; ------------------------------------------------------------------------------ ; Custom.ini file used by WolfR4 for custom tracks support. ; This file was generated by: WolfR4 - (c) jigebren - Rel.11-01-10 ; ------------------------------------------------------------------------------ ; ; This file has to be placed in the target track directory for CUSTOM TRACK ; support, or in the '#' directory for GLOBAL CUSTOM support. ; ; A GLOBAL CUSTOM file is applied as soon as Re-Volt starts, and will remain ; loaded as long as Re-Volt is running, while a CUSTOM TRACK is only applied ; once the track is actually selected, and will be unloaded along with the ; track (when another track is loaded or when going back to frontend). ; ; You can delete each unnecessary line it, or simply comment it out using ; semicolon character ';'. ; Empty sections can be removed too. ; As a rule, when a new default custom.ini file is created, each entry is ; usually set to the default value used by Re-Volt, and all entries are ; commented-out. So don't forget to modify AND UNCOMMENT each entry you're ; using. ; ; * Warning! ; Pay a special attention to the maximal allowed lenght for all file path ; entries. For this reason, we have to use some tricks like working with very ; short directory paths. ; * Recommended method for custom track makers (about '#\?????\'): ; Let's imagine you plan to create a new custom track named 'Smith Track'. ; First, create a special directory named '#' in the main Re-Volt directory. ; Create a custom directory for the track: it's a short-named directory (max. ; 5 characters long) placed inside '#'. In this example it could be '#\smith'. ; Leave all usual files in the main track folder (eg. 'levels\smith_track'), ; but place all the custom files used by the track in '#\smith'. ; Use the search/replace function of your text editor to remplace all ; '#\?????\' occurences in this file by '#\smith\' (Notice: it can be done by ; WolfR4 itself when the custom folder is automatically created along with the ; custom.ini file). ; ; * Notice: ; For all XYZ coordinates, remember that the X axis is pointing to the right, ; Y to the ground, And Z to the front. ; ; * Notice: ; For Boolean entries (whose value has to be something like 'true'), anything ; except 'false' and '0' will be considered as 'true' (ie. entry activated). ; ; * Notice: ; The following sections are mostly intended to be used for global custom, ; rather than for custom tracks: ; [generic_sfx], [tracks], [championship], [cars], [cars_shadow] ; ; ------------------------------------------------------------------------------ ; desc = ; You can write some info here (only used for Global Custom). Notice: \n can be used for end of line. ; [custom_version_extension] ; ------------------------------------------------------------------------------ ; A special extension can be set to have a version of a file used with WolfR4, ; and another (with the regular extension) when WolfR4 is not used. ; That way the track can be used either as custom or as a regular non-custom ; track (no need to distribute 2 versions of the track). ; ------------------------------------------------------------------------------ ; cam = ca_ ; 3 characters max ; fan = fa_ ; 3 characters max ; fin = fi_ ; 3 characters max ; fld = fl_ ; 3 characters max ; fob = fo_ ; 3 characters max ; lit = li_ ; 3 characters max ; ncp = nc_ ; 3 characters max ; pan = pa_ ; 3 characters max ; por = po_ ; 3 characters max ; rim = ri_ ; 3 characters max ; taz = ta_ ; 3 characters max ; tri = tr_ ; 3 characters max ; vis = vi_ ; 3 characters max ; w = w_ ; 3 characters max ; [camera] ; ------------------------------------------------------------------------------ ; Allows to modify the cameras behavior. ; ; - use_replay_cameras = true : Allow to create new kind of track that will ; use the replay camera during the race instead of the usual on-board camera ; (to give a better RC driving feeling). ; - set_camera_sweep = true : The intro camera will sweep above the cars at ; starting line (during countdown), like for the stock tracks. ; - cam_follow_0 : the first in-race camera (follow behind car), used by ; default at race start up. ; - cam_follow_1 : the second in-race camera (follow close behind car), when ; you have pressed the F1 key once. ; - cam_..._pos : camera's position, relative to the car's CoM. ; - cam_..._look : camera's look-at position, relative to the car's CoM. ; ------------------------------------------------------------------------------ ; cam_follow_0_look = 0, -60, 0 ; default = 0, -60, 0 ; cam_follow_0_pos = 0, -150, -460 ; default = 0, -150, -460 ; cam_follow_1_look = 0, -70, 0 ; default = 0, -70, 0 ; cam_follow_1_pos = 0, -120, -210 ; default = 0, -120, -210 ; set_camera_sweep = true ; use_replay_cameras = true ; [options] ; ------------------------------------------------------------------------------ ; Use following options to re-enable some models loading in multi-player mode ; (use with caution, these models have been removed from online racing because ; they were generating too many packets). ; ------------------------------------------------------------------------------ ; load_abc_in_multiplayer = true ; load_bottle_in_multiplayer = true ; load_can_in_multiplayer = true ; load_packet_in_multiplayer = true ; load_trolley_in_multiplayer = true ; [object_properties] ; ------------------------------------------------------------------------------ ; Modify some models properties. ; ; Entries name should be self-explanatory. ; Notice: You can enter a hexadecimal value by preceding it with '$'. ; ------------------------------------------------------------------------------ ; abc_block_env_rgb = $404040 ; default = $404040 (RGB color in format: $rrggbb) ; basketball_coll_sphere_radius = 48.0 ; default = 48.0 ; beachball_coll_sphere_radius = 100.0 ; default = 100.0 ; boat_steam_offset = 0, -350, 0 ; default = 0, -350, 0 ; boat_steam_vel = 0, -500, -100 ; default = 0, -500, -100 ; bottle_env_rgb = $308020 ; default = $308020 (RGB color in format: $rrggbb) ; copter_blade1_off = 0, -340, 66 ; default = 0, -340, 66 ; copter_blade2_off = 28, -252, -200 ; default = 28, -252, -200 ; dolphin_vel = 0, -500, -300 ; default = 0, -500, -300 ; dragon_fire_dir = -0.45, 2.0, 6.0 ; default = -0.45, 2.0, 6.0 ; dragon_fire_offset = -494.2, 208.0, 96.0 ; default = -494.2, 208.0, 96.0 ; football_coll_sphere_radius = 30.0 ; default = 30.0 ; lantern_brightness = 0.5 ; default = 0.5 ; lantern_light_color_b = 173 ; default = 173 (blue component) ; lantern_light_color_g = 298 ; default = 298 (green component) ; lantern_light_color_r = 363 ; default = 363 (red component) ; packet_env_rgb = $404040 ; default = $404040 (RGB color in format: $rrggbb) ; plane_prop_off = 0, -120, 110 ; default = 0, -120, 110 ; shiplight_light_color_b = 173 ; default = 173 (blue component) ; shiplight_light_color_g = 298 ; default = 298 (green component) ; shiplight_light_color_r = 363 ; default = 363 (red component) ; sprinkler_head_offset = 0.0, -38.0, 0.0 ; default = 0.0, -38.0, 0.0 ; sprinkler_jet_offset = 0, 8, -24 ; default = 0, 8, -24 ; sprinkler_jet_vel = 0, -1300, -2000 ; default = 0, -1300, -2000 ; train_steam_dir = 0, -350, 0 ; default = 0, -350, 0 ; train_steam_offset = 0, -550, -196 ; default = 0, -550, -196 ; train_velocity_z = -200.0 ; train_wheel0_offset = 98, -136, 330 ; default = 98, -136, 330 ; train_wheel1_offset = -98, -136, 330 ; default = -98, -136, 330 ; train_wheel2_offset = 98, -92, -204 ; default = 98, -92, -204 ; train_wheel3_offset = -98, -92, -204 ; default = -98, -92, -204 ; tumbleweed_coll_sphere_radius = 70.0 ; default = 70.0 ; [texture] ; ------------------------------------------------------------------------------ ; Allows to modify the textures size per track. ; ; Set new size here only when you're actually supplying a texture that has not ; the regular size. For example you may use 512x512 textures for the world, ; and keep 256x256 for Skybox. In that case, you should not have to set the ; 'texture_size_skybox' entry, only 'texture_size_level = 512' would be ; needed. ; ; Some entries, like texture_size_cars, texture_size_carboxes or ; texture_size_gfx entries, are mostly intended to be used for global custom ; (there would just be no sense in using them for custom tracks). ; ; Entries name should be self-explanatory except maybe for these keys: ; - texture_size_world : the main 10 textures used by the level. ; - texture_size_models : use it if you are supplying a custom resized version ; of at least one of these files: 'levels\market1\trolley.bmp', ; 'levels\muse2\sun.bmp', 'levels\toy2\dragon.bmp', ; 'levels\toylite\water.bmp', 'gfx\clouds.bmp', 'levels\nhood2\water.bmp' or ; 'levels\ship1\water.bmp'. ; - texture_size_font_loading_spru : same rule as above for the files: ; 'gfx\font.bmp', 'gfx\loading.bmp' or 'gfx\spru.bmp'. ; ; Texture_size default value is 256 for all entries. ; ------------------------------------------------------------------------------ ; max_number_of_mipmaps = 3 ; default = 2 ; texture_size_carboxes = 512 ; texture_size_cars = 512 ; texture_size_envroll = 512 ; texture_size_envstill = 512 ; texture_size_font_loading_spru = 512 ; texture_size_fxpage1 = 512 ; texture_size_fxpage2 = 512 ; texture_size_fxpage3 = 512 ; texture_size_gfx = 512 ; texture_size_loadlevel = 512 ; texture_size_models = 512 ; texture_size_shadow = 512 ; texture_size_skybox = 512 ; texture_size_world = 512 ; [skymaps] ; ------------------------------------------------------------------------------ ; Customize here the skymap that you have selected in makeitgood mode. ; ------------------------------------------------------------------------------ ; levels\nhood1\sky_bk.bmp = #\?????\sky_bk.bmp ; 27 characters max ; levels\nhood1\sky_bt.bmp = #\?????\sky_bt.bmp ; 27 characters max ; levels\nhood1\sky_ft.bmp = #\?????\sky_ft.bmp ; 27 characters max ; levels\nhood1\sky_lt.bmp = #\?????\sky_lt.bmp ; 27 characters max ; levels\nhood1\sky_rt.bmp = #\?????\sky_rt.bmp ; 27 characters max ; levels\nhood1\sky_tp.bmp = #\?????\sky_tp.bmp ; 27 characters max ; levels\ship1\sky_bk.bmp = #\?????\sky_bk.bmp ; 23 characters max ; levels\ship1\sky_bt.bmp = #\?????\sky_bt.bmp ; 23 characters max ; levels\ship1\sky_ft.bmp = #\?????\sky_ft.bmp ; 23 characters max ; levels\ship1\sky_lt.bmp = #\?????\sky_lt.bmp ; 23 characters max ; levels\ship1\sky_rt.bmp = #\?????\sky_rt.bmp ; 23 characters max ; levels\ship1\sky_tp.bmp = #\?????\sky_tp.bmp ; 23 characters max ; levels\ship2\sky_bk.bmp = #\?????\sky_bk.bmp ; 23 characters max ; levels\ship2\sky_bt.bmp = #\?????\sky_bt.bmp ; 23 characters max ; levels\ship2\sky_ft.bmp = #\?????\sky_ft.bmp ; 23 characters max ; levels\ship2\sky_lt.bmp = #\?????\sky_lt.bmp ; 23 characters max ; levels\ship2\sky_rt.bmp = #\?????\sky_rt.bmp ; 23 characters max ; levels\ship2\sky_tp.bmp = #\?????\sky_tp.bmp ; 23 characters max ; levels\wild_west1\sky_bk.bmp = #\?????\sky_bk.bmp ; 31 characters max ; levels\wild_west1\sky_bt.bmp = #\?????\sky_bt.bmp ; 31 characters max ; levels\wild_west1\sky_ft.bmp = #\?????\sky_ft.bmp ; 31 characters max ; levels\wild_west1\sky_lt.bmp = #\?????\sky_lt.bmp ; 31 characters max ; levels\wild_west1\sky_rt.bmp = #\?????\sky_rt.bmp ; 31 characters max ; levels\wild_west1\sky_tp.bmp = #\?????