 00000000..5f4a4397 Binary files /dev/null and b/levels/ranch/reversed/ranch.fob differ diff --git a/levels/ranch/reversed/ranch.inf b/levels/ranch/reversed/ranch.inf new file mode 100644 index 00000000..915ef768 --- /dev/null +++ b/levels/ranch/reversed/ranch.inf @@ -0,0 +1,27 @@ +NAME 'Ranch' +DIFFICULTY 3 ; Display difficulty (0:Unknown, 1:Easy, 2:Normal, 3:Hard, 4:Extreme) + +STARTPOS -11730 -35 -14646 +STARTROT 0.75 +STARTGRID 4 +FARCLIP 94000 +FOGSTART 8000 +FOGCOLOR 66 66 66 +WORLDRGBPER 100 +MODELRGBPER 50 +INSTANCERGBPER 50 +MUSIC 'levels\ranch\ranch.ogg' +REDBOOK 10 10 + +; Texture Properties: Index - mipmapping - wrap mode - colorkeying + +TEXTUREPROPS 0 1 0 0 ; A +TEXTUREPROPS 1 1 0 0 ; B +TEXTUREPROPS 2 1 0 0 ; C +TEXTUREPROPS 3 1 0 0 ; D +TEXTUREPROPS 4 1 0 1 ; E +TEXTUREPROPS 5 1 0 0 ; F +TEXTUREPROPS 6 1 0 0 ; G +TEXTUREPROPS 7 1 0 0 ; H +TEXTUREPROPS 8 1 0 0 ; I +TEXTUREPROPS 9 1 0 0 ; J diff --git a/levels/ranch/reversed/ranch.lit b/levels/ranch/reversed/ranch.lit new file mode 100644 index 00000000..593f4708 Binary files /dev/null and b/levels/ranch/reversed/ranch.lit differ diff --git a/levels/ranch/reversed/ranch.pan b/levels/ranch/reversed/ranch.pan new file mode 100644 index 00000000..64f0b206 Binary files /dev/null and b/levels/ranch/reversed/ranch.pan differ diff --git a/levels/ranch/reversed/ranch.taz b/levels/ranch/reversed/ranch.taz new file mode 100644 index 00000000..dc348c33 Binary files /dev/null and b/levels/ranch/reversed/ranch.taz differ 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+Track Length: 1116 meters + + + +Track Installation: +Just unzip to your revolt directory and all files will be placed accordingly. + + +Story: +Every 1000 years or so the High Priests of Austnet call upon a racer to prove his/her abilities, and ultimatly to justify their right to live. Transported to a mystic place called Re-Volt Temple. It is there they must compete against 7 other racers. If they loose they must pay the ultimate penalty, their indestructable soul is fed to the Re-Volt God Obsidian. If they win, well, there are further challenges in store. + +It is time. The 1000 year wait is up and you are the chosen one. Do you have what it takes to defeat the challenges of the temple. Do you even have the metal to challenge Lord Ajalkane on the zone, well, the High Priests of Austnet will find out won't they. cackle cackle. + + +Description: +A fairly open track that offers some freedom to the driver. Uses surface properties throughout so be prepared to take a different line around obstacles than normal. There is a pathway that you should follow, unless you dare stray from it. It is a very fast track if you hit the curves right and drift around them expect lap times around 1.20 for moderate cars. Pickups have deliberately been kept thin use them wisely. + + +Problems/Issues: +11300 polygons - Some people may experience FPS problems. The only way to remedy this problem would be to remove all that makes this track what it is. We have tested it extensively with others to optimise with medium grade machines but even then the FPS can hover around the unacceptable. Thre are several things you can do to improve the fps using revolts own interface if you do experience problems. Reduce the draw distance, the number of particles and the resolution. Renaming the level .fob to something that isn't RVT.fob will also help but it will extinguish those lovely flaming torches in the tunnel and the river will stop flowing in protest. + +Water boxes and accompanying farce fields were tried on this track but