Parameters (.txt)

User cars can be customized through new entries in the car's "parameters.txt" file.

To make sure your car stays compatible with legacy versions of the game, precede each line of a new entry in the parameters file with ;). This is done in our examples below.

To add a box-art image to your car, use the TCARBOX parameter. This entry works the same way as the TPAGE parameter. General syntax:
;)TCARBOX <path to carbox texture> ‚Äč
The carbox texture should be a full 256x256 bitmap image (although other sizes may be supported), with pure white (RGB 255,255,255) background. Mipmaps may be used for improved quality and performance (see the Textures & Mipmaps section).

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

The shadow map is generally a 64x64 bitmap image containing a white silhouette of the car on a black background. They can be generated from the top view of the car (preferably from a 3D modeller) and then postp-processed in an image editor.

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

Parameters to be added:

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

General syntax:

    ;)TSHADOW     <path to shadow texture (or) NONE>
    ;)SHADOWINDEX -1  ; 0 to 27, (or) -1
    ;)SHADOWTABLE -10.2 10.2 30.4 -30.4 -4.2

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

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

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

v1.2 also requires the Trans parameter to be properly filled in.

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

    ;)Statistics  TRUE

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

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

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

    ; Camera details

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

Configure the camber angle for each wheel of your car using the Camber entry. This sets the rotation angle (in degree) of the wheel along the Z axis. General syntax (in each WHEEL section):

    ;)Camber    -10

The camber sign is automatically adjusted for left / right wheels. A negative Camber value makes the bottom of the wheel farther out than the top.

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

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

Flying AI cars will also steer in the air.

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

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

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

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

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

    ;)CPUSelectable  FALSE

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