Difference between revisions of "Modding Whiplash/Fatal Racing"
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Track geometry. | Track geometry. | ||
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| − | + | |'''[[#Row 0|Row 0]]''' | |
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| − | | | + | |'''[[#Row 1|Row 1]]''' |
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| − | | | + | |'''[[#Row 2|Row 2]]''' |
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|- | |- | ||
|colspan=30|''Empty line'' | |colspan=30|''Empty line'' | ||
|- | |- | ||
|colspan=30|''...'' | |colspan=30|''...'' | ||
| + | |} | ||
| + | ====Row 0==== | ||
| + | {| class="wikitable" style="text-align: center;" | ||
| + | !Column index!!Field!!Type!!Notes | ||
| + | |- | ||
| + | |0||Left shoulder width||<code>int</code>|| | ||
| + | |- | ||
| + | |1||Left lane width||<code>int</code>|| | ||
| + | |- | ||
| + | |2||Right lane width||<code>int</code>|| | ||
| + | |- | ||
| + | |3||Right shoulder width||<code>int</code>|| | ||
| + | |- | ||
| + | |4||Left shoulder height||<code>int</code>|| | ||
| + | |- | ||
| + | |5||Right shoulder height||<code>int</code>|| | ||
| + | |- | ||
| + | |6||Length||<code>int</code>|| | ||
| + | |- | ||
| + | |7||Yaw rotation, counter-clockwise (°)||<code>float</code>|| | ||
| + | |- | ||
| + | |8||Pitch rotation, upwards (°)||<code>float</code>|| | ||
| + | |- | ||
| + | |9||Roll rotation, counter-clockwise (°)||<code>float</code>|| | ||
| + | |- | ||
| + | |10||AI line||<code>int</code>|| | ||
| + | |- | ||
| + | |11||AI line||<code>int</code>|| | ||
| + | |- | ||
| + | |12||AI line||<code>int</code>|| | ||
| + | |- | ||
| + | |13||AI line||<code>int</code>|| | ||
| + | |- | ||
| + | |14||Track grip||<code>int</code>|| | ||
| + | |- | ||
| + | |15||Left shoulder grip||<code>int</code>|| | ||
| + | |- | ||
| + | |16||Right shoulder grip||<code>int</code>|| | ||
| + | |- | ||
| + | |17||AI max speed||<code>int</code>|| | ||
| + | |- | ||
| + | |18||AI accuracy||<code>int</code>|| | ||
| + | |- | ||
| + | |19||Audio (above trigger)||<code>int</code>|| | ||
| + | |- | ||
| + | |20||Audio trigger speed||<code>int</code>|| | ||
| + | |- | ||
| + | |21||Audio (below trigger)||<code>int</code>|| | ||
| + | |} | ||
| + | ====Row 1==== | ||
| + | {| class="wikitable" style="text-align: center;" | ||
| + | !Column index!!Field!!Type!!Notes | ||
| + | |- | ||
| + | |0||Left surface type||<code>int</code>|| | ||
| + | |- | ||
| + | |1||Center surface type||<code>int</code>|| | ||
| + | |- | ||
| + | |2||Right surface type||<code>int</code>|| | ||
| + | |- | ||
| + | |3||Left wall type||<code>int</code>|| | ||
| + | |- | ||
| + | |4||Right wall type||<code>int</code>|| | ||
| + | |- | ||
| + | |5||Roof type||<code>int</code>|| | ||
| + | |- | ||
| + | |6||Left upper outer wall type||<code>int</code>|| | ||
| + | |- | ||
| + | |7||Left lower outer wall type||<code>int</code>|| | ||
| + | |- | ||
| + | |8||Outer floor type||<code>int</code>|| | ||
| + | |- | ||
| + | |9||Right lower outer wall type||<code>int</code>|| | ||
| + | |- | ||
| + | |10||Right upper outer wall type||<code>int</code>|| | ||