were removed due to infinatly repeating splashes. The boxes worked previously so its a little odd. + +Thats it, just load it up and smell that autumn morning. + + +Tips: +Try using a car that isn't so slippery in the rear to learn the layout. Once you have the layout down then move on to a slipperier car. + + +Thanks: +Thanks to the whole community for their support of this great game and their patience with us for taking the time to try to make it perfect. + + +Special Thanks go out to the following people who made this experience possible. + +In no particular order + +Ali, Triple6s, SuperTard, Skitch2, Spaceman, Cybinary, LaserBeams, Ajalkane, Digital DTSR, Vagaroso, Speedy 3000, GWC, dod1, Greenflag, KVorlon, BuShe, Weirdstop, and the wives without whose patience this could never have been done. Love to you all. + + + +Visit: The Racers Point Forum and RVA if you havn't already. +------------------------------------------------------------------ + +------------------------------------------------------------------ diff --git a/levels/rvt_rva/reversed/rvt_rva.cam b/levels/rvt_rva/reversed/rvt_rva.cam new file mode 100644 index 00000000..593f4708 Binary files /dev/null and b/levels/rvt_rva/reversed/rvt_rva.cam differ diff --git a/levels/rvt_rva/reversed/rvt_rva.fan b/levels/rvt_rva/reversed/rvt_rva.fan new file mode 100644 index 00000000..0efe76d9 Binary files /dev/null and b/levels/rvt_rva/reversed/rvt_rva.fan differ diff --git a/levels/rvt_rva/reversed/rvt_rva.fin b/levels/rvt_rva/reversed/rvt_rva.fin new file mode 100644 index 00000000..593f4708 Binary files /dev/null and b/levels/rvt_rva/reversed/rvt_rva.fin differ diff --git a/levels/rvt_rva/reversed/rvt_rva.fld b/levels/rvt_rva/reversed/rvt_rva.fld new file mode 100644 index 00000000..5cbd6def Binary files /dev/null and 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/dev/null and b/levels/rvt_rva/rvt_rva.cam differ diff --git a/levels/rvt_rva/rvt_rva.fan b/levels/rvt_rva/rvt_rva.fan new file mode 100644 index 00000000..4f3d3f38 Binary files /dev/null and b/levels/rvt_rva/rvt_rva.fan differ diff --git a/levels/rvt_rva/rvt_rva.fin b/levels/rvt_rva/rvt_rva.fin new file mode 100644 index 00000000..593f4708 Binary files /dev/null and b/levels/rvt_rva/rvt_rva.fin differ diff --git a/levels/rvt_rva/rvt_rva.fld b/levels/rvt_rva/rvt_rva.fld new file mode 100644 index 00000000..7219920a Binary files /dev/null and b/levels/rvt_rva/rvt_rva.fld differ diff --git a/levels/rvt_rva/rvt_rva.fob b/levels/rvt_rva/rvt_rva.fob new file mode 100644 index 00000000..15aa1bba Binary files /dev/null and b/levels/rvt_rva/rvt_rva.fob differ diff --git a/levels/rvt_rva/rvt_rva.inf b/levels/rvt_rva/rvt_rva.inf new file mode 100644 index 00000000..b420a45d --- /dev/null +++ b/levels/rvt_rva/rvt_rva.inf @@ -0,0 +1,21 @@ +;---------------------------- +; Revolt .INF file structure +;---------------------------- + +NAME 'RV Temple (RVA)' +STARTPOS 0.000000 -900.000000 0.000000 +STARTPOSREV 0 -900 0 +STARTROT 0.80000 +STARTROTREV 0.3 +STARTGRID 3 +STARTGRIDREV 0 +FARCLIP 24000 +FOGSTART 1500 +FOGCOLOR 200 145 65 +VERTFOGSTART 3000 +VERTFOGEND 6000 +WORLDRGBPER 100 +MODELRGBPER 100 +DIFFICULTY 2 +INSTANCERGBPER 100 +REDBOOK 13 13 \ No newline at end of file diff --git a/levels/rvt_rva/rvt_rva.lit b/levels/rvt_rva/rvt_rva.lit new file mode 100644 index 00000000..2ee3297b Binary files /dev/null and b/levels/rvt_rva/rvt_rva.lit differ diff --git a/levels/rvt_rva/rvt_rva.ncp b/levels/rvt_rva/rvt_rva.ncp new file mode 100644 index 00000000..e25b2a5c Binary files /dev/null and b/levels/rvt_rva/rvt_rva.ncp