Re-Volt EET

By Marius Millea (Doctor_Zoidberg)

RvEET: June 26th, 2000, Version 1.0

Documentation: July 3, 2000


Re-Volt EET is a program that works on Re-Volt levels. With Re-Volt EET, you can edit all options of the .inf file, and change the current folder for the level, all with an easy to use interface. To run, start the program Re-Volt EET.exe. If you get an error when you start the program, try going to http://www.microsoft.com/downloads/release.asp?ReleaseID=12704 and downloading Visual Basic 6.0 SP3 Runtimes. Its only about 1 megabyte. If you still encounter problems or wish to tell me anything else, email me at mariusm@mail.com.

Program Info

Save and Rename
The Save and Rename button saves the .inf file and if the folder of the track has changed, moves the files. Comments in the .inf files are saved as long as they are not on a blank line. They are also aligned correctly.
Attributes Tab
The Attributes tab displays a list of all the labels and values in the .inf files. Select and right click on any entry to be able to edit the value, the label, delete the label or add a new label. Double clicking on an entry will automatically edit its value. Any changes you make in the other tabs (Name, Fog, or Light) will be represented in the attributes, but if you make a change in the attributes, it will not change any of the other tabs.
Example: You change the Name textbox. The value under NAME has changed in the attributes. You double click the NAME label in attributes and change the value. The Name textbox stays the same.
Update from Attributes
Updates the first three tabs (Name, Fog, and Light) from the values listed under attributes.
Example: You double click the NAME label in attributes and change the value. The Name textbox stays the same. You click the Update from Attributes button. The Name textbox has changed with the value from the Aattrubutes tab.

Notes on the .inf file

FOGCOLOR
Set FOGCOLOR to the color of fog, or if you have no skymap, then FOGCOLOR will be the color things fade in from/the background of the track. The color is represented as 3 numbers 0-255. The are the reg/green/blue parts of the color.
FARCLIP
FARCLIP is like view distance. Its how far you can see stuff. When something is about to come into view distance, it fades in from the FOGCOLOR. 10000 is average.
FOGDISTANCE
VERTFOGSTART
VERTFOGEND
The fog is kinda complicated. If you want fog(like the track Foggy Bottom), not just the fading in/out, set FOGDISTANCE to how far you can see in the fog. The lower the number, the more fog. The VERTFOGSTART and VERTFOGEND are the lower/upper boundaries of the fog. That means you could make effects like fog only on the lower part of your track. You can play with the numbers to see how high the fog is. The one thing is that the very bottom of the track (track editor) is at 0, and the very top is about -2000. So VERTFOGSTART of -1000 and VERTFOGEND of 0 will mean fog about halfway up the track.
STARTPOS
STARTPOSREV
The STARTPOS and STARTPOSREV (if theres a Reversed track included) are the x,y,z coordinates of the starting position. To find these out, the easiest way is to start your track in Camera Nodes, edit mode, place a Camera Node by hitting insert and move it around. The x,y,z coordinates are displayed under the Pos label.
STARTROT
STARTROTREV
STARTROT and STARTROTREV (if theres a Reversed track included) are which way the car is pointed. You can enter any decimal between 0-1.
STARTGRID
STARTGRIDREV
I'm not completely sure what this does. It has to be 3 otherwise the cars start ontop of each other.
WORLDRGBPER
How much light your track receives. 0-100 is normal light. Above 100 things will be very bright. below 0, light will be taken away from objects. Low WORLDRGBPER may not make your track seem dark unless the FOGCOLOR is also dark.
INSTANCERGBPER
How much light instances receive. Instances are anything you put using the instance edit mode. If you glue instances into the track using rvglue, the they will not be affected by INSTANCERGBPER.
MODELRGBPER
How much light models should receive. Models are cars, pickups, and anything you may have placed using the Objects edit mode.
MIRRORS
Four numbers. Example:
MIRRORS 0 0.75 0 256
Taken directly from MkMirror documentation by Ali
1st number: "type"
Seems to be always 0 or 1. Purpose: unknown
2nd number: "mix"
Is between 0 and 1 in the original tracks. Seems to specify how much the mirrored things are visible. Set this to 1 for best results.
3rd number: "intensity start"
Is between 0 and .5 in the original tracks. This is completely unknown currently. LaserBeams and dod1 played with this number - but what LaserBeams found out to be the best looking value was "mirror doesn't work at all" for dod1.
4th number: "distance"
Defines how far away from the mirror objects may be to still get mirrored.