\sky_tp.bmp ; 31 characters max ; [other] ; ------------------------------------------------------------------------------ ; Miscellaneous models and textures. ; ; Notice that some entries are mostly intended to be used for Global custom ; rather than for custom tracks (eg. 'models\gogo.m' or ; 'levels\frontend\carbox1.bmp'). ; ; 'gfx\%s.bmp' and 'levels\%s\%s%c.bmp' entries respectively modify the path ; to the track's gfx image and to the level's textures. Notice that you'd ; better let the '%s' and '%c' switches exactly as they are. ; ; Notice that as a rule, no matter what you enter here, the last letter of any ; '.bmp' extension should be automatically set to char 'p' by Re-Volt. ; ------------------------------------------------------------------------------ ; gfx\%s.bmp = gfx\%s.bmp ; 11 characters max ; gfx\acclaim.bmp = #\?????\acm.bmp ; 15 characters max ; gfx\clouds.bmp = #\?????\cls.bmp ; 15 characters max ; gfx\envroll.bmp = #\?????\enl.bmp ; 15 characters max ; gfx\envstill.bmp = #\?????\envstil.bmp ; 19 characters max ; gfx\font.bmp = #\?????\fot.bmp ; 15 characters max ; gfx\fxpage1.bmp = #\?????\fx1.bmp ; 15 characters max ; gfx\fxpage2.bmp = #\?????\fx2.bmp ; 15 characters max ; gfx\fxpage3.bmp = #\?????\fx3.bmp ; 15 characters max ; gfx\intro1.bmp = #\?????\in1.bmp ; 15 characters max ; gfx\intro2.bmp = #\?????\in2.bmp ; 15 characters max ; gfx\intro3.bmp = #\?????\in3.bmp ; 15 characters max ; gfx\loadfront1.bmp = #\?????\loadfr1.bmp ; 19 characters max ; gfx\loadfront2.bmp = #\?????\loadfr2.bmp ; 19 characters max ; gfx\loadfront3.bmp = #\?????\loadfr3.bmp ; 19 characters max ; gfx\loadfront4.bmp = #\?????\loadfr4.bmp ; 19 characters max ; gfx\loading.bmp = #\?????\log.bmp ; 15 characters max ; gfx\loadlevel1.bmp = #\?????\loadle1.bmp ; 19 characters max ; gfx\loadlevel2.bmp = #\?????\loadle2.bmp ; 19 characters max ; gfx\loadlevel3.bmp = #\?????\loadle3.bmp ; 19 characters max ; gfx\loadlevel4.bmp = #\?????\loadle4.bmp ; 19 characters max ; gfx\outro1.bmp = #\?????\ou1.bmp ; 15 characters max ; gfx\outro2.bmp = #\?????\ou2.bmp ; 15 characters max ; gfx\outro3.bmp = #\?????\ou3.bmp ; 15 characters max ; gfx\shadow.bmp = #\?????\shw.bmp ; 15 characters max ; gfx\sponsorsgermany.bmp = #\?????\sponsorsgey.bmp ; 23 characters max ; gfx\spru.bmp = #\?????\spu.bmp ; 15 characters max ; levels\%s\%s%c.bmp = levels\%s\%s%c.bmp ; 19 characters max ; levels\frontend\carbox1.bmp = #\?????\carbox1.bmp ; 27 characters max ; levels\frontend\carbox2.bmp = #\?????\carbox2.bmp ; 27 characters max ; levels\frontend\carbox3.bmp = #\?????\carbox3.bmp ; 27 characters max ; levels\market1\trolley.bmp = #\?????\trolley.bmp ; 31 characters max ; levels\muse2\sun.bmp = #\?????\sun.bmp ; 23 characters max ; levels\nhood2\water.bmp = #\?????\water_n.bmp ; 23 characters max ; levels\ship1\water.bmp = #\?????\water_s.bmp ; 23 characters max ; levels\toy2\dragon.bmp = #\?????\dragon.bmp ; 23 characters max ; levels\toylite\water.bmp = #\?????\water_t.bmp ; 27 characters max ; models\dragon2.m = #\?????\dragon2.m ; 19 characters max ; models\dragon3.m = #\?????\dragon3.m ; 19 characters max ; models\drum.m = #\?????\drum.m ; 15 characters max ; models\go1.m = #\?????\go1.m ; 15 characters max ; models\go2.m = #\?????\go2.m ; 15 characters max ; models\go3.m = #\?????\go3.m ; 15 characters max ; models\gogo.m = #\?????\gogo.m ; 15 characters max ; models\mt.bin = #\?????\mt.bin ; 15 characters max ; [models] ; ------------------------------------------------------------------------------ ; Allows to use custom models instead of Re-Volt default models. ; ; Notice: Don't add the '.m' extension in this section. ; ------------------------------------------------------------------------------ ; edit\spot = #\?????\spt ; 11 characters max ; levels\frontend\bigscreen = #\?????\bigscreen ; 27 characters max ; levels\frontend\carbox = #\?????\carbox ; 23 characters max ; levels\frontend\clockbody = #\?????\clockbody ; 27 characters max ; levels\frontend\clockdisc = #\?????\clockdisc ; 27 characters max ; levels\frontend\clockhandlarge = #\?????\clockhandlarge ; 31 characters max ; levels\frontend\clockhandsmall = #\?????\clockhandsmall ; 31 characters max ; levels\frontend\cup01 = #\?????\cup01 ; 23 characters max ; levels\frontend\cup02 = #\?????\cup02 ; 23 characters max ; levels\frontend\cup03 = #\?????\cup03 ; 23 characters max ; levels\frontend\cup04 = #\?????\cup04 ; 23 characters max ; levels\frontend\namestand = #\?????\namestand ; 27 characters max ; levels\frontend\namewheel = #\?????\namewheel ; 27 characters max ; levels\frontend\plainbox = #\?????\plainbox ; 27 characters max ; levels\frontend\smallscreen = #\?????\smallscreen ; 27 characters max ; models\abcblock = #\?????\abcblok ; 15 characters max ; models\ball = #\?????\bal ; 11 characters max ; models\balloon = #\?????\balloon ; 15 characters max ; models\barrel = #\?????\barrel ; 15 characters max ; models\basketball = #\?????\basketball ; 19 characters max ; models\beachball = #\?????\beachball ; 19 characters max ; models\boat1 = #\?????\boat1 ; 15 characters max ; models\boat2 = #\?????\boat2 ; 15 characters max ; models\bottle = #\?????\bottle ; 15 characters max ; models\bucket = #\?????\bucket ; 15 characters max ; models\cone = #\?????\coe ; 11 characters max ; models\copter = #\?????\copter ; 15 characters max ; models\copter2 = #\?????\copter2 ; 15 characters max ; models\copter3 = #\?????\copter3 ; 15 characters max ; models\dragon1 = #\?????\dragon1 ; 15 characters max ; models\dragon2 = #\?????\dragon2 ; 15 characters max ; models\earth = #\?????\earth ; 15 characters max ; models\firework = #\?????\firewok ; 15 characters max ; models\flap = #\?????\flp ; 11 characters max ; models\football = #\?????\footbal ; 15 characters max ; models\gardenwater1 = #\?????