differ diff --git a/levels/rvt_rva/rvt_rva.pan b/levels/rvt_rva/rvt_rva.pan new file mode 100644 index 00000000..8f8ba389 Binary files /dev/null and b/levels/rvt_rva/rvt_rva.pan differ diff --git a/levels/rvt_rva/rvt_rva.taz b/levels/rvt_rva/rvt_rva.taz new 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b/levels/toysoldierz/reversed/properties.txt @@ -0,0 +1,89 @@ +{ + + MATERIAL { + ID 0 + Name "TARMAC WET" + Skid true + Spark false + Corrugated false + Moves false + Dusty true + Roughness 0.8 + Grip 0.5 + Hardness 1 + SkidSound 6 + ScrapeSound 5 + DustType 2 + } + + DUST { + ID 2 + Name "TARMAC WATERDROPS" + SparkType 29 + ParticleChance 9 + ParticleRandom 0 + SmokeType 30 + SmokeChance 9 + SmokeRandom 0.1 + } + + SPARK { + ID 29 + Name "WATERDROPS" + CollideWorld false + CollideObject false + CollideCam false + HasTrail false + FieldAffect false + Spins true + Grows true + Additive true + Horizontal false + Size 15 15 + UV 0 0.5 + UVSize 0.25 0.25 + TexturePage 47 + Color 150 150 150 + Mass 0.05 + Resistance 0.002 + Friction 0 + Restitution 0 + LifeTime 0.2 + LifeTimeVar 0 + SpinRate 80 + SpinRateVar 10 + SizeVar 10 + GrowRate 0 + GrowRateVar 36 + } + + SPARK { + ID 30 + Name "DUST" + CollideWorld true + CollideObject true + CollideCam false + HasTrail false + FieldAffect false + 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'ToySoldierz';The name of the level as seen in-game +STARTPOS 0. 0. 0 ;Start position of the car +STARTPOSREV 0. 0. 0 ;Start position of the car +STARTROT 0 ;Start rotation of the car (0 - 1) +STARTROTREV 0 ;Start rotation of the car (0 - 1) +FARCLIP 18000 ;Far clipping distance (draw distance) +FOGSTART 12000 ;Fog start (slightly less than FARCLIP) +FOGCOLOR 80 144 192 ;Fog and background color +VERTFOGSTART 0 ;Vertical fog start (as in rooftops) +VERTFOGEND 0 ;Vertical fog end (as in rooftops) +WORLDRGBPER 100 ;RGB percent of original world gouraud +MODELRGBPER 100 ;RGB percent of original model gouraud +INSTANCERGBPER 100 ;RGB percent of original instance gouraud +MIRRORS 0 0.75 0 256 ;Type - mix - intensity start - distance +MUSIC 'music\io\trance\zeta' +REDBOOK 4 9 \ No newline at end of file diff --git a/levels/toysoldierz/toysoldierz.lit b/levels/toysoldierz/toysoldierz.lit new file mode 100644 index 00000000..b0da9faa Binary files /dev/null and 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---------------------------------- + All textures from Urban Terror 4.1 + ---------------------------------- + * Tools: 3ds Max 5, ASE Tools, MAKEITGOOD edit modes, + and Paint Shop Pro 9. + ------------------------------------------------------------ + --- hilaire9's Home Page: http://members.cox.net/alanzia + + diff --git a/levels/whiterose/reversed/whiterose.fa- b/levels/whiterose/reversed/whiterose.fa- new file mode 100644 index 00000000..81eec24b Binary files /dev/null and b/levels/whiterose/reversed/whiterose.fa- differ diff --git a/levels/whiterose/reversed/whiterose.fan b/levels/whiterose/reversed/whiterose.fan new file mode 100644 index 00000000..355f061a Binary files /dev/null and b/levels/whiterose/reversed/whiterose.fan differ diff --git a/levels/whiterose/reversed/whiterose.fin b/levels/whiterose/reversed/whiterose.fin new file mode 100644 index 00000000..593f4708 Binary files /dev/null and b/levels/whiterose/reversed/whiterose.fin differ diff --git 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a/levels/whiterose/whiterosej.bmp b/levels/whiterose/whiterosej.bmp new file mode 100644 index 00000000..da1b7292 Binary files /dev/null and b/levels/whiterose/whiterosej.bmp