Advanced Customization


RVGL supports advanced custom content in user tracks. This includes but not limited to:

  • Animated objects
  • Skymap, clouds, other graphics
  • Sound effects
  • Loadscreen image
  • HUD, menu and font

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

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

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

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

In Reverse mode, the custom version of the files that Re-Volt expects to find in the "reversed" folder have to be placed inside the "custom\reversed" folder to be detected.

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

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

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

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

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

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

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

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

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

  • Track Zones: 128.
  • Collision polygons: 16384.

The collision poly limit has been updated to accomodate instance collpolys. The maximum polys supported by the world ncp file is limited to 65536. However, it's now possible to add any number of additional instance ncp files, i.e., the total number of world + instance collpolys can now exceed 65536.

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