Search found 48 matches
- Thu Feb 11, 2021 6:41 am
- Forum: Suggestions
- Topic: Multiple gamemodes in one level folder
- Replies: 0
- Views: 254
Multiple gamemodes in one level folder
It'd be nice to have the ability to make a stunt arena, battle tag etc out of a normal map (or vice versa) without having to completely duplicate the folder and rename everything inside for the multiple versions of the same track to coexist. Some parts of the current system seem to already play into...
- Thu Feb 11, 2021 6:26 am
- Forum: Suggestions
- Topic: Expose F-key bindings for configuration
- Replies: 0
- Views: 179
Expose F-key bindings for configuration
In particular, I'm imagining it would be possible to re-bind the controls for what are currently the F2 and F3 cameras (as well as the F4 for car cycling. maybe make it possible to cycle backwards through an additional binding while at it). I can imagine it being useful to rebind the screenshot key ...
- Tue Nov 10, 2020 8:09 pm
- Forum: Suggestions
- Topic: Attach a 3D sound to an animated object
- Replies: 1
- Views: 368
Re: Attach a 3D sound to an animated object
As of last December, sound effects (as well as sparks and lights) are planned to be added eventually.
- Thu Oct 08, 2020 11:48 pm
- Forum: Suggestions
- Topic: Custom sweepcams before race start
- Replies: 0
- Views: 566
Custom sweepcams before race start
TL;DR replicating the atmospheric pre-race sweeping cameras that seem to be a common thing for racing games We've recently gotten the option to enable the stock sweeping camera on custom tracks, but this is an extension to that idea. So the start of a race, let's say an online one, goes through this...
- Sat Sep 19, 2020 8:13 pm
- Forum: Help & Troubleshooting
- Topic: How do I bake multiple textures into one?
- Replies: 2
- Views: 593
Re: How do I bake multiple textures into one?
Dunno if "baking" them together would be truly necessary. Basically you should only need to copy the texture of the wheels onto the texture file of the body using pretty much any semi-competent image editor. If the mapping of the body has enough unused space you can just slot in the wheel wherever i...
- Wed Jun 03, 2020 5:09 am
- Forum: Suggestions
- Topic: Makeitgood: Visual feedback on movement, Snapping
- Replies: 3
- Views: 1048
Re: Makeitgood: Visual feedback on movement, Snapping
Sure, but that's kind of a one-way street unfortunately. I actually used that exact method to place the animations in the nhood2 "mod" I did, but once it's been changed to an animation then (iirc) the object in the fob will just fail to re-import to jig's plugin altogether. That and I don't recall w...
- Fri May 22, 2020 12:19 am
- Forum: Suggestions
- Topic: Makeitgood: Visual feedback on movement, Snapping
- Replies: 3
- Views: 1048
Makeitgood: Visual feedback on movement, Snapping
While the modern editor controls are a huge step up from what we had before, it's still been irking me somewhat that precise movements, rotations etc are nearly impossible to do (or even less so than before, as with old mig you could rotate snap to 90° increments). https://i.imgur.com/scCDeTxm.png h...
- Sun Mar 15, 2020 8:49 pm
- Forum: Bug Reports
- Topic: [SOLVED] Conveyor belts have stronger effect on me
- Replies: 12
- Views: 6270
Re: Conveyor belts have stronger effect on me
Just did a bit of testing myself on force fields between RVGL and v1.2, and the two of them seem to be mostly consistent with each other, or at least a lot more similar than Stingox's videos are showing. v1.2 on left, RVGL on right https://www.youtube.com/watch?v=2B40AgH33uE Is it the same for v1.2 ...
- Tue Feb 04, 2020 6:41 am
- Forum: Tools, Creations & Resources
- Topic: School's Out!
- Replies: 14
- Views: 6132
Re: School's Out!
Nice track in general, as everyone's been saying, but I noticed something after trying out the reverse version. I didn't notice this quite as much in the forward version because the reverse start doesn't break up the cars as quickly, but might there be any plans in the future for the AI nodes to hav...