\gardenwate1 ; 19 characters max ; models\gardenwater2 = #\?????\gardenwate2 ; 19 characters max ; models\gardenwater3 = #\?????\gardenwate3 ; 19 characters max ; models\gardenwater4 = #\?????\gardenwate4 ; 19 characters max ; models\horse = #\?????\horse ; 15 characters max ; models\jupiter = #\?????\jupiter ; 15 characters max ; models\lantern = #\?????\lantern ; 15 characters max ; models\light1 = #\?????\light1 ; 15 characters max ; models\light2 = #\?????\light2 ; 15 characters max ; models\light3 = #\?????\light3 ; 15 characters max ; models\mars = #\?????\mas ; 11 characters max ; models\mercury = #\?????\mercury ; 15 characters max ; models\moon = #\?????\mon ; 11 characters max ; models\n2trafficcone = #\?????\n2trafficcone ; 23 characters max ; models\neptune = #\?????\neptune ; 15 characters max ; models\packet = #\?????\packet ; 15 characters max ; models\packet1 = #\?????\packet1 ; 15 characters max ; models\pickup = #\?????\pickup ; 15 characters max ; models\plane = #\?????\plane ; 15 characters max ; models\plane2 = #\?????\plane2 ; 15 characters max ; models\pluto = #\?????\pluto ; 15 characters max ; models\poolwater = #\?????\poolwater ; 19 characters max ; models\probe = #\?????\probe ; 15 characters max ; models\radar = #\?????\radar ; 15 characters max ; models\rings = #\?????\rings ; 15 characters max ; models\saturn = #\?????\saturn ; 15 characters max ; models\shiplight = #\?????\shiplight ; 19 characters max ; models\slider = #\?????\slider ; 15 characters max ; models\spaceman = #\?????\spacemn ; 15 characters max ; models\spbase = #\?????\spbase ; 15 characters max ; models\spbasegarden = #\?????\spbasegardn ; 19 characters max ; models\speedup = #\?????\speedup ; 15 characters max ; models\sphead = #\?????\sphead ; 15 characters max ; models\spheadgarden = #\?????\spheadgardn ; 19 characters max ; models\sphose = #\?????\sphose ; 15 characters max ; models\star = #\?????\str ; 11 characters max ; models\stream = #\?????\stream ; 15 characters max ; models\trafficcone = #\?????\trafficcone ; 19 characters max ; models\train = #\?????\train ; 15 characters max ; models\train2 = #\?????\train2 ; 15 characters max ; models\train3 = #\?????\train3 ; 15 characters max ; models\tumble_weed = #\?????\tumble_weed ; 19 characters max ; models\uranus = #\?????\uranus ; 15 characters max ; models\venus = #\?????\venus ; 15 characters max ; models\water = #\?????\water ; 15 characters max ; models\wbomb = #\?????\wbomb ; 15 characters max ; [makeitgood] ; ------------------------------------------------------------------------------ ; Fill this section only if you want to display the proper customized models ; in makeitgood mode. ; But be aware that the maximal number of characters allowed here is not ; necessarily the same than in the [models] section (it could become more ; restrictive). ; You have to check that each name you use is the same for the corresponding ; entry in the [models] section, and that the length fits in both sections. ; ------------------------------------------------------------------------------ ; cars\trolley\trollbod.m = #\?????\trollbod.m ; 23 characters max ; levels\frontend\bigscreen.m = #\?????\bigscreen.m ; 27 characters max ; levels\frontend\carbox.m = #\?????\carbox.m ; 27 characters max ; levels\frontend\clockbody.m = #\?????\clockbody.m ; 27 characters max ; levels\frontend\cup01.m = #\?????\cup01.m ; 23 characters max ; levels\frontend\cup02.m = #\?????\cup02.m ; 23 characters max ; levels\frontend\cup03.m = #\?????\cup03.m ; 23 characters max ; levels\frontend\cup04.m = #\?????\cup04.m ; 23 characters max ; levels\frontend\namestand.m = #\?????\namestand.m ; 27 characters max ; levels\frontend\smallscreen.m = #\?????\smallscreen.m ; 31 characters max ; models\abcblock.m = #\?????\abcblock.m ; 19 characters max ; models\balloon.m = #\?????\balloon.m ; 19 characters max ; models\barrel.m = #\?????\barrel.m ; 19 characters max ; models\basketball.m = #\?????\basketbal.m ; 19 characters max ; models\beachball.m = #\?????\beachball.m ; 19 characters max ; models\boat1.m = #\?????\boat1.m ; 15 characters max ; models\bottle.m = #\?????\botte.m ; 15 characters max ; models\bucket.m = #\?????\buckt.m ; 15 characters max ; models\cone.m = #\?????\cone.m ; 15 characters max ; models\copter.m = #\?????\coptr.m ; 15 characters max ; models\dragon1.m = #\?????\dragon1.m ; 19 characters max ; models\earth.m = #\?????\earth.m ; 15 characters max ; models\flap.m = #\?????\flap.m ; 15 characters max ; models\gardenwater1.m = #\?????\gardenwater1.m ; 23 characters max ; models\gardenwater2.m = #\?????\gardenwater2.m ; 23 characters max ; models\gardenwater3.m = #\?????\gardenwater3.m ; 23 characters max ; models\gardenwater4.m = #\?????\gardenwater4.m ; 23 characters max ; models\horse.m = #\?????\horse.m ; 15 characters max ; models\jupiter.m = #\?????\jupiter.m ; 19 characters max ; models\lantern.m = #\?????\lantern.m ; 19 characters max ; models\light1.m = #\?????\ligh1.m ; 15 characters max ; models\light2.m = #\?????\ligh2.m ; 15 characters max ; models\light3.m = #\?????\ligh3.m ; 15 characters max ; models\mars.m = #\?????\mars.m ; 15 characters max ; models\mercury.m = #\?????\mercury.m ; 19 characters max ; models\moon.m = #\?????\moon.m ; 15 characters max ; models\neptune.m = #\?????\neptune.m ; 19 characters max ; models\packet.m = #\?????\packt.m ; 15 characters max ; models\pickup.m = #\?????\pickp.m ; 15 characters max ; models\plane.m = #\?????\plane.m ; 15 characters max ; models\pluto.m = #\?????\pluto.m ; 15 characters max ; models\poolwater.m = #\?????\poolwater.m ; 19 characters max ; models\probe.m = #\?????\probe.m ; 15 characters max ; models\radar.m = #\?????