| + | |- | ||
| + | |11||Environment floor type||<code>int</code>|| | ||
| + | |- | ||
| + | |12||Building/Sign type||<code>int</code>|| | ||
| + | |- | ||
| + | |13||Building/Sign horizontal offset||<code>int</code>|| | ||
| + | |- | ||
| + | |14||Building/Sign vertical offset||<code>int</code>|| | ||
| + | |- | ||
| + | |15||Building/Sign yaw, counter-clockwise (°)||<code>float</code>|| | ||
| + | |- | ||
| + | |16||Building/Sign pitch, upwards (°)||<code>float</code>|| | ||
| + | |- | ||
| + | |17||Building/Sign roll, counter-clockwise (°)||<code>float</code>|| | ||
| + | |} | ||
| + | ====Row 2==== | ||
| + | {| class="wikitable" style="text-align: center;" | ||
| + | !Column index!!Field!!Type!!Notes | ||
| + | |- | ||
| + | |0||Left upper outer wall horizontal offset||<code>int</code>|| | ||
| + | |- | ||
| + | |1||Left lower outer wall horizontal offset||<code>int</code>|| | ||
| + | |- | ||
| + | |2||Left outer floor horizontal offset||<code>int</code>|| | ||
| + | |- | ||
| + | |3||Right outer floor horizontal offset||<code>int</code>|| | ||
| + | |- | ||
| + | |4||Right lower outer wall horizontal offset||<code>int</code>|| | ||
| + | |- | ||
| + | |5||Right upper outer wall horizontal offset||<code>int</code>|| | ||
| + | |- | ||
| + | |6||Left upper outer wall height||<code>int</code>|| | ||
| + | |- | ||
| + | |7||Left lower outer wall height||<code>int</code>|| | ||
| + | |- | ||
| + | |8||Left outer floor height||<code>int</code>|| | ||
| + | |- | ||
| + | |9||Right outer floor height||<code>int</code>|| | ||
| + | |- | ||
| + | |10||Right lower outer wall height||<code>int</code>|| | ||
| + | |- | ||
| + | |11||Right upper outer wall height||<code>int</code>|| | ||
| + | |- | ||
| + | |12||Wall/roof height||<code>int</code>|| | ||
| + | |- | ||
| + | |13||View (forward main chunks)||<code>int</code>|| | ||
| + | |- | ||
| + | |14||View (forward extra start)||<code>int</code>|| | ||
| + | |- | ||
| + | |15||View (forward extra chunks)||<code>int</code>|| | ||
| + | |- | ||
| + | |16||Subdivide (left shoulder)||<code>int</code>|| | ||
| + | |- | ||
| + | |17||Subdivide (center lane)||<code>int</code>|| | ||
| + | |- | ||
| + | |18||Subdivide (right shoulder)||<code>int</code>|| | ||
| + | |- | ||
| + | |19||Subdivide (left wall)||<code>int</code>|| | ||
| + | |- | ||
| + | |20||Subdivide (right wall)||<code>int</code>|| | ||
| + | |- | ||
| + | |21||Subdivide (roof)||<code>int</code>|| | ||
| + | |- | ||
| + | |22||Subdivide (left upper outer wall)||<code>int</code>|| | ||
| + | |- | ||
| + | |23||Subdivide (left lower outer wall)||<code>int</code>|| | ||
| + | |- | ||
| + | |24||Subdivide (outer floor)||<code>int</code>|| | ||
| + | |- | ||
| + | |25||Subdivide (right lower outer wall)||<code>int</code>|| | ||
| + | |- | ||
| + | |26||Subdivide (right upper outer wall)||<code>int</code>|| | ||
| + | |- | ||
| + | |27||View (backward main chunks)||<code>int</code>|| | ||
| + | |- | ||
| + | |28||View (backward extra start)||<code>int</code>|| | ||
| + | |- | ||
| + | |29||View (backward extra chunks)||<code>int</code>|| | ||
|} | |} | ||
====Surface type bit flags==== | ====Surface type bit flags==== | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
