Welcome Guest [Log In] [Register]
Welcome to Re-Volt Live. We hope you enjoy your visit.

You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.

Join our community!

If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add New Reply
Making a proper Clockwork Carnage mod
Topic Started: Mar 21 2016, 03:28 AM (10,303 Views)
Member Avatar
RWD specialist
[ *  *  *  *  *  *  *  *  *  *  *  * ]
.Delete the wincar4 folder

.Find a car whose details such as headlights, grills and windows are shaped by polys in the body mesh rather than by just textures. If that's not the case for the grills or scoops, you can fill them with black.
Also, it must be shaded by texture, as it will lose any vertex shading or colouring in-game.
Shown here is MOH's Honda Civic.

.Install the car into Re-Volt and rename it's folder as "wincar4".

.Open up the body in Zmodeler or Blender.

.Select lights, grills, windows, undersides, plastic bits, logos, etc.


.Save as .z3d or .blend.

.Now, you have two options:
a ) To preserve the shinniness in the whole body: In your program's respective UV mapper, align/unite all the verts, and place them in a pureblacked part of the car's texture.
b ) To not increase the polycount: Delete the selected faces.


.From now on, do not alter any model's axis.

.Export as body.prm or whatever name you imported the body as.

.Close the current project and open the z3d/blend file we saved before.

.Rename the body as solid.prm

.Invert the selection and delete the selected faces.


.Export as solid.prm.

.If you're using Zmodeler, do the import-materials-export-rvshade stuff.

.Open up the car's params, add the model filename line for solid.prm and assign it as a static spinner. Both the body and the spinner must have the same offset.

; Model Filenames

MODEL  0  "cars\wincar4\body.prm"
MODEL  1  "cars\wincar4\wheel-l.prm"
MODEL  2  "cars\wincar4\wheel-r.prm"
MODEL  3  "cars\wincar4\solid.prm"

; Car spinner details

SPINNER {  ; Start spinner
ModelNum     3
Offset       0.000000 0.000000 0.000000
Axis         0.000000 0.000000 0.000000
AngVel       0.000000
;)Type       1  ; 1: Default rot, 2: Turn with steer, 4: Translate with speed, 6: 2 and 4
;)Trans      0.000000 3.000000 6.000000  ; Translation max
;)TransVel   0.001000  ; Velocity factor
}          ; End Spinner


.Finally, give your car a fitting engine sound. It is assigned to clockwrk.wav in the wavs folder.

Any feedback regarding how I wrote this will be appreciated.
Posted Image deviantART / YouTube / RVZ profile
Offline Profile Quote Top
Member Avatar
No, I won't replace RVZ.
[ *  *  *  *  *  *  *  *  *  * ]
This is brilliant!
Posted Image
Offline Profile Quote Top
1 user reading this topic (1 Guest and 0 Anonymous)
DealsFor.me - The best sales, coupons, and discounts for you
« Previous Topic · Car Tutorials · Next Topic »
Add New Reply