\radar.m ; 15 characters max ; models\rings.m = #\?????\rings.m ; 15 characters max ; models\saturn.m = #\?????\satun.m ; 15 characters max ; models\shiplight.m = #\?????\shiplight.m ; 19 characters max ; models\slider.m = #\?????\slidr.m ; 15 characters max ; models\spaceman.m = #\?????\spaceman.m ; 19 characters max ; models\spbase.m = #\?????\spbae.m ; 15 characters max ; models\speedup.m = #\?????\speedup.m ; 19 characters max ; models\sphose.m = #\?????\sphoe.m ; 15 characters max ; models\star.m = #\?????\star.m ; 15 characters max ; models\stream.m = #\?????\strem.m ; 15 characters max ; models\trafficcone.m = #\?????\trafficcone.m ; 23 characters max ; models\train.m = #\?????\train.m ; 15 characters max ; models\tumble_weed.m = #\?????\tumble_weed.m ; 23 characters max ; models\uranus.m = #\?????\urans.m ; 15 characters max ; models\venus.m = #\?????\venus.m ; 15 characters max ; models\water.m = #\?????\water.m ; 15 characters max ; [level_sfx_used] ; ------------------------------------------------------------------------------ ; If you want to use custom sfx, set here the track you'll use sounds from ; (you can use sounds from one single track only). ; Corresponding sounds can be customized in section [level_sfx]. ; Select a track according to the number of sounds you expect to use. ; The following array gives the available 'use_sfx_from_level' entries and the ; corresponding 'level_sfx' (and number of available sound 'slots'). ; ; 'use_sfx_from_level' chosen value | level_sfx | Slots ; ---------------------------------------+-----------+------ ; toylite, toy2 | toy | 9 ; nhood1, nhood2, stunts, nhood1_battle | nhood | 13 ; garden1, bot_bat | garden | 8 ; muse1, muse2, muse_bat | muse | 6 ; market1, market2, markar | market | 8 ; wild_west1, wild_west2 | ghost | 7 ; ship1, ship2 | ship | 6 ; ------------------------------------------------------------------------------ ; use_sfx_from_level = bot_bat ; [level_sfx] ; ------------------------------------------------------------------------------ ; Customize the sounds of the level set in 'use_sfx_from_level' section. ; ------------------------------------------------------------------------------ ; wavs\garden\animal1.wav = #\?????\animal1.wav ; 23 characters max ; wavs\garden\animal2.wav = #\?????\animal2.wav ; 23 characters max ; wavs\garden\animal3.wav = #\?????\animal3.wav ; 23 characters max ; wavs\garden\animal4.wav = #\?????\animal4.wav ; 23 characters max ; wavs\garden\stream.wav = #\?????\stream.wav ; 23 characters max ; wavs\garden\tropics2.wav = #\?????\tropics2.wav ; 27 characters max ; wavs\garden\tropics3.wav = #\?????\tropics3.wav ; 27 characters max ; wavs\garden\tropics4.wav = #\?????\tropics4.wav ; 27 characters max ; wavs\ghost\bats.wav = #\?????\bats.wav ; 19 characters max ; wavs\ghost\coyote1.wav = #\?????\coyote1.wav ; 23 characters max ; wavs\ghost\eagle1.wav = #\?????\eagle1.wav ; 23 characters max ; wavs\ghost\minedrip.wav = #\?????\minedrip.wav ; 23 characters max ; wavs\ghost\rattler.wav = #\?????\rattler.wav ; 23 characters max ; wavs\ghost\townbell.wav = #\?????\townbell.wav ; 23 characters max ; wavs\ghost\tumbweed.wav = #\?????\tumbweed.wav ; 23 characters max ; wavs\hood\basketball.wav = #\?????\basketball.wav ; 27 characters max ; wavs\hood\birds1.wav = #\?????\birds1.wav ; 23 characters max ; wavs\hood\birds2.wav = #\?????\birds2.wav ; 23 characters max ; wavs\hood\birds3.wav = #\?????\birds3.wav ; 23 characters max ; wavs\hood\cityamb2.wav = #\?????\cityamb2.wav ; 23 characters max ; wavs\hood\digger.wav = #\?????\digger.wav ; 23 characters max ; wavs\hood\dogbark.wav = #\?????\dogbark.wav ; 23 characters max ; wavs\hood\kids.wav = #\?????\kids.wav ; 19 characters max ; wavs\hood\lawnmower.wav = #\?????\lawnmower.wav ; 23 characters max ; wavs\hood\roadcone.wav = #\?????\roadcone.wav ; 23 characters max ; wavs\hood\sprink.wav = #\?????\sprink.wav ; 23 characters max ; wavs\hood\stream.wav = #\?????\stream.wav ; 23 characters max ; wavs\hood\tv.wav = #\?????\tv.wav ; 19 characters max ; wavs\market\aircond1.wav = #\?????\aircond1.wav ; 27 characters max ; wavs\market\cabnhum2.wav = #\?????\cabnhum2.wav ; 27 characters max ; wavs\market\carpark.wav = #\?????\carpark.wav ; 23 characters max ; wavs\market\carton.wav = #\?????\carton.wav ; 23 characters max ; wavs\market\freezer1.wav = #\?????\freezer1.wav ; 27 characters max ; wavs\market\iceyarea.wav = #\?????\iceyarea.wav ; 27 characters max ; wavs\market\sdrsclos.wav = #\?????\sdrsclos.wav ; 27 characters max ; wavs\market\sdrsopen.wav = #\?????\sdrsopen.wav ; 27 characters max ; wavs\muse\alarm2.wav = #\?????\alarm2.wav ; 23 characters max ; wavs\muse\escalate.wav = #\?????\escalate.wav ; 23 characters max ; wavs\muse\largdoor.wav = #\?????\largdoor.wav ; 23 characters max ; wavs\muse\laserhum.wav = #\?????\laserhum.wav ; 23 characters max ; wavs\muse\museumam.wav = #\?????\museumam.wav ; 23 characters max ; wavs\muse\rotating.wav = #\?????\rotating.wav ; 23 characters max ; wavs\ship\intamb1.wav = #\?????\intamb1.wav ; 23 characters max ; wavs\ship\seagulls.wav = #\?????\seagulls.wav ; 23 characters max ; wavs\ship\shiphorn.wav = #\?????\shiphorn.wav ; 23 characters max ; wavs\ship\strmrain.wav = #\?????\strmrain.wav ; 23 characters max ; wavs\ship\thunder1.wav = #\?????\thunder1.wav ; 23 characters max ; wavs\ship\wash.wav = #\?????\wash.wav ; 19 characters max ; wavs\toy\arcade.wav = #\?????\arcade.wav ; 19 characters max ; wavs\toy\copter.wav = #\?????\copter.wav ; 19 characters max ; wavs\toy\creak.wav = #\?????\creak.wav ; 19 characters max ; wavs\toy\dragon.wav = #\?????\dragon.wav ; 19 characters max ; wavs\toy\piano.wav = #\?????\piano.wav ; 19 characters max ; wavs\toy\plane.wav = #\?????