| + | !Bit!!Mask!!Surface type!!Notes | ||
| + | |- | ||
| + | |0 | ||
| + | |rowspan="8"|0x000000FF | ||
| + | |rowspan="8"|Texture | ||
| + | |- | ||
| + | |1 | ||
| + | |- | ||
| + | |2 | ||
| + | |- | ||
| + | |3 | ||
| + | |- | ||
| + | |4 | ||
| + | |- | ||
| + | |5 | ||
| + | |- | ||
| + | |6 | ||
| + | |- | ||
| + | |7 | ||
| + | |- | ||
| + | |8||0x00000100||Apply texture|| | ||
| + | |- | ||
| + | |9||0x00000200||Look up texture in anms array||Cars only | ||
| + | |- | ||
| + | |10||0x00000400||Partial transparency|| | ||
| + | |- | ||
| + | |11||0x00000800||Back|| | ||
| + | |- | ||
| + | |12||0x00001000||Flip horizontally|| | ||
| + | |- | ||
| + | |13||0x00002000||Flip backface|| | ||
| + | |- | ||
| + | |14||0x00004000||Concave|| | ||
| + | |- | ||
| + | |15||0x00008000||Change livery?||Cars only | ||
| + | |- | ||
| + | |16||0x00010000||Texture pair|| | ||
| + | |- | ||
| + | |17||0x00020000||Skip render|| | ||
| + | |- | ||
| + | |18||0x00040000||Flip vertically|| | ||
| + | |- | ||
| + | |19||0x00080000||Non-magnetic|| | ||
| + | |- | ||
| + | |20||0x00100000||Bounce off walls|| | ||
| + | |- | ||
| + | |21||0x00200000||Transparent||Requires no texture | ||
| + | |- | ||
| + | |22||0x00400000||Wall||Cannot be driven on | ||
| + | |- | ||
| + | |23||0x00800000||AI fast zone||Fast strategy only | ||
| + | |- | ||
| + | |24||0x01000000||Pit zone||Yellow on track map | ||
| + | |- | ||
| + | |25||0x02000000||Pit||Actual pit work area | ||
| + | |- | ||
| + | |26||0x04000000||Pit box||AI targets and respawn points | ||
| + | |- | ||
| + | |27||0x08000000||Placement disabled||Disallow spawn here | ||
| + | |- | ||
| + | |28||0x10000000||AI target speed override||Max speed only | ||
| + | |- | ||
| + | |29||0x20000000||Echo||Tunnel effect | ||
|- | |- | ||
| − | + | |30||0x40000000||Bounce off walls|| | |
|- | |- | ||
| − | | | + | |31||0x80000000||Wall||Cannot be driven on |
| − | || | ||
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|} | |} | ||
* Bit 31 | * Bit 31 | ||
Revision as of 01:23, 5 September 2025
Contents
- 1 Track (TRK) files
- 1.1 Definition
- 1.1.1 Header
- 1.1.2 Geometry
- 1.1.2.1 Row 0
- 1.1.2.2 Row 1
- 1.1.2.3 Row 2
- 1.1.2.4 Surface type bit flags
- 1.1.2.5 Building/Sign type
- 1.1.2.6 Shoulder height
- 1.1.2.7 AI line
- 1.1.2.8 Grip
- 1.1.2.9 Audio
- 1.1.2.10 Audio trigger speed
- 1.1.2.11 Wall type
- 1.1.2.12 Roof type
- 1.1.2.13 Outer floor type
- 1.1.2.14 Environment floor type
- 1.1.2.15 Building/Sign offset
- 1.1.2.16 Outer lower/upper wall horizontal offset
- 1.1.2.17 Draw order?
- 1.1.2.18 Third row
- 1.1.3 Signs
- 1.1.4 Stunts
- 1.1.5 Textures
- 1.1.6 Race info
- 1.2 Effects
- 1.1 Definition
- 2 Palette (PAL) files
Track (TRK) files
The tracks.
Definition
| Header |
| Empty line |
| Empty line |
| Geometry |
| Signs |
| Empty line |
| Stunts |
| Empty line |
| Textures |
| Empty line |
| Race info |
| Empty line |
//denotes a single line comment- integer values are 32-bit signed integers
- floating point values are double precision
Header
Geometry lengthint |
0 | 0 | Floor depthint
|
Geometry
Track geometry.
