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	<updated>2026-06-20T02:56:48Z</updated>
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	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1339</id>
		<title>Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1339"/>
		<updated>2015-06-24T19:22:03Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Ubuntu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows how to compile VDrift from source. It assumes you have downloaded the source code either by getting the source package from the [[Downloading|latest release]], or by [[Getting the development version|getting the development version]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Windows==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Building with MSYS2===&lt;br /&gt;
* This is the recommended method to build VDrift. It does not require vdrift-win.&lt;br /&gt;
* Install [http://sourceforge.net/p/msys2/wiki/MSYS2%20installation/ MSYS2] and update local packages. &lt;br /&gt;
* Install build tools.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-pkgconf scons&lt;br /&gt;
* Install VDrift dependencies.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_image mingw-w64-x86_64-bullet mingw-w64-x86_64-curl mingw-w64-x86_64-libvorbis&lt;br /&gt;
* Build VDrift using MinGW-w64 Win64 Shell.&lt;br /&gt;
 scons&lt;br /&gt;
* For more build options run&lt;br /&gt;
 scons --help&lt;br /&gt;
&lt;br /&gt;
===Building with Code::Blocks/MinGW (obsolete)===&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://forums.codeblocks.org/index.php/board,20.0.html Code::Blocks nightly]&lt;br /&gt;
* Run the following command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
 vdrift-win\premake4 codeblocks&lt;br /&gt;
&lt;br /&gt;
===Building with MSVC (obsolete)===&lt;br /&gt;
* Run the appropriate command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the project files.&lt;br /&gt;
** Microsoft Visual C++ 2008:&lt;br /&gt;
 vdrift-win\premake4 vs2008&lt;br /&gt;
** Microsoft Visual C++ 2010:&lt;br /&gt;
 vdrift-win\premake4 vs2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OS X==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The VDrift OS X project requires [http://developer.apple.com/xcode/ Xcode] 3.2 or later. The latest version is free on the [http://itunes.apple.com/us/app/xcode/id422352214?mt=12&amp;amp;ls=1 Mac App Store].&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;&amp;#039;vdrift/vdrift-mac/vdrift.xcodeproj&amp;#039;&amp;#039;&amp;#039; and in Xcode 4 or higher click Product -&amp;gt; Build, otherwise hit Build -&amp;gt; Build.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Linux==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* [http://gcc.gnu.org/ g++] - The GNU C++ compiler&lt;br /&gt;
* [http://scons.org/scons SCons] - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* [http://bulletphysics.org/wordpress/ Bullet] - Open Source Physics Library (minimum version 2.83). Only the following libraries are required:&lt;br /&gt;
** BulletCollision&lt;br /&gt;
** BulletDynamics&lt;br /&gt;
** LinearMath&lt;br /&gt;
* [http://curl.haxx.se/ libcurl] - Multiprotocol file transfer library (minimum version 7.21.6)&lt;br /&gt;
* [http://xiph.org/vorbis/ libvorbis] - The Vorbis General Audio Compression Codec Library (minimum version 1.2.0)&lt;br /&gt;
* [http://www.libsdl.org/ SDL] - Simple DirectMedia Layer Library (minimum version 2.0.0)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] - Image file loading library (minimum version 2.0.0)&lt;br /&gt;
&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries. Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
====Fedora====&lt;br /&gt;
All required packages can be installed using this command:&lt;br /&gt;
 sudo yum install bullet-devel gcc-c++ libvorbis-devel scons SDL2-devel SDL2_image-devel curl-devel&lt;br /&gt;
&lt;br /&gt;
====Ubuntu====&lt;br /&gt;
Ubuntu 12.04 does not include libbullet and SDL2 packages. They are available in following ppas though:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:roblib/ppa&lt;br /&gt;
    sudo add-apt-repository ppa:zoogie/sdl2-snapshots&lt;br /&gt;
&lt;br /&gt;
All required packages can be installed using this command:&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install g++ scons libsdl2-dev libsdl2-image-dev libbullet-dev libvorbis-dev libcurl4-gnutls-dev&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift just run SCons in the root directory of the sources.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the arch flag:&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in release mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode:&lt;br /&gt;
 scons release=1&lt;br /&gt;
To enable force feedback, use this flag:&lt;br /&gt;
 scons force_feedback=1&lt;br /&gt;
You can get a list of all compile time options with:&lt;br /&gt;
 scons --help&lt;br /&gt;
These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it. If you do want to install, use the SCons build target install.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