- Thu Jan 23, 2020 11:22 pm
- Forum: Work in Progress
- Topic: School's Out! - WIP Track
- Replies: 25
- Views: 10262
Re: School's Out! - WIP Track
[Not mentioned in this thread yet, but it's been released on RVZ now ] There's actually a tradeoff between things wrt the shockwave: if the shadow mesh matches up with the base mesh, then the shadows get pulled around just the same and the shockwave effect doesn't have any artifacts. At places like ...
- Thu Jan 16, 2020 7:34 am
- Forum: Suggestions
- Topic: Use flap.m if it exists
- Replies: 1
- Views: 1907
Use flap.m if it exists
Title. The model seems to be loaded properly in makeitgood. But from what I can make of the xbox source, once the objects actually initialize, the mapping is overwritten by a switch statement where the mapping for ghost town 1 is the default case.
https://imgur.com/a/lFKDt1I
https://imgur.com/a/lFKDt1I
- Thu Jan 16, 2020 3:30 am
- Forum: RVGL & Re-Volt v1.2
- Topic: [RVGL Release] 19.1230a
- Replies: 14
- Views: 6366
Re: [RVGL Release] 19.1230a
I'm curious about the scope of what animations and animation triggers could eventually be capable of. On discord, it was mentioned that sound effects, lights and sparks are all planned. It was also considered that triggers could activate specific keyframes of an animation. Are any other things plann...
- Tue Dec 31, 2019 5:03 pm
- Forum: RVGL & Re-Volt v1.2
- Topic: [RVGL Release] 19.1230a
- Replies: 14
- Views: 6366
Re: [RVGL Release] 19.1230a
Did some testing on nhood2. It seems like certain objects don't want to use their correct texture sheet if an animation exists in the world? (On stock nhood2, the same objects also use incorrect texture sheets in makeitgood, but are fine in normal play) nhood2_doors.zip https://i.imgur.com/9mZ3myc.p...
- Thu Dec 05, 2019 12:19 am
- Forum: Competitions & Online Racing
- Topic: Best Lookin' Box Competition
- Replies: 11
- Views: 4989
Re: Best Lookin' Box Competition
new deadline who dis https://i.imgur.com/UNEr0H4.jpg One of the boxes that inspired this competition in the first place, originally hailing from the land of only the purest racing and the most stunning displays of racecraft: https://i.imgur.com/8cRumog.png https://i.imgur.com/9zqDIQu.png Name: The T...
- Wed Oct 16, 2019 5:41 pm
- Forum: Help & Troubleshooting
- Topic: Custom Track Properties: Velocity
- Replies: 6
- Views: 3547
Re: Custom Track Properties: Velocity
Just did a bunch of testing on this, modifying the existing conveyors from muse2. Given a coordinate system of X/Y/Z, X and Z are always relative to the world (they pull in the same direction regardless of the conveyor's direction itself, be it sideways, frontways, flipped turnways etc). If the conv...
- Sun Sep 22, 2019 7:33 pm
- Forum: Bug Reports
- Topic: [SOLVED] [RVGL 19.0907a] Strobe Lights on Toy World 1
- Replies: 2
- Views: 1813
Re: [RVGL 19.0907a] Strobe Lights on Toy World 1
I've had this happen a couple of times over the years as well. Seems streamable ate one of the clips I had, but video of the end of another instance. I think it's come up on the discord a few times as well, but both times I've had it happen it: - was offline, single-player - both on TW1 (once on nor...
- Wed Aug 07, 2019 4:56 am
- Forum: General
- Topic: [USERSTYLE] Bolt style for the forum (base)
- Replies: 10
- Views: 5816
Re: [USERSTYLE] Bolt style for the forum (base)
Might be worth a try to leave the "details" out altogether and go with simple colors and gradients to see how it looks. When rvz died and took rvl's stylesheet down with it back in 2015 I threw together like 20 lines of css as a stopgap and it turned out pretty well if I say so myself: https://i.img...