| Row 0 | |||||||||||||||||||||||||||||
| Row 1 | |||||||||||||||||||||||||||||
| Row 2 | |||||||||||||||||||||||||||||
| Empty line | |||||||||||||||||||||||||||||
| ... | |||||||||||||||||||||||||||||
Row 0
| Column index | Field | Type | Notes |
|---|---|---|---|
| 0 | Left shoulder width | int |
|
| 1 | Left lane width | int |
|
| 2 | Right lane width | int |
|
| 3 | Right shoulder width | int |
|
| 4 | Left shoulder height | int |
|
| 5 | Right shoulder height | int |
|
| 6 | Length | int |
|
| 7 | Yaw rotation, counter-clockwise (°) | float |
|
| 8 | Pitch rotation, upwards (°) | float |
|
| 9 | Roll rotation, counter-clockwise (°) | float |
|
| 10 | AI line | int |
|
| 11 | AI line | int |
|
| 12 | AI line | int |
|
| 13 | AI line | int |
|
| 14 | Track grip | int |
|
| 15 | Left shoulder grip | int |
|
| 16 | Right shoulder grip | int |
|
| 17 | AI max speed | int |
|
| 18 | AI accuracy | int |
|
| 19 | Audio (above trigger) | int |
|
| 20 | Audio trigger speed | int |
|
| 21 | Audio (below trigger) | int |
Row 1
| Column index | Field | Type | Notes |
|---|---|---|---|
| 0 | Left surface type | int |
|
| 1 | Center surface type | int |
|
| 2 | Right surface type | int |
|
| 3 | Left wall type | int |
|
| 4 | Right wall type | int |
|
| 5 | Roof type | int |
|
| 6 | Left upper outer wall type | int |
|
| 7 | Left lower outer wall type | int |
|
| 8 | Outer floor type | int |
|
| 9 | Right lower outer wall type | int |
|
| 10 | Right upper outer wall type | int |
|
| 11 | Environment floor type | int |
|
| 12 | Building/Sign type | int |
|
| 13 | Building/Sign horizontal offset | int |
|
| 14 | Building/Sign vertical offset | int |
|
| 15 | Building/Sign yaw, counter-clockwise (°) | float |
|
| 16 | Building/Sign pitch, upwards (°) | float |
|
| 17 | Building/Sign roll, counter-clockwise (°) | float |
Row 2
| Column index | Field | Type | Notes |
|---|---|---|---|
| 0 | Left upper outer wall horizontal offset | int |
|
| 1 | Left lower outer wall horizontal offset | int |
|
| 2 | Left outer floor horizontal offset | int |
|
| 3 | Right outer floor horizontal offset | int |
|
| 4 | Right lower outer wall horizontal offset | int |
|
| 5 | Right upper outer wall horizontal offset | int |
|
| 6 | Left upper outer wall height | int |
|
| 7 | Left lower outer wall height | int |
|
| 8 | Left outer floor height | int |
|
| 9 | Right outer floor height | int |
|
| 10 | Right lower outer wall height | int |
|
| 11 | Right upper outer wall height | int |
|
| 12 | Wall/roof height | int |
|
| 13 | View (forward main chunks) | int |
|
| 14 | View (forward extra start) | int |
|
| 15 | View (forward extra chunks) | int |
|
| 16 | Subdivide (left shoulder) | int |
|
| 17 | Subdivide (center lane) | int |
|
| 18 | Subdivide (right shoulder) | int |
|
| 19 | Subdivide (left wall) | int |
|
| 20 | Subdivide (right wall) | int |
|
| 21 | Subdivide (roof) | int |
|
| 22 | Subdivide (left upper outer wall) | int |
|
| 23 | Subdivide (left lower outer wall) | int |
|
| 24 | Subdivide (outer floor) | int |
|
| 25 | Subdivide (right lower outer wall) | int |
|
| 26 | Subdivide (right upper outer wall) | int |
|
| 27 | View (backward main chunks) | int |
|
| 28 | View (backward extra start) | int |
|
| 29 | View (backward extra chunks) | int |
Surface type bit flags
| Bit | Mask | Surface type | Notes |
|---|---|---|---|
| 0 | 0x000000FF | Texture | |
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
| 6 | |||
| 7 | |||
| 8 | 0x00000100 | Apply texture | |
| 9 | 0x00000200 | Look up texture in anms array | Cars only |
| 10 | 0x00000400 | Partial transparency | |
| 11 | 0x00000800 | Back | |
| 12 | 0x00001000 | Flip horizontally | |
| 13 | 0x00002000 | Flip backface | |
| 14 | 0x00004000 | Concave | |
| 15 | 0x00008000 | Change livery? | Cars only |
| 16 | 0x00010000 | Texture pair | |
| 17 | 0x00020000 | Skip render | |
| 18 | 0x00040000 | Flip vertically | |
| 19 | 0x00080000 | Non-magnetic | |
| 20 | 0x00100000 | Bounce off walls | |
| 21 | 0x00200000 | Transparent | Requires no texture |
| 22 | 0x00400000 | Wall | Cannot be driven on |
| 23 | 0x00800000 | AI fast zone | Fast strategy only |
| 24 | 0x01000000 | Pit zone | Yellow on track map |
| 25 | 0x02000000 | Pit | Actual pit work area |
| 26 | 0x04000000 | Pit box | AI targets and respawn points |
| 27 | 0x08000000 | Placement disabled | Disallow spawn here |
| 28 | 0x10000000 | AI target speed override | Max speed only |
| 29 | 0x20000000 | Echo | Tunnel effect |
| 30 | 0x40000000 | Bounce off walls | |
| 31 | 0x80000000 | Wall | Cannot be driven on |
- Bit 31
- Track surface: appears to be same effect as bit 22: solid block that can't be driven on
- Wall: when unset, walls are outside of the shoulder, when set walls are between shoulder and center
- Roof: Turns roof vertical and tied to upper outer walls
- Transparent
- Changes what texture index does, see below
- Only works when a texture is not applied
- Back
- Toggles application of a different texture on the outside face of walls
- When a BACK is set, texture will be the BACK texture
- Otherwise, no clue how this texture is determined, changes when wall type changes and not in any consistent way, sometimes is broken
- Partial transparency
- Toggles transparency on textures that contain transparent sections, e.g. guardrail
- Turns palette texture index 0 transparent (
#000000) (not to be confused with the same color at another index) - Only works when a texture is applied
- Texture
- Transparent
- 0 = completely transparent
- 1 = light tint
- 2 = medium tint
- 3 = dark tint
- 4 = light blue tint
- 5-15 = solid black, no transparency
- 16+ = glitches out
- Single
- Bits are just texture index
- Pair
- Bits are texture index of left, index+1 on right
- When apply texture not set
- Bits indicate a solid color corresponding to the index within
PALETTE.PAL
- Bits indicate a solid color corresponding to the index within
- Transparent
These apply for road surface, wall/roof, and outer wall/floor.