There are also some install options - to change where VDrift is installed, use the prefix flag:&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
===Cleaning===&lt;br /&gt;
Building the project creates several artefacts that do not need to be stored, because they can be regenerated on demand. Cleaning them up can be done with SCons, too:&lt;br /&gt;
 scons --clean&lt;br /&gt;
To remove all additional temporary files run:&lt;br /&gt;
 rm -rf .sconf_temp/ .sconsign.dblite config.log vdrift.conf&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To compile VDrift on FreeBSD, use the ports system.&lt;br /&gt;
&lt;br /&gt;
===Latest Release===&lt;br /&gt;
If you downloaded a release, simply run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
===Development Version===&lt;br /&gt;
If you downloaded the development version, copy the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data&amp;#039;&amp;#039;&amp;#039; ports to &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data-devel&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
  cd /usr/ports/games &amp;amp;&amp;amp; cp -rf vdrift vdrift-devel &amp;amp;&amp;amp; cp -rf vdrift-data vdrift-data-devel&lt;br /&gt;
To compile, run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the newly-created &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift-devel &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1338</id>
		<title>Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1338"/>
		<updated>2015-06-24T19:19:32Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows how to compile VDrift from source. It assumes you have downloaded the source code either by getting the source package from the [[Downloading|latest release]], or by [[Getting the development version|getting the development version]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Windows==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Building with MSYS2===&lt;br /&gt;
* This is the recommended method to build VDrift. It does not require vdrift-win.&lt;br /&gt;
* Install [http://sourceforge.net/p/msys2/wiki/MSYS2%20installation/ MSYS2] and update local packages. &lt;br /&gt;
* Install build tools.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-pkgconf scons&lt;br /&gt;
* Install VDrift dependencies.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_image mingw-w64-x86_64-bullet mingw-w64-x86_64-curl mingw-w64-x86_64-libvorbis&lt;br /&gt;
* Build VDrift using MinGW-w64 Win64 Shell.&lt;br /&gt;
 scons&lt;br /&gt;
* For more build options run&lt;br /&gt;
 scons --help&lt;br /&gt;
&lt;br /&gt;
===Building with Code::Blocks/MinGW (obsolete)===&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://forums.codeblocks.org/index.php/board,20.0.html Code::Blocks nightly]&lt;br /&gt;
* Run the following command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
 vdrift-win\premake4 codeblocks&lt;br /&gt;
&lt;br /&gt;
===Building with MSVC (obsolete)===&lt;br /&gt;
* Run the appropriate command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the project files.&lt;br /&gt;
** Microsoft Visual C++ 2008:&lt;br /&gt;
 vdrift-win\premake4 vs2008&lt;br /&gt;
** Microsoft Visual C++ 2010:&lt;br /&gt;
 vdrift-win\premake4 vs2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OS X==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The VDrift OS X project requires [http://developer.apple.com/xcode/ Xcode] 3.2 or later. The latest version is free on the [http://itunes.apple.com/us/app/xcode/id422352214?mt=12&amp;amp;ls=1 Mac App Store].&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;&amp;#039;vdrift/vdrift-mac/vdrift.xcodeproj&amp;#039;&amp;#039;&amp;#039; and in Xcode 4 or higher click Product -&amp;gt; Build, otherwise hit Build -&amp;gt; Build.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Linux==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* [http://gcc.gnu.org/ g++] - The GNU C++ compiler&lt;br /&gt;
* [http://scons.org/scons SCons] - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* [http://bulletphysics.org/wordpress/ Bullet] - Open Source Physics Library (minimum version 2.83). Only the following libraries are required:&lt;br /&gt;
** BulletCollision&lt;br /&gt;
** BulletDynamics&lt;br /&gt;
** LinearMath&lt;br /&gt;
* [http://curl.haxx.se/ libcurl] - Multiprotocol file transfer library (minimum version 7.21.6)&lt;br /&gt;
* [http://xiph.org/vorbis/ libvorbis] - The Vorbis General Audio Compression Codec Library (minimum version 1.2.0)&lt;br /&gt;
* [http://www.libsdl.org/ SDL] - Simple DirectMedia Layer Library (minimum version 2.0.0)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] - Image file loading library (minimum version 2.0.0)&lt;br /&gt;
&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries. Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
====Fedora====&lt;br /&gt;
All required packages can be installed using this command:&lt;br /&gt;
 sudo yum install bullet-devel gcc-c++ libvorbis-devel scons SDL2-devel SDL2_image-devel curl-devel&lt;br /&gt;
&lt;br /&gt;
====Ubuntu====&lt;br /&gt;