- Wed Jul 31, 2019 4:18 pm
- Forum: RVGL & Re-Volt v1.2
- Topic: [RVGL Release] 19.0430a
- Replies: 7
- Views: 21266
Re: [RVGL Release] 19.0430a
Question not about this specific release, but RVGL in general: does the linux version work with only fluidsynth 1, or can it be made to use fluidsynth 2 without any issues?
Running into this on my newish manjaro install:
Running into this on my newish manjaro install:
► screenshot
- Thu Jun 06, 2019 5:32 am
- Forum: Help & Troubleshooting
- Topic: train.m Object
- Replies: 3
- Views: 4354
Re: train.m Object
Assuming it's the same as the leaked source that's been floating around, it looks to me like it's handled by this: // move train CopyVec(&obj->body.Centre.Pos, &obj->body.Centre.OldPos); obj->body.Centre.Pos.v[Z] -= TimeStep * 200.0f; if (obj->body.Centre.Pos.v[Z] < -11500) obj->body.Centre.Pos.v[Z]...
- Sun May 12, 2019 9:00 pm
- Forum: Suggestions
- Topic: [Done] Custom .prm files?
- Replies: 8
- Views: 13656
Re: Custom .prm files?
Custom prms in what context? What are you trying to add, and how are you expecting it to be loaded? If you mean for tracks, you can put prm files in the track's base folder (optionally paired with ncps) to have them available as instances to be placed in makeitgood, or in a /custom folder with the s...
- Thu Mar 14, 2019 9:28 pm
- Forum: Tools, Creations & Resources
- Topic: Wheel/Rim Textures Thread
- Replies: 2
- Views: 5644
Re: Wheel/Rim Textures Thread
Dumping my own that I've made over the years. All of them (other than those from Speed Dreams) are clickable, the link of which leads to the vector file for them. "Vector file" meaning they're directly recolorable with a vector editor such as Inkscape. Averil, RC San remake, RC Phink remake https://...
- Thu Mar 14, 2019 8:59 pm
- Forum: Tools, Creations & Resources
- Topic: Wheel/Rim Textures Thread
- Replies: 2
- Views: 5644
Wheel/Rim Textures Thread
Wheels are one of the most important parts of a car, yet also one of the hardest to make properly. This thread is for creators to post/share so other creators can find them more easily. (I'm setting up this new thread on TRH because RVL doesn't have much life left in it, but the similar thread over ...
- Thu Jan 31, 2019 2:17 am
- Forum: Time Trials
- Topic: Time Trials: Toys in the Hood 1
- Replies: 36
- Views: 21385
Re: Toys in the Hood 1
This is mainly so my one TT time on the forums isn't some ghastly-slow time pulled from a joke post from like four years ago (it still isn't great but this really isn't my thing either).
► Show Spoiler
- Fri Jan 18, 2019 3:27 am
- Forum: Help & Troubleshooting
- Topic: AI Nodes fork paths
- Replies: 4
- Views: 4941
Re: AI Nodes fork paths
As far as I understand, the forks in the stock tracks still do have the AI preferring to take one path over the other. However, the preferred path may or may not be easy for AI to get to (eg the inner escalator on muse2 rather than the outer one), so a number of them end up close to the other route ...
- Mon Jan 07, 2019 12:35 am
- Forum: Bug Reports
- Topic: [SOLVED] [RVGL] Glitchy Antenna Tips
- Replies: 3
- Views: 4501
Re: Glitchy Antenna Tips
I actually remember making sure the joke hats had radial symmetry for this reason.
Here's what I still have of that car, it's not exactly the same but it's mostly still there. Still the same behavior. aerialt-custom.prm
Here's what I still have of that car, it's not exactly the same but it's mostly still there. Still the same behavior. aerialt-custom.prm