Building/Sign type
| Value | Name | Description | Requires apply bit? | Texturing |
|---|---|---|---|---|
| 0 | TOWER | tall box | Yes | Index |
| 1 | TOWER 2 | tall box, different texture | No | Fixed (22) |
| 2 | SIGN 1 | small, back upside down, on one leg | Yes, but not for legs | Index, legs fixed (20) |
| 3 | SIGN 2 | small, back upside down, on two legs | Yes, but not for legs | Index, legs fixed (21) |
| 4 | BUILD | complex building, drawn differently, different texture | No | Fixed (20, 21) |
| 5 | BUILD 1 | giant tall folded boxes, different texture | No | Fixed (0) |
| 6 | BUILD 2 | more giant tall folded box, different texture | No | Fixed (20) |
| 7 | BUILD 3 | WIDE short box | Yes | Index |
| 8 | HEELBAR | cube, different texture | No | Fixed (8) |
| 9 | BALLOON | flat square, always face camera | Yes | Index |
| 10 | TREE | flat skinny rectangle, always face camera | No | Fixed (1) |
| 11 | ADVERT | flat small square, fixed, same back | Yes | Index |
| 12 | ADVERT 2 | fixed flat square, back upside down | Yes | Index |
| 13 | QUAD BLD | 4 tall skinny boxes | No | Fixed (23, 24, 25, 26) |
| 14 | BLD 0 | tall box with pyramid top, different texture | No | Fixed (20, 21) |
| 15 | BIG BALL | flat square, always face camera, larger than BALLOON | Yes | Index |
| 16 | BIG AD | fixed flat square, back upside down, smaller than ADVERT 2 | Yes | Index |
| >=256 | no idea |
Textures are determined by BLD file.
- Index: first 9 bits work just like road textures
- Fixed: Same texture is always applied (index in parentheses)
Shoulder height
- >0: up
- 0: flat
- <0: down
AI line
- >0: left
- 0: center
- <0: right
Grip
- 0: full grip
- 12: ice
Audio
- Index of audio to play when driven over (order in
SOUND.INI) - 0: no audio
- Above plays when over trigger speed
- Below plays when between ~26 mph and trigger speed
Audio trigger speed
- 200 is about 67 mph
Wall type
- Left and right must exist to draw roof
- -1: not present
Roof type
- -1: not present
Outer floor type
- -2: outer walls even with shoulder, normal solid wall
- -1: no outer walls, can fall off
- >=0: texture indexing with 9 bits as usual
- floor height is based on environment depth
- floor width is based on main track width
- outer walls are attached to edges of floor
- can drive partially off shoulder and bounce off
Environment floor type
- Controls color of the bottom of the void
- Value of geometry currently being driven on determines entire color below the horizon
- First 8 bits are palette color index
- Higher bits are used but none seem to have any effect
Building/Sign offset
- >0: left/up
- 0: center
- <0: right/down
Outer lower/upper wall horizontal offset
- >0: outward
- 0: vertical
- <0: inward
Draw order?
These three values seem to combine to determine whether track is visible through other track. For example, given Bonus 4 with a bunch of buildings/signs over transparent track with transparent track on the other side, when the third value is 0, no buildings/signs are visible. When said value is greater than 0, some buildings/signs are visible. Changing the value or the values of the other two may change which buildings/signs are visible.