Ubuntu does not include a libbullet package, but getdeb does. To add the getdeb-repository to your sources-list.d:&lt;br /&gt;
 wget -q -O - http://archive.getdeb.net/getdeb-archive.key | sudo apt-key add -&lt;br /&gt;
 sudo sh -c &amp;#039;echo &amp;quot;deb http://archive.getdeb.net/ubuntu natty-getdeb games&amp;quot; &amp;gt; /etc/apt/sources.list.d/getdeb.list&amp;#039;&lt;br /&gt;
 sudo apt-get update&lt;br /&gt;
&lt;br /&gt;
Ubuntu 11.04 (Natty Narwhal) does contain libglew1.5, only. To install libglew1.6 and its development headers:&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
All other required packages can be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ libarchive-dev libcurl4-gnutls-dev \&lt;br /&gt;
                      libdrm-dev libgl1-mesa-dev \&lt;br /&gt;
                      libglu1-mesa-dev libkms1 mesa-common-dev \&lt;br /&gt;
                      libsdl-gfx1.2-dev libsdl-image1.2-dev \&lt;br /&gt;
                      libsdl-net1.2-dev libvorbis-dev freeglut3 libbullet0 \&lt;br /&gt;
                      libbullet-dev scons&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift just run SCons in the root directory of the sources.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the arch flag:&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in release mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode:&lt;br /&gt;
 scons release=1&lt;br /&gt;
To enable force feedback, use this flag:&lt;br /&gt;
 scons force_feedback=1&lt;br /&gt;
You can get a list of all compile time options with:&lt;br /&gt;
 scons --help&lt;br /&gt;
These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it. If you do want to install, use the SCons build target install.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
There are also some install options - to change where VDrift is installed, use the prefix flag:&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
===Cleaning===&lt;br /&gt;
Building the project creates several artefacts that do not need to be stored, because they can be regenerated on demand. Cleaning them up can be done with SCons, too:&lt;br /&gt;
 scons --clean&lt;br /&gt;
To remove all additional temporary files run:&lt;br /&gt;
 rm -rf .sconf_temp/ .sconsign.dblite config.log vdrift.conf&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To compile VDrift on FreeBSD, use the ports system.&lt;br /&gt;
&lt;br /&gt;
===Latest Release===&lt;br /&gt;
If you downloaded a release, simply run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
===Development Version===&lt;br /&gt;
If you downloaded the development version, copy the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data&amp;#039;&amp;#039;&amp;#039; ports to &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data-devel&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
  cd /usr/ports/games &amp;amp;&amp;amp; cp -rf vdrift vdrift-devel &amp;amp;&amp;amp; cp -rf vdrift-data vdrift-data-devel&lt;br /&gt;
To compile, run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the newly-created &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift-devel &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1337</id>
		<title>Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1337"/>
		<updated>2015-06-24T19:18:47Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Fedora */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows how to compile VDrift from source. It assumes you have downloaded the source code either by getting the source package from the [[Downloading|latest release]], or by [[Getting the development version|getting the development version]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Windows==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Building with MSYS2===&lt;br /&gt;
* This is the recommended method to build VDrift. It does not require vdrift-win.&lt;br /&gt;
* Install [http://sourceforge.net/p/msys2/wiki/MSYS2%20installation/ MSYS2] and update local packages. &lt;br /&gt;
* Install build tools.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-pkgconf scons&lt;br /&gt;
* Install VDrift dependencies.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_image mingw-w64-x86_64-bullet mingw-w64-x86_64-curl mingw-w64-x86_64-libvorbis&lt;br /&gt;
* Build VDrift using MinGW-w64 Win64 Shell.&lt;br /&gt;
 scons&lt;br /&gt;
* For more build options run&lt;br /&gt;
 scons --help&lt;br /&gt;
&lt;br /&gt;
===Building with Code::Blocks/MinGW (obsolete)===&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://forums.codeblocks.org/index.php/board,20.0.html Code::Blocks nightly]&lt;br /&gt;
* Run the following command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
 vdrift-win\premake4 codeblocks&lt;br /&gt;
&lt;br /&gt;
===Building with MSVC (obsolete)===&lt;br /&gt;
* Run the appropriate command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the project files.&lt;br /&gt;
** Microsoft Visual C++ 2008:&lt;br /&gt;
 vdrift-win\premake4 vs2008&lt;br /&gt;
