[Done] Custom .prm files?

Post suggestions regarding RVGL here in this subforum.
User avatar
EvgenKo423
Posts: 27

[Done] Custom .prm files?

Unread post by EvgenKo423 » Sun May 12, 2019 8:30 pm

The game doesn't load custom .prm files, simply renaming to .m doesn't help either.
Can you add a support for custom .prm-s? Looks like it's the only extension which is still not supported. :(
User avatar
Gotolei
Moderator
Posts: 52
From: The New Are

Re: Custom .prm files?

Unread post by Gotolei » Sun May 12, 2019 9:00 pm

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 same filename as one of the default instances/objects to replace it.
For cars, all prm files are defined in the parameters.txt file.
Image
User avatar
EvgenKo423
Posts: 27

Re: Custom .prm files?

Unread post by EvgenKo423 » Sun May 12, 2019 9:09 pm

I've tried to separate modified files from original ones, without replacing them to be able to simply turn off a mod. I've placed mod's .prm files in track's /custom folder, but the game doesn't load them.
User avatar
Marv
Developer
Posts: 236
From: Europe 2

Re: Custom .prm files?

Unread post by Marv » Mon May 13, 2019 6:35 am

Which models are you trying to replace?
User avatar
EvgenKo423
Posts: 27

Re: Custom .prm files?

Unread post by EvgenKo423 » Mon May 13, 2019 6:26 pm

\levels\frontend\podium.prm
\levels\garden1\palmtree.prm
for example.
User avatar
Marv
Developer
Posts: 236
From: Europe 2

Re: Custom .prm files?

Unread post by Marv » Tue May 14, 2019 9:50 am

Oh, I see. Instance PRM files are not directly supported in the custom folder. What you have to do is place a custom .fin (Instances) file in the custom folder that references ptree2.prm or podium2.prm for example. You can do that with the Blender add-on (https://re-volt.github.io/re-volt-addon) by importing the .fin file of the respective level, renaming the .prm file names in the outliner (object list on the right) and export the .fin file to the custom folder.

Or easier: Keep two installations of the game, one modded and the other left unchanged.

If you only want to keep one game binary, you can also keep game files and the game executable in separate folders and then launch the game with
rvgl -chdir /path/to/modded_game_files
or
rvgl -chdir /path/to/unmodded_game_files

More info on launch params here: https://yethiel.gitlab.io/RVDocs/#launch-parameters

The original purpose of the custom folder was to allow per-track customization of core game files (sounds, effects, skyboxes, user interface, ...) and also maintain compatibility with older versions of RV, that's why level instances weren't added.

I'll look if there would be any problems with adding support for PRM files in the custom folder.
User avatar
EvgenKo423
Posts: 27

Re: Custom .prm files?

Unread post by EvgenKo423 » Tue May 14, 2019 7:34 pm

Ok, thanks for the info. :)
User avatar
Huki
Developer
Posts: 397

Re: Custom .prm files?

Unread post by Huki » Thu May 16, 2019 3:06 pm

.prm files cannot be customized directly, just like Marv said. Adding support for it should be pretty straightforward though, so expect to see it in the next release. :eyes:
User avatar
EvgenKo423
Posts: 27

Re: Custom .prm files?

Unread post by EvgenKo423 » Thu May 16, 2019 6:28 pm

Thanks guys. :)
Locked