differ diff --git a/levels/whiterose/whiterosej.bmq b/levels/whiterose/whiterosej.bmq new file mode 100644 index 00000000..1a54009e Binary files /dev/null and b/levels/whiterose/whiterosej.bmq differ diff --git a/levels/winterwest/_readme_.txt b/levels/winterwest/_readme_.txt new file mode 100644 index 00000000..90150d1d --- /dev/null +++ b/levels/winterwest/_readme_.txt @@ -0,0 +1,126 @@ + +THE GREAT SILENCE +Version 1.4 from April 9th, 2022 + +Created by: Kiwi +Created: 17. December 2020 - 02. January 2021 + +Length: 583m / 545m (R) +Difficulty: Extreme +Time trial: 00:47:00 / 00:45:50 (R) +Practice star: Yes +Foldername: winterwest + +Vis. Polygons: ~ 151.000 +Col. Polygons: ~ 35.000 + +____________________________________________________ + +Description: + +This track is named after and dedicated to the Spaghetti Western film directed +and co-written by Sergio Corbucci, which take place at a town named "Snow Hill". +It's one of the few Western films having a winter scenario. + +The track is based on the Ghost Town tracks but has new areas as well: A train +station with a locomotive, a frozen lake with slippery ice surface, a cemetery +with a church and a stable with horses. + +Snow-, ice-, and hay-surfaces with custom SFX and custom particle effects! + +Laptime with a Pro-car: Around 50 seconds. + +150.000 Polygons, optimized as good as possible by the intense use of Visiboxes. + +Custom SFX! +Reverse version! +Practice mode star! +2 global racing stars! + +RVGL 20.1230a or later required + +Thx for playing, have fun! + +____________________________________________________ + +Developers: + +Kiwi: +- Modeling/Re-modeling +- Shading +- Lights +- Texture adjustments +- Custom animations +- Custom surfaces +- SFX editing +- Object placements +- Instance placements +- AI-nodes +- Position-nodes +- Track zones +- Cameras +- Triggers +- NCP's + +Acclaim: +- Original Ghost Town mesh +- Original Ghost Town textures + +____________________________________________________ + +Used assets: + +Locomotive model and textures: +- yanix (https://sketchfab.com/3d-models/locomotive-d89f7d5a37ef43119e7b6c37b41c69cb) + +Train waggon model and textures: +- Kefla (https://sketchfab.com/3d-models/train-wagon-cfa7a3d7f4f543ab92efb9510b8fab89) + +Water tower model and textures: +- BytesCrafter (https://sketchfab.com/3d-models/wooden-water-tower-ce4de11b50164c3abf65de2d6c51b872) + +Horse carriage model and textures: +- ta.holovan (https://sketchfab.com/3d-models/wild-west-carriage-fa88f19121de41c0aa2a74c6d20ef95b) + +Church model and textures: +- Ali.h (https://sketchfab.com/3d-models/western-church-mobile-gameready-64f89f8e3e0348d493925a257a9baf0d) + +Grave model and textures: +- beagleknight (https://sketchfab.com/3d-models/simple-tombs-7cd794b3725647deabfed2916f3300cc) + +Horse model and textures: +- Léonard_Doye (https://sketchfab.com/3d-models/horse-textured-low-poly-34d4e9d8837549199658133c36643bf0) + +Tree model and textures: +- Winter Park by Zach K. + +Snow texture: +- Snowland 1 by Xarc + +Custom fxpage2.bmp +- Wildland by Javildesign + +Custom Surface SFX: +- Sounddogs.com + +Train SFX: +- Sounddogs.com + +Horse SFX: +- SoundIdeas (https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORSE_-_EXTERIOR:_SNORTING,_ANIMAL_01) + +Music: +- "Epic Spaghetti Western" by Matthew Reid (https://www.youtube.com/watch?v=VAbsghsc8X8&list=OLAK5uy_loW1wzE6esBQWT0RsTkoAV_zBNA8oSDS0&index=27) + +____________________________________________________ + +Thanks: + +To whole Re-Volt Discord #tracks channel for your help. +Special