Difference between revisions of "Modding Whiplash/Fatal Racing"
(19 intermediate revisions by the same user not shown) | |||
Line 59: | Line 59: | ||
|Left shoulder grip<br><code>int</code> | |Left shoulder grip<br><code>int</code> | ||
|Right shoulder grip<br><code>int</code> | |Right shoulder grip<br><code>int</code> | ||
− | |AI max | + | |AI max speed<br><code>int</code> |
− | |<br><code>int</code> | + | |AI accuracy<br><code>int</code> |
|Audio (above trigger)<br><code>int</code> | |Audio (above trigger)<br><code>int</code> | ||
|Audio trigger speed<br><code>int</code> | |Audio trigger speed<br><code>int</code> | ||
Line 137: | Line 137: | ||
||Non-solid | ||Non-solid | ||
||Texture pair | ||Texture pair | ||
− | ||||||||Flip horizontally | + | ||(cars only)<br>Change livery? |
+ | ||||(cars only)<br>Animate motion? | ||
+ | ||Flip horizontally | ||
||Back | ||Back | ||
− | ||Partial transparency|| | + | ||Partial transparency |
+ | ||(cars only)<br>Look up texture<br>in anms array | ||
||Apply texture | ||Apply texture | ||
|colspan=8|Texture | |colspan=8|Texture | ||
Line 148: | Line 151: | ||
** Roof: Turns roof vertical and tied to upper outer walls | ** Roof: Turns roof vertical and tied to upper outer walls | ||
* Transparent | * Transparent | ||
− | ** | + | ** Changes what texture index does, see below |
** Only works when a texture is not applied | ** Only works when a texture is not applied | ||
* Back | * Back | ||
Line 160: | Line 163: | ||
* Texture | * Texture | ||
** Transparent | ** 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 | ** Single | ||
*** Bits are just texture index | *** Bits are just texture index | ||
Line 309: | Line 316: | ||
|- | |- | ||
|Geometry index<br><code>int</code> | |Geometry index<br><code>int</code> | ||
− | | | + | |Ramp chunk count<br><code>int</code> |
− | | | + | |Number of ticks<br><code>int</code> |
− | | | + | |Tick start index<br><code>int</code> |
|Timing group<br><code>int</code> | |Timing group<br><code>int</code> | ||
− | |Height<br><code>int</code> | + | |Height change per tick<br><code>int</code> |
|Time bulging<br><code>int</code> | |Time bulging<br><code>int</code> | ||
|Time flat<br><code>int</code> | |Time flat<br><code>int</code> | ||
− | | | + | |Ramp side length<br><code>int</code> |
− | |Bulge | + | |Bulge Section<br><code>int</code> |
|- | |- | ||
|colspan=10|''...'' | |colspan=10|''...'' | ||
Line 323: | Line 330: | ||
||-1 | ||-1 | ||
|} | |} | ||
− | * | + | * Ramp chunk count |
− | ** Increases the length and height of the "ramp" | + | ** 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 | * Timing group | ||
− | ** With otherwise identical config, two bumps with same number move together, with 1 | + | ** 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 | ||
+ | * 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=== | ===Textures=== | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
Line 349: | Line 378: | ||
====Backs==== | ====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. | 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=== | ===Race info=== | ||
Not present on some tracks. | Not present on some tracks. |
Latest revision as of 04:11, 25 May 2024
Contents
- 1 Track (TRK) files
- 1.1 Definition
- 1.1.1 Header
- 1.1.2 Geometry
- 1.1.2.1 Surface type bit flags
- 1.1.2.2 Building/Sign type
- 1.1.2.3 Shoulder height
- 1.1.2.4 AI line
- 1.1.2.5 Grip
- 1.1.2.6 Audio
- 1.1.2.7 Audio trigger speed
- 1.1.2.8 Wall type
- 1.1.2.9 Roof type
- 1.1.2.10 Outer floor type
- 1.1.2.11 Environment floor type
- 1.1.2.12 Building/Sign offset
- 1.1.2.13 Outer lower/upper wall horizontal offset
- 1.1.2.14 Draw order?
- 1.1.2.15 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.
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Left shoulder widthint
|
Left lane widthint
|
Right lane widthint
|
Right shoulder widthint
|
Left shoulder heightint
|
Right shoulder heightint
|
Lengthint
|
Yaw rotation, counter-clockwise (°)float
|
Pitch rotation, upwards (°)float
|
Roll rotation, counter-clockwise (°)float
|
AI lineint
|
AI lineint
|
AI lineint
|
AI lineint
|
Track gripint
|
Left shoulder gripint
|
Right shoulder gripint
|
AI max speedint
|
AI accuracyint
|
Audio (above trigger)int
|
Audio trigger speedint
|
Audio (below trigger)int
| ||||||||
Left surface typeint
|
Center surface typeint
|
Right surface typeint
|
Left wall typeint
|
Right wall typeint
|
Roof typeint
|
Left upper outer wall typeint
|
Left lower outer wall typeint
|
Outer floor typeint
|
Right lower outer wall typeint
|
Right upper outer wall typeint
|
Environment floor typeint
|
Building/Sign typeint
|
Building/Sign horizontal offsetint
|
Building/Sign vertical offsetint
|
Building/Sign yaw, counter-clockwise (°)float
|
Building/Sign pitch, upwards (°)float
|
Building/Sign roll, counter-clockwise (°)float
| ||||||||||||
Left upper outer wall horizontal offsetint
|
Left lower outer wall horizontal offsetint
|
Left outer floor horizontal offsetint
|
Right outer floor horizontal offsetint
|
Right lower outer wall horizontal offsetint
|
Right upper outer wall horizontal offsetint
|
Left upper outer wall heightint
|
Left lower outer wall heightint
|
Left outer floor heightint
|
Right outer floor heightint
|
Right lower outer wall heightint
|
Right upper outer wall heightint
|
Wall/roof heightint
|
Draw order?int
|
Draw order?int
|
Draw orderint
|
int
|
int
|
int
|
int
|
int
|
int
|
int
|
int
|
int
|
int
|
int
|
int
|
int
|
int
|
Empty line | |||||||||||||||||||||||||||||
... |
Surface type bit flags
Least significant bit | 31 | 30 | 29 | 28 | 27 | 26 | 25 | 24 | 23 | 22 | 21 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
Surface type | Wall (cannot be driven on) |
Bounce off walls | Echo | Pit | Yellow on track map |
Wall (cannot be driven on) |
Transparent Requires no texture |
Bounce off walls | Non-magnetic | Flip vertically | Non-solid | Texture pair | (cars only) Change livery? |
(cars only) Animate motion? |
Flip horizontally | Back | Partial transparency | (cars only) Look up texture in anms array |
Apply texture | Texture |
- 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 size, smaller is largerfloat |
Track map fidelity, smaller is more accurateint |
Track preview size, 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
).
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F | |
0x | ||||||||||||||||
1x | ||||||||||||||||
2x | ||||||||||||||||
3x | ||||||||||||||||
4x | ||||||||||||||||
5x | ||||||||||||||||
6x | ||||||||||||||||
7x | ||||||||||||||||
8x | ||||||||||||||||
9x | ||||||||||||||||
Ax | ||||||||||||||||
Bx | ||||||||||||||||
Cx | ||||||||||||||||
Dx | ||||||||||||||||
Ex | ||||||||||||||||
Fx |