\plane.wav ; 19 characters max ; wavs\toy\toybrick.wav = #\?????\toybrick.wav ; 23 characters max ; wavs\toy\train.wav = #\?????\train.wav ; 19 characters max ; wavs\toy\whistle.wav = #\?????\whistle.wav ; 23 characters max ; [generic_sfx] ; ------------------------------------------------------------------------------ ; Except for global custom, it's better to let the generic sounds untouched. ; ------------------------------------------------------------------------------ ; wavs\ball.wav = #\?????\bal.wav ; 15 characters max ; wavs\balldrop.wav = #\?????\balldrp.wav ; 19 characters max ; wavs\beachball.wav = #\?????\beachbl.wav ; 19 characters max ; wavs\bottle.wav = #\?????\boe.wav ; 15 characters max ; wavs\boxslide.wav = #\?????\boxslie.wav ; 19 characters max ; wavs\clockwrk.wav = #\?????\clockwk.wav ; 19 characters max ; wavs\countdown.wav = #\?????\countdn.wav ; 19 characters max ; wavs\electro.wav = #\?????\electro.wav ; 19 characters max ; wavs\electrozap.wav = #\?????\electrp.wav ; 19 characters max ; wavs\firebang.wav = #\?????\firebag.wav ; 19 characters max ; wavs\firefire.wav = #\?????\firefie.wav ; 19 characters max ; wavs\fuse.wav = #\?????\fue.wav ; 15 characters max ; wavs\hit1.wav = #\?????\hi1.wav ; 15 characters max ; wavs\hit2.wav = #\?????\hi2.wav ; 15 characters max ; wavs\honka.wav = #\?????\hoa.wav ; 15 characters max ; wavs\honkgood.wav = #\?????\honkgod.wav ; 19 characters max ; wavs\lightflk.wav = #\?????\lightfk.wav ; 19 characters max ; wavs\menuleftright.wav = #\?????\menuleftrit.wav ; 23 characters max ; wavs\menunext.wav = #\?????\menunet.wav ; 19 characters max ; wavs\menuprev.wav = #\?????\menuprv.wav ; 19 characters max ; wavs\menuupdown.wav = #\?????\menuupn.wav ; 19 characters max ; wavs\moto.wav = #\?????\moo.wav ; 15 characters max ; wavs\oildrop.wav = #\?????\oildrop.wav ; 19 characters max ; wavs\petrol.wav = #\?????\pel.wav ; 15 characters max ; wavs\pickgen.wav = #\?????\pickgen.wav ; 19 characters max ; wavs\pickup.wav = #\?????\pip.wav ; 15 characters max ; wavs\puttbang.wav = #\?????\puttbag.wav ; 19 characters max ; wavs\scrape.wav = #\?????\sce.wav ; 15 characters max ; wavs\servo.wav = #\?????\seo.wav ; 15 characters max ; wavs\shock.wav = #\?????\shk.wav ; 15 characters max ; wavs\shockfire.wav = #\?????\shockfe.wav ; 19 characters max ; wavs\skid_normal.wav = #\?????\skid_normal.wav ; 23 characters max ; wavs\skid_rough.wav = #\?????\skid_rh.wav ; 19 characters max ; wavs\splash.wav = #\?????\sph.wav ; 15 characters max ; wavs\starfire.wav = #\?????\starfie.wav ; 19 characters max ; wavs\turbo.wav = #\?????\tuo.wav ; 15 characters max ; wavs\tvstatic.wav = #\?????\tvstatc.wav ; 19 characters max ; wavs\ufo.wav = #\?????\ufo.wav ; 15 characters max ; wavs\wbomb.wav = #\?????\wbb.wav ; 15 characters max ; wavs\wbombbounce.wav = #\?????\wbombbounce.wav ; 23 characters max ; wavs\wbombfire.wav = #\?????\wbombfe.wav ; 19 characters max ; wavs\wbombhit.wav = #\?????\wbombht.wav ; 19 characters max ; [championship] ; ------------------------------------------------------------------------------ ; This section allows to create custom championship. ; ; cup0 to cup3 are respectively Bronze, Silver, Gold and Special cups. ; ; - cup0_n_tracks : Set the number of tracks that have to be raced in cup0 ; (from 1 to 5 tracks can be used). ; - cup0_track3 : Set the properties of the 3rd track in cup0. The track ; properties are respectively: ; - the track (using the same number than in [tracks] section). ; - the number of laps. ; - 1 if the track is mirrored. ; - 1 if the track is reversed. ; ------------------------------------------------------------------------------ ; cup0_n_tracks = 4 ; default = 4 ; cup0_track1 = 00, 3, 0, 0 ; default = 00, 3, 0, 0 <-- track, laps, mirrored, reversed ; cup0_track2 = 01, 4, 0, 0 ; default = 01, 4, 0, 0 ; cup0_track3 = 02, 3, 0, 0 ; default = 02, 3, 0, 0 ; cup0_track4 = 03, 5, 0, 0 ; default = 03, 5, 0, 0 ; cup0_track5 = 00, 0, 0, 0 ; default = 00, 0, 0, 0 ; cup1_n_tracks = 4 ; default = 4 ; cup1_track1 = 04, 6, 0, 0 ; default = 04, 6, 0, 0 ; cup1_track2 = 00, 4, 1, 0 ; default = 00, 4, 1, 0 ; cup1_track3 = 05, 4, 0, 0 ; default = 05, 4, 0, 0 ; cup1_track4 = 06, 4, 0, 0 ; default = 06, 4, 0, 0 ; cup1_track5 = 00, 0, 0, 0 ; default = 00, 0, 0, 0 ; cup2_n_tracks = 4 ; default = 4 ; cup2_track1 = 07, 5, 0, 0 ; default = 07, 5, 0, 0 ; cup2_track2 = 04, 8, 1, 0 ; default = 04, 8, 1, 0 ; cup2_track3 = 08, 5, 0, 0 ; default = 08, 5, 0, 0 ; cup2_track4 = 09, 5, 0, 0 ; default = 09, 5, 0, 0 ; cup2_track5 = 00, 0, 0, 0 ; default = 00, 0, 0, 0 ; cup3_n_tracks = 5 ; default = 5 ; cup3_track1 = 10, 6, 0, 0 ; default = 10, 6, 0, 0 ; cup3_track2 = 11, 6, 0, 0 ; default = 11, 6, 0, 0 ; cup3_track3 = 04, 10, 1, 1 ; default = 04, 10, 1, 1 ; cup3_track4 = 09, 6, 1, 0 ; default = 09, 6, 1, 0 ; cup3_track5 = 12, 6, 0, 0 ; default = 12, 6, 0, 0 ; [tracks] ; ------------------------------------------------------------------------------ ; Allows to replace all stock tracks by user tracks. ; ; - trackNN_dir : the track's directory name (16 characters max). ; - trackNN_name : the track's real name (64 characters max). ; - trackNN_time : the track's challenge time (in milliseconds). ; - trackNN_time_rev : the track's challenge time in reverse mode (in ms). ; ------------------------------------------------------------------------------ ; track00_dir = NHood1 ; default = NHood1 ; track00_name = Toys in the Hood ; default = Toys in the Hood ; track00_time = 54000 ; default = 54000 ; track00_time_rev = 54000 ; default = 54000 ; track01_dir = Market2 ; default = Market2 ; track01_name = SuperMarket ; default = SuperMarket ; track01_time = 24000 ; default = 24000 ; track01_time_rev = 24000 ; default = 24000 ; track02_dir = Muse2 ; default = Muse2 ; track02_name = Museum 2 ; default = Museum 2 ; track02_time = 45000 ; default = 45000 ; track02_time_rev = 45000 ; default = 45000 ; track03_dir = Garden1 ; default = Garden1 ; track03_name = Botanical Garden ; default = Botanical Garden ; track03_time = 29000 ; default = 29000 ; track03_time_rev = 29000 ; default = 29000 ; track04_dir = ToyLite ; default = ToyLite ; track04_name = Toy World 1 ; default = Toy World 1 ; track04_time = 27000 ; default = 27000 ; track04_time_rev = 34000 ; default = 34000 ; track05_dir = Wild_West1 ; default = Wild_West1 ; track05_name = Ghost Town 1 ; default = Ghost Town 1 ; track05_time = 30000 ; default = 30000 ; track05_time_rev = 30000 ; default = 30000 ; track06_dir = Toy2 ; default = Toy2 ; track06_name = Toy World 2 ; default = Toy World 2 ; track06_time = 37000 ; default = 37000 ; track06_time_rev = 37000 ; default = 37000 ; track07_dir = NHood2 ; default = NHood2 ; track07_name = Toys in the Hood 2 ; default = Toys in the Hood 2 ; track07_time = 45000 ; default = 45000 ; track07_time_rev = 48000 ; default = 48000 ; track08_dir = Ship1 ; default = Ship1 ; track08_name = Toytanic 1 ; default = Toytanic 1 ; track08_time = 55000 ; default = 55000 ; track08_time_rev = 55000 ; default = 55000 ; track09_dir = Muse1 ; default = Muse1 ; track09_name = Museum 1 ; default = Museum 1 ; track09_time = 61000 ; default = 61000 ; track09_time_rev = 59000 ; default = 59000 ; track10_dir = Market1 ; default = Market1 ; track10_name = Supermarket 1 ; default = Supermarket 1 ; track10_time = 39000 ; default = 39000 ; track10_time_rev = 39000 ; default = 39000 ; track11_dir = Wild_West2 ; default = Wild_West2 ; track11_name = Ghost Town 2 ; default = Ghost Town 2 ; track11_time = 38000 ; default = 38000 ; track11_time_rev = 38000 ; default = 38000 ; track12_dir = Ship2 ; default = Ship2 ; track12_name = Toytanic 2 ; default = Toytanic 2 ; track12_time = 52000 ; default = 52000 ; track12_time_rev = 52000 ; default = 52000 ; track13_dir = frontend ; default = frontend ; track13_name = FrontEnd ; default = FrontEnd ; track13_time = 0 ; track13_time_rev = 0 ; track14_dir = Intro ; default = Intro ; track14_name = Intro Sequence ; default = Intro Sequence ; track14_time = 0 ; track14_time_rev = 0 ; track15_dir = stunts ; default = stunts ; track15_name = Stunt Arena ; default = Stunt Arena ; track15_time = 0 ; track15_time_rev = 0 ; track16_dir = Nhood1_Battle ; default = Nhood1_Battle ; track16_name = Neighborhood Battle ; default = Neighborhood Battle ; track16_time = 0 ; track16_time_rev = 0 ; track17_dir = Bot_Bat ; default = Bot_Bat ; track17_name = Garden Battle ; default = Garden Battle ; track17_time = 0 ; track17_time_rev = 0 ; track18_dir = MarkAr ; default = MarkAr ; track18_name = Supermarket Battle ; default = Supermarket Battle ; track18_time = 0 ; track18_time_rev = 0 ; track19_dir = Muse_Bat ; default = Muse_Bat ; track19_name = Museum Battle ; default = Museum Battle ; track19_time = 0 ; track19_time_rev = 0 ; [cars] ; ------------------------------------------------------------------------------ ; Allows to replace all 'stock cars' by 'user cars'. ; ; - disable_rotor_effect_for_car22 : car22 is usually the Rotor car and can't ; be manually flipped when upside-down. Unless you plan to replace it by ; another rotor-like car, use this option to disable the rotor effect. ; ------------------------------------------------------------------------------ ; car00 = cars\rc ; 7 characters max ; Default = cars\rc ; car01 = cars\mite ; 11 characters max ; Default = cars\mite ; car02 = cars\phat ; 11 characters max ; Default = cars\phat ; car03 = cars\moss ; 11 characters max ; Default = cars\moss ; car04 = cars\mud ; 11 characters max ; Default = cars\mud ; car05 = cars\beatall ; 15 characters max ; Default = cars\beatall ; car06 = cars\volken ; 11 characters max ; Default = cars\volken ; car07 = cars\tc6 ; 11 characters max ; Default = cars\tc6 ; car08 = cars\dino ; 11 characters max ; Default = cars\dino ; car09 = cars\candy ; 11 characters max ; Default = cars\candy ; car10 = cars\gencar ; 11 characters max ; Default = cars\gencar ; car11 = cars\tc4 ; 11 characters max ; Default = cars\tc4 ; car12 = cars\mouse ; 11 characters max ; Default = cars\mouse ; car13 = cars\flag ; 11 characters max ; Default = cars\flag ; car14 = cars\tc2 ; 11 characters max ; Default = cars\tc2 ; car15 = cars\r5 ; 7 characters max ; Default = cars\r5 ; car16 = cars\tc5 ; 11 characters max ; Default = cars\tc5 ; car17 = cars\sgt ; 11 characters max ; Default = cars\sgt ; car18 = cars\tc3 ; 11 characters max ; Default = cars\tc3 ; car19 = cars\adeon ; 11 characters max ; Default = cars\adeon ; car20 = cars\fone ; 11 characters max ; Default = cars\fone ; car21 = cars\tc1 ; 11 characters max ; Default = cars\tc1 ; car22 = cars\rotor ; 11 characters max ; Default = cars\rotor ; car23 = cars\cougar ; 11 characters max ; Default = cars\cougar ; car24 = cars\sugo ; 11 characters max ; Default = cars\sugo ; car25 = cars\toyeca ; 11 characters max ; Default = cars\toyeca ; car26 = cars\amw ; 11 characters max ; Default = cars\amw ; car27 = cars\panga ; 11 characters max ; Default = cars\panga ; car28 = cars\trolley ; 15 characters max ; Default = cars\trolley ; car29 = cars\wincar ; 11 characters max ; Default = cars\wincar ; car30 = cars\wincar2 ; 15 characters max ; Default = cars\wincar2 ; car31 = cars\wincar3 ; 15 characters max ; Default = cars\wincar3 ; car32 = cars\wincar4 ; 15 characters max ; Default = cars\wincar4 ; car33 = cars\ufo ; 11 characters max ; Default = cars\ufo ; car34 = cars\q ; 7 characters max ; Default = cars\q ; disable_rotor_effect_for_car22 = true ; [cars_shadow] ; ------------------------------------------------------------------------------ ; While user cars all use the same shadow pattern (which is automatically ; resized to fit the car dimensions), each stock car have its own shadow ; hardcoded in Re-Volt. ; ; - shadow_pos_carNN : Modify the Left, Right, Front and Back coordinates of ; the carNN's shadow in the game, relative to the car's position. ; - shadow_tex_carNN : Modify the U and V coordinates and Width and Height of ; the carNN's shadow texture in 'Shadow.bmp' (use UV coordinates between 0 and ; 255). ; - autosized_car_shadow_for_all_cars = true : If you plan to replace stock ; cars by don't feel like customizing all cars shadows, this option make stock ; cars use the same shadow method than the user cars. ; ------------------------------------------------------------------------------ ; autosized_car_shadow_for_all_cars = true ; default = false ; shadow_pos_car00 = -37, 37, 77, -70 ; default = -37, 37, 77, -70 ; shadow_pos_car01 = -37, 37, 81, -79 ; default = -37, 37, 81, -79 ; shadow_pos_car02 = -52, 52, 121, -138 ; default = -52, 52, 121, -138 ; shadow_pos_car03 = -40, 40, 85, -90 ; default = -40, 40, 85, -90 ; shadow_pos_car04 = -44, 44, 94, -83 ; default = -44, 44, 94, -83 ; shadow_pos_car05 = -39, 39, 89, -86 ; default = -39, 39, 89, -86 ; shadow_pos_car06 = -44, 44, 84, -97 ; default = -44, 44, 84, -97 ; shadow_pos_car07 = -35, 35, 76, -69 ; default = -35, 35, 76, -69 ; shadow_pos_car08 = -45, 45, 76, -92 ; default = -45, 45, 76, -92 ; shadow_pos_car09 = -49, 49, 118, -97 ; default = -49, 49, 118, -97 ; shadow_pos_car10 = -51, 51, 107, -100 ; default = -51, 51, 107, -100 ; shadow_pos_car11 = -41, 41, 84, -81 ; default = -41, 41, 84, -81 ; shadow_pos_car12 = -64, 64, 132, -119 ; default = -64, 64, 132, -119 ; shadow_pos_car13 = -40, 40, 82, -73 ; default = -40, 40, 82, -73 ; shadow_pos_car14 = -38, 38, 94, -67 ; default = -38, 38, 94, -67 ; shadow_pos_car15 = -34, 34, 56, -74 ; default = -34, 34, 56, -74 ; shadow_pos_car16 = -38, 38, 74, -72 ; default = -38, 38, 74, -72 ; shadow_pos_car17 = -56, 56, 132, -108 ; default = -56, 56, 132, -108 ; shadow_pos_car18 = -41, 41, 75, -85 ; default = -41, 41, 75, -85 ; shadow_pos_car19 = -34, 34, 75, -59 ; default = -34, 34, 75, -59 ; shadow_pos_car20 = -55, 55, 115, -110 ; default = -55, 55, 115, -110 ; shadow_pos_car21 = -38, 38, 86, -77 ; default = -38, 38, 86, -77 ; shadow_pos_car22 = -70, 70, 72, -66 ; default = -70, 70, 72, -66 ; shadow_pos_car23 = -43, 43, 92, -86 ; default = -43, 43, 92, -86 ; shadow_pos_car24 = -37, 37, 82, -68 ; default = -37, 37, 82, -68 ; shadow_pos_car25 = -38, 38, 70, -89 ; default = -38, 38, 70, -89 ; shadow_pos_car26 = -42, 42, 96, -81 ; default = -42, 42, 96, -81 ; shadow_pos_car27 = -74, 74, 85, -86 ; default = -74, 74, 85, -86 ; shadow_pos_car28 = -82, 82, 198, -177 ; default = -82, 82, 198, -177 ; shadow_pos_car29 = -28, 28, 47, -42 ; default = -28, 28, 47, -42 ; shadow_pos_car30 = -28, 28, 41, -44 ; default = -28, 28, 41, -44 ; shadow_pos_car31 = -28, 28, 44, -40 ; default = -28, 28, 44, -40 ; shadow_pos_car32 = -28, 28, 44, -40 ; default = -28, 28, 44, -40 ; shadow_pos_car33 = -52, 52, 52, -52 ; default = -52, 52, 52, -52 ; shadow_pos_car34 = -41, 41, 84, -81 ; default = -41, 41, 84, -81 ; shadow_pos_car35 = -0, 0, 0, -0 ; Not used (automatically computed in game). ; shadow_tex_car00 = 32, 0, 32, 64 ; default = 32, 0, 32, 64 ; shadow_tex_car01 = 224, 0, 32, 64 ; default = 224, 0, 32, 64 ; shadow_tex_car02 = 128, 0, 32, 64 ; default = 128, 0, 32, 64 ; shadow_tex_car03 = 160, 0, 32, 64 ; default = 160, 0, 32, 64 ; shadow_tex_car04 = 128, 64, 32, 64 ; default = 128, 64, 32, 64 ; shadow_tex_car05 = 192, 0, 32, 64 ; default = 192, 0, 32, 64 ; shadow_tex_car06 = 192, 64, 32, 64 ; default = 192, 64, 32, 64 ; shadow_tex_car07 = 32, 192, 32, 64 ; default = 32, 192, 32, 64 ; shadow_tex_car08 = 96, 0, 32, 64 ; default = 96, 0, 32, 64 ; shadow_tex_car09 = 160, 64, 32, 64 ; default = 160, 64, 32, 64 ; shadow_tex_car10 = 0, 64, 32, 64 ; default = 0, 64, 32, 64 ; shadow_tex_car11 = 160, 128, 32, 64 ; default = 160, 128, 32, 64 ; shadow_tex_car12 = 96, 64, 32, 64 ; default = 96, 64, 32, 64 ; shadow_tex_car13 = 64, 0, 32, 64 ; default = 64, 0, 32, 64 ; shadow_tex_car14 = 32, 128, 32, 64 ; default = 32, 128, 32, 64 ; shadow_tex_car15 = 0, 0, 32, 64 ; default = 0, 0, 32, 64 ; shadow_tex_car16 = 192, 128, 32, 64 ; default = 192, 128, 32, 64 ; shadow_tex_car17 = 64, 64, 32, 64 ; default = 64, 64, 32, 64 ; shadow_tex_car18 = 96, 128, 32, 64 ; default = 96, 128, 32, 64 ; shadow_tex_car19 = 224, 128, 32, 64 ; default = 224, 128, 32, 64 ; shadow_tex_car20 = 32, 64, 32, 64 ; default = 32, 64, 32, 64 ; shadow_tex_car21 = 0, 128, 32, 64 ; default = 0, 128, 32, 64 ; shadow_tex_car22 = 32, 192, 32, 64 ; default = 32, 192, 32, 64 ; shadow_tex_car23 = 128, 128, 32, 64 ; default = 128, 128, 32, 64 ; shadow_tex_car24 = 0, 192, 32, 64 ; default = 0, 192, 32, 64 ; shadow_tex_car25 = 224, 64, 32, 64 ; default = 224, 64, 32, 64 ; shadow_tex_car26 = 64, 128, 32, 64 ; default = 64, 128, 32, 64 ; shadow_tex_car27 = 32, 192, 32, 64 ; default = 32, 192, 32, 64 ; shadow_tex_car28 = 64, 128, 32, 64 ; default = 64, 128, 32, 64 ; shadow_tex_car29 = 32, 192, 32, 64 ; default = 32, 192, 32, 64 ; shadow_tex_car30 = 32, 192, 32, 64 ; default = 32, 192, 32, 64 ; shadow_tex_car31 = 32, 192, 32, 64 ; default = 32, 192, 32, 64 ; shadow_tex_car32 = 32, 192, 32, 64 ; default = 32, 192, 32, 64 ; shadow_tex_car33 = 66, 194, 61, 61 ; default = 66, 194, 61, 61 ; shadow_tex_car34 = 160, 128, 32, 64 ; default = 160, 128, 32, 64 ; shadow_tex_car35 = 225, 129, 30, 62 ; default = 225, 129, 30, 62 ; The shadow pattern used for all user cars.