custom ball bearing texture

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607
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custom ball bearing texture

Unread post by 607 » Thu Jul 25, 2019 9:16 am

Hello, in many old tracks the ball bearing has got a custom texture. This is the only general sprite that is custom in these old tracks, as before Phoenix R3 it wasn't possible to have custom textures without replacing stock assets.
However, I couldn't figure out how this was done, and nobody was able to tell me on Discord. So I'll ask it here: how was this done? :)
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Re: custom ball bearing texture

Unread post by URV » Thu Jul 25, 2019 9:53 am

It's the envstill.bmp file, located in the GFX folder by default. Here's the default image:

Image

And here's the edited version used in Sakura:

Image

Unfortunately, yes, this does mean that you can't change the envstill file without also altering the reflection on cars. If that's an issue, you're better off just using a new model altogether for the ball bearing, perhaps with vertex shading instead.

Actually, the car reflections might be affected solely by envroll.bmp instead. Experiment a little first, I might be wrong there.
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Re: custom ball bearing texture

Unread post by 607 » Thu Jul 25, 2019 10:29 am

I've put a custom envstill in the track's folder and even in the track's custom folder, but still the default texture shows. :/
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Re: custom ball bearing texture

Unread post by URV » Thu Jul 25, 2019 10:54 am

Ah, right, I only realized after posting earlier. You also need to edit the .inf file to include the correct paths, like with music. For instance:

Code: Select all

ENVSTILL                    'levels\sakura\custom\envstill.bmp' 
ENVROLL                     'levels\sakura\custom\envroll.bmp' 
They don't necessarily have to be in the custom folder, so you can throw them wherever as long as the path is correct. This actually made me realize that the file path is incorrect in Sakura's .inf file (in the I/O pack at least), so we should finally see a fix for that next update.
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Re: custom ball bearing texture

Unread post by SebR » Thu Jul 25, 2019 5:22 pm

Is ENVROLL still working on last RVGL ?
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Re: custom ball bearing texture

Unread post by URV » Thu Jul 25, 2019 6:38 pm

I tested it earlier today on Sakura and it seemed to work just fine, yeah.
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Re: custom ball bearing texture

Unread post by SebR » Thu Jul 25, 2019 11:42 pm

Sakura only have ENVSTILLwho is working

I'm tolking about ENVROLL who stop working (i think) since RVGL can use more than 10 track textures...

Have a look on A world without paint cars shoold have custom ENVROLL but it looks differnt from rv1.2 (or i'm complettely blind...)
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Re: custom ball bearing texture

Unread post by URV » Fri Jul 26, 2019 1:04 am

Yes, I did mean I tested ENVROLL as well. I took the one from SS Route Re-Volt, which was easy to spot the difference with, and it worked just fine.
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Re: custom ball bearing texture

Unread post by SebR » Fri Jul 26, 2019 8:10 pm

So I tested again and again and finaly found what's wrong on A World With No Paint:
On his *inf we can find

Code: Select all

ENVROLL                     'levels\WWPaint\Custom\Envroll.bmp
But on windows it shoold be

Code: Select all

ENVROLL                     'levels\WWPaint\Custom\Envroll.bmp'
And on linux

Code: Select all

ENVROLL                     'levels\wwpaint\custom\envroll.bmp'
or ENVROLL                     'levels\WWPaint\Custom\Envroll.bmp'
Perhaps Huki can update his "fix-cases" script to do it ?
Last edited by SebR on Sat Jul 27, 2019 11:40 am, edited 1 time in total.
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Re: custom ball bearing texture

Unread post by URV » Fri Jul 26, 2019 9:47 pm

Good catch. I tested it out earlier on Windows, so it worked fine on my end. Might be good to open up a topic on this in Suggestions later.

Any idea if this also happens with the MP3 or MUSIC lines? I know that capitalization never really mattered in car parameters, just in the actual filenames themselves, so I'm surprised if this is the case with .INF files altogether.

In any case, I'll look through the I/O tracks for anything like this and deliver fixes next update.
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Re: custom ball bearing texture

Unread post by 607 » Sat Jul 27, 2019 8:24 am

That works! It makes sense also. Thanks. :)
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Re: custom ball bearing texture

Unread post by SebR » Sat Jul 27, 2019 11:38 am

just tested on linux for MP3 :

Code: Select all

MP3		'levels\WWPaint\Rebuild the walls - Aaron Bartlett.mp3'
with a file renamed as :
"rebuild the walls - aaron bartlett.mp3"
work just fine so i tested again for ENVROLL and ENVSTILL and

Code: Select all

ENVROLL                     'levels\WWPaint\Custom\Envroll.bmp'
ENVSTILL                     'levels\WWPaint\Custom\Envstill.bmp'
work fine on linux too :thonking: i was probably too tired last night :oops:

So you don't need to check i/o packs ...
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Re: custom ball bearing texture

Unread post by Huki » Sun Aug 04, 2019 3:42 am

URV wrote:
Fri Jul 26, 2019 9:47 pm
Any idea if this also happens with the MP3 or MUSIC lines? I know that capitalization never really mattered in car parameters, just in the actual filenames themselves, so I'm surprised if this is the case with .INF files altogether.
Capitalization doesn't matter inside the parameters.txt or <level>.inf entries. It's only the filenames themselves that need to be lowercase.
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