thanks to Tubers, Ashen Forest and BloodBTF. + +Very special thanks to Powerate for Version 1.3 and Version 1.4 suggestions + +____________________________________________________ + + diff --git a/levels/winterwest/barrel.ncp b/levels/winterwest/barrel.ncp new file mode 100644 index 00000000..97f76803 Binary files /dev/null and b/levels/winterwest/barrel.ncp differ diff --git a/levels/winterwest/barrel.prm b/levels/winterwest/barrel.prm new file mode 100644 index 00000000..472260dc Binary files /dev/null and b/levels/winterwest/barrel.prm differ diff --git a/levels/winterwest/box1.ncp b/levels/winterwest/box1.ncp new file mode 100644 index 00000000..2a275d74 Binary files /dev/null and b/levels/winterwest/box1.ncp differ diff --git a/levels/winterwest/box1.prm b/levels/winterwest/box1.prm new file mode 100644 index 00000000..29b4c4dd Binary files /dev/null and b/levels/winterwest/box1.prm differ diff --git a/levels/winterwest/carriage.ncp b/levels/winterwest/carriage.ncp new file mode 100644 index 00000000..8c01a529 Binary files /dev/null and b/levels/winterwest/carriage.ncp differ diff --git 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b/levels/winterwest/custom/loadlevel4.bmp new file mode 100644 index 00000000..5110d2a7 Binary files /dev/null and b/levels/winterwest/custom/loadlevel4.bmp differ diff --git a/levels/winterwest/custom/music.ogg b/levels/winterwest/custom/music.ogg new file mode 100644 index 00000000..1eb7ded7 Binary files /dev/null and b/levels/winterwest/custom/music.ogg differ diff --git a/levels/winterwest/custom/thunder1.wav b/levels/winterwest/custom/thunder1.wav new file mode 100644 index 00000000..2dca7d2c Binary files /dev/null and b/levels/winterwest/custom/thunder1.wav differ diff --git a/levels/winterwest/custom/tv.wav b/levels/winterwest/custom/tv.wav new file mode 100644 index 00000000..69c06b3d Binary files /dev/null and b/levels/winterwest/custom/tv.wav differ diff --git a/levels/winterwest/custom_animations.txt b/levels/winterwest/custom_animations.txt new file mode 100644 index 00000000..ad926a9a --- /dev/null +++ b/levels/winterwest/custom_animations.txt @@ -0,0 +1,93 @@ +{ + MODEL 0 "horsetail" + + ANIMATION { + Slot 0 + Name "Horsetail" + Mode 2 + + BONE { + BoneID 0 + ModelID 0 + } + + KEYFRAME { + FrameNr 0 + Time 1 + Type 3 + + BONE { + BoneID 0 + RotationAxis 0 0 15 + RotationAmount 7 + } + } + KEYFRAME { + FrameNr 1 + Time 1 + Type 3 + + BONE { + BoneID 0 + RotationAxis 0 0 -15 + RotationAmount 7 + } + } + KEYFRAME { + FrameNr 2 + Time 1 + Type 3 + + BONE { + BoneID 0 + RotationAxis 0 0 15 + RotationAmount 7 + } + } + + KEYFRAME { + FrameNr 3 + Time 1 + Type 3 + + BONE { + BoneID 0 + RotationAxis 0 0 -15 + RotationAmount 20 + } + } + KEYFRAME { + FrameNr 4 + Time 1 + Type 3 + + BONE { + BoneID 0 + RotationAxis 0 0 15 + RotationAmount 20 + } + } + KEYFRAME { + FrameNr 5 + Time 1 + Type 3 + + BONE { + BoneID 0 + RotationAxis 0 0 -15 + RotationAmount 10 + } + } + KEYFRAME { + FrameNr 6 + Time 1 + Type 3 + + BONE { + BoneID 0 + RotationAxis 0 0 15 + RotationAmount 20 + } + } + } +} \ No newline at end of file diff --git a/levels/winterwest/horse.ncp b/levels/winterwest/horse.ncp new file mode 100644 index 00000000..bfb78832 Binary files /dev/null and b/levels/winterwest/horse.ncp differ diff --git a/levels/winterwest/horse.prm b/levels/winterwest/horse.prm new file mode 100644 index 00000000..76bb99a6 Binary files /dev/null and b/levels/winterwest/horse.prm differ diff --git a/levels/winterwest/properties.txt b/levels/winterwest/properties.txt new file mode 100644 index 