Third row
These properties only ever have these values over all 11018 geometry segments of the retail tracks.
| Property index | Values |
|---|---|
| 16 | 20,40,60 |
| 17 | 20,40,60,80 |
| 18 | 20,40 |
| 19 | 20 |
| 20 | 20 |
| 21 | 20,40,60,80 |
| 22 | 1 |
| 23 | 20 |
| 24 | 1,20,40 |
| 25 | 20 |
| 26 | 1 |
Signs
Empty on some tracks.
Signable geometry indexint |
Textureint
|
| ... | |
| -1 | -1 |
- Signable geometry index
- 0: first geometry section with
0 <= sign type < 256 - 1: second, etc
- 0: first geometry section with
- Texture
- Bits 0-7: index in BLD texture file
- Bit 8: apply texture
- Bit 15: invisible
- No other bits seem to have an effect
Stunts
Controls geometry that moves and potrudes. Empty on some tracks.
Geometry indexint
|
Ramp chunk countint
|
Number of ticksint
|
Tick start indexint
|
Timing groupint
|
Height change per tickint
|
Time bulgingint
|
Time flatint
|
Ramp side lengthint
|
Bulge Sectionint
|
| ... | |||||||||
| -1 | |||||||||
- Ramp chunk count
- Increases the length and height of the "ramp" by increasing the number of chunks before and after the stunt chunk included in the ramp
- Number of ticks
- Number of game ticks the stunt expansion process takes
- 0 breaks the track
- Tick start index
- Index within the animation of the stunt that it will be in when the track loads
- If it's higher than or equal to the number of ticks the stunt glitches out
- Timing group
- With otherwise identical config, two bumps with same number move together
- Appears to be a boolean, 1 is group 1, any other value is group 2
- Height change per tick
- Negative values break the track
- Ramp side length
- The length that the chunks before and after the stunted chunk change to when the stunt is active
- Value is percentage, 1024 = 100%
- Value appears to be the hypotenuse or actual surface length rather than the flat length beneath
- If this value is incompatible with height change per tick * num ticks, it will take priority limiting the max height of the stunt, otherwise the chunk indicated as the "stunt" is stretched in length to make this fit
- Bulge section
- Bit flags to specify which section of the track moves
- Bit 0: left shoulder
- Bit 1: left wall
- Bit 2: left lane
- Bit 3: right lane
- Bit 4: right shoulder
- Bit 5: right wall
- Higher bits move nothing
- Bit flags to specify which section of the track moves
- Ramps are pitch-based, calculate pitch by height/length
- Ramp pitch takes the place of chunk's base pitch rather than being added to it
- Ramps on pitched chunks have odd behavior and will do things like teleport the car to the outside of a loop when active on upsidown sections
- In the release tracks all stunts are on chunks with a base pitch very close to 0
Textures
Texture fileTEX:<DRH file>
| |
Building/Sign texture fileBLD:<DRH file>
| |
BACKS:
| |
Geometry indexint |
Textureint
|
| ... | |
| -1 | |
Backs
The outside texture of walls when there is a wall between the track and the shoulder. Transparent when texture index does not correspond to an actual texture. This indexes into the texture tile list, e.g. when a wall is set to texture x, texture y will display on the "back" side when the show backs flag is set
Race info
Not present on some tracks.
Track numberint
| |||||
Impossible lapsint |
Hard lapsint |
Tricky lapsint |
Medium lapsint |
Easy lapsint |
Girlie lapsint
|
Track map scale, smaller is largerfloat |
Track map chunk sampling intervalint |
Track preview scale, smaller is largerfloat
|
Effects
Bonus 7
- Swapping yaw and pitch: loop
- Swapping yaw and roll: twisting line
- Swapping yaw and pitch, roll 90.00000: vertical ring to the left
- Negative yaw: turnright
Length
Given Pulse at its maximum 193 mph on a modified Bonus 4 where all 494 sectors are 1200 long can complete at lap in 28.36 seconds and on the same track but with 50 flat sectors on each side shortened to 100 can complete a lap in 27.41 seconds, 1000 length units is equivalent to 13.45 ft or 4.10 m. Additionally, the rotated portions of the track contribute approximately 0.20 seconds extra compared to flat.
Palette (PAL) files
Texture color palettes.
PALETTE.PAL
Index 0x00 may be treated as having a fully transparent alpha (RBGA #00000000). All other colors are fully opaque, including the other black at index 0x70 (RBGA #000000FF).
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