00000000..d27c4114 --- /dev/null +++ b/levels/winterwest/properties.txt @@ -0,0 +1,194 @@ +{ + MATERIAL { + ID 3 + Name "Wood Surface" + Color 119 76 35 + Skid true + Spark false + OutOfBounds false + Corrugated false + Moves false + Dusty false + Roughness 0.8 + Grip 0.8 + Hardness 0.3 + DefaultSound -1 + SkidSound 7 + ScrapeSound 5 + SkidColor 179 164 141 + CorrugationType 0 + DustType 0 + Velocity 0 0 0 + } + MATERIAL { + ID 4 + Name "Hay Surface" + Color 244 193 127 + Skid false + Spark true + OutOfBounds false + Corrugated false + Moves false + Dusty true + Roughness 1 + Grip 1 + Hardness 0 + DefaultSound -1 + SkidSound 7 + ScrapeSound 5 + CorrugationType 0 + DustType 2 + Velocity 0 0 0 + } + MATERIAL { + ID 18 + Name "Snow Surface" + Color 135 99 73 + Skid true + Spark true + OutOfBounds false + Corrugated true + Moves false + Dusty true + Roughness 1 + Grip 1 + Hardness 0 + DefaultSound 67 + SkidSound 68 + ScrapeSound 5 + SkidColor 225 225 225 + CorrugationType 2 + DustType 4 + Velocity 0 0 0 + } + MATERIAL { + ID 22 + Name "Ice Surface" + Color 184 255 242 + Skid true + Spark true + OutOfBounds false + Corrugated false + Moves false + Dusty false + Roughness 0.6 + Grip 0.6 + Hardness 0.2 + DefaultSound -1 + SkidSound 69 + ScrapeSound 70 + SkidColor 202 204 213 + CorrugationType 0 + DustType 0 + Velocity 0 0 0 + } + DUST { + ID 2 + Name "Hay Dust" + SparkType 5 + ParticleChance 0.3 + ParticleRandom 0.1 + SmokeType 30 + SmokeChance 0.3 + SmokeRandom 0.6 + } + DUST { + ID 4 + Name "Snow Dust" + SparkType 9 + ParticleChance 0.4 + ParticleRandom 0.8 + SmokeType 28 + SmokeChance 0.2 + SmokeRandom 0.8 + } + SPARK { + ID 3 + Name "Locomotive Steam" + CollideWorld false + CollideObject false + CollideCam false + HasTrail false + FieldAffect false + Spins true + Grows true + Additive true + Horizontal false + Size 100 100 + UV 0 0 + UVSize 0.25 0.25 + TexturePage 47 + Color 10 10 10 + Mass 0.01 + Resistance 0.0001 + Friction 0.001 + Restitution 0.5 + LifeTime 4 + LifeTimeVar 0.5 + SpinRate 0 + SpinRateVar 0 + SizeVar 10 + GrowRate 400 + GrowRateVar 50 + } + SPARK { + ID 5 + Name "Hay Particles" + CollideWorld true + CollideObject true + CollideCam false + HasTrail false + FieldAffect true + Spins true + Grows false + Additive true + Horizontal false + Size 8 8 + UV 0 0 + UVSize 1 1 + TexturePage 27 + Color 150 150 150 + Mass 0.1 + Resistance 0.02 + Friction 1 + Restitution 0.5 + LifeTime 2 + LifeTimeVar 0.5 + SpinRate 0 + SpinRateVar 15 + SizeVar 0 + GrowRate 0 + GrowRateVar 0 + TrailType -1 + } + SPARK { + ID 9 + Name "Snow Particles" + CollideWorld true + CollideObject true + CollideCam false + HasTrail false + FieldAffect true + Spins false + Grows false + Additive true + Horizontal false + Size 3.5 3.5 + UV 0 0 + UVSize 1 1 + TexturePage 26 + Color 255 255 255 + Mass 0.001 + Resistance 0.001 + Friction 0.01 + Restitution 0.2 + LifeTime 1 + LifeTimeVar 0.2 + SpinRate 0 + SpinRateVar 25 + SizeVar 0.2 + GrowRate 0 + GrowRateVar 0 + TrailType -1 + } +} \ No newline at end of file diff --git a/levels/winterwest/reversed/winterwest.cam b/levels/winterwest/reversed/winterwest.cam new file mode 100644 index 00000000..aa705f0f Binary files /dev/null and b/levels/winterwest/reversed/winterwest.cam differ diff --git a/levels/winterwest/reversed/winterwest.fan b/levels/winterwest/reversed/winterwest.fan new file mode 100644 index 00000000..5d357b10 Binary files /dev/null and b/levels/winterwest/reversed/winterwest.fan differ diff --git a/levels/winterwest/reversed/winterwest.fin 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