** Microsoft Visual C++ 2010:&lt;br /&gt;
 vdrift-win\premake4 vs2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OS X==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The VDrift OS X project requires [http://developer.apple.com/xcode/ Xcode] 3.2 or later. The latest version is free on the [http://itunes.apple.com/us/app/xcode/id422352214?mt=12&amp;amp;ls=1 Mac App Store].&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;&amp;#039;vdrift/vdrift-mac/vdrift.xcodeproj&amp;#039;&amp;#039;&amp;#039; and in Xcode 4 or higher click Product -&amp;gt; Build, otherwise hit Build -&amp;gt; Build.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Linux==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* [http://gcc.gnu.org/ g++] - The GNU C++ compiler&lt;br /&gt;
* [http://scons.org/scons SCons] - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* [http://bulletphysics.org/wordpress/ Bullet] - Open Source Physics Library (minimum version 2.83). Only the following libraries are required:&lt;br /&gt;
** BulletCollision&lt;br /&gt;
** BulletDynamics&lt;br /&gt;
** LinearMath&lt;br /&gt;
* [http://curl.haxx.se/ libcurl] - Multiprotocol file transfer library (minimum version 7.21.6)&lt;br /&gt;
* [http://xiph.org/vorbis/ libvorbis] - The Vorbis General Audio Compression Codec Library (minimum version 1.2.0)&lt;br /&gt;
* vorbisfile - File loading library for the ogg vorbis format&lt;br /&gt;
* [http://www.libsdl.org/ SDL] - Simple DirectMedia Layer Library (minimum version 2.0.0)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] - Image file loading library (minimum version 2.0.0)&lt;br /&gt;
&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries. Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
====Fedora====&lt;br /&gt;
All required packages can be installed using this command:&lt;br /&gt;
 sudo yum install bullet-devel gcc-c++ libvorbis-devel scons SDL2-devel SDL2_image-devel curl-devel&lt;br /&gt;
&lt;br /&gt;
====Ubuntu====&lt;br /&gt;
Ubuntu does not include a libbullet package, but getdeb does. To add the getdeb-repository to your sources-list.d:&lt;br /&gt;
 wget -q -O - http://archive.getdeb.net/getdeb-archive.key | sudo apt-key add -&lt;br /&gt;
 sudo sh -c &amp;#039;echo &amp;quot;deb http://archive.getdeb.net/ubuntu natty-getdeb games&amp;quot; &amp;gt; /etc/apt/sources.list.d/getdeb.list&amp;#039;&lt;br /&gt;
 sudo apt-get update&lt;br /&gt;
&lt;br /&gt;
Ubuntu 11.04 (Natty Narwhal) does contain libglew1.5, only. To install libglew1.6 and its development headers:&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
All other required packages can be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ libarchive-dev libcurl4-gnutls-dev \&lt;br /&gt;
                      libdrm-dev libgl1-mesa-dev \&lt;br /&gt;
                      libglu1-mesa-dev libkms1 mesa-common-dev \&lt;br /&gt;
                      libsdl-gfx1.2-dev libsdl-image1.2-dev \&lt;br /&gt;
                      libsdl-net1.2-dev libvorbis-dev freeglut3 libbullet0 \&lt;br /&gt;
                      libbullet-dev scons&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift just run SCons in the root directory of the sources.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the arch flag:&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in release mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode:&lt;br /&gt;
 scons release=1&lt;br /&gt;
To enable force feedback, use this flag:&lt;br /&gt;
 scons force_feedback=1&lt;br /&gt;
You can get a list of all compile time options with:&lt;br /&gt;
 scons --help&lt;br /&gt;
These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it. If you do want to install, use the SCons build target install.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
There are also some install options - to change where VDrift is installed, use the prefix flag:&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
===Cleaning===&lt;br /&gt;
Building the project creates several artefacts that do not need to be stored, because they can be regenerated on demand. Cleaning them up can be done with SCons, too:&lt;br /&gt;
 scons --clean&lt;br /&gt;
To remove all additional temporary files run:&lt;br /&gt;
 rm -rf .sconf_temp/ .sconsign.dblite config.log vdrift.conf&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To compile VDrift on FreeBSD, use the ports system.&lt;br /&gt;
&lt;br /&gt;
===Latest Release===&lt;br /&gt;
If you downloaded a release, simply run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
===Development Version===&lt;br /&gt;
If you downloaded the development version, copy the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data&amp;#039;&amp;#039;&amp;#039; ports to &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data-devel&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
  cd /usr/ports/games &amp;amp;&amp;amp; cp -rf vdrift vdrift-devel &amp;amp;&amp;amp; cp -rf vdrift-data vdrift-data-devel&lt;br /&gt;
To compile, run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the newly-created &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift-devel &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1336</id>
		<title>Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1336"/>
		<updated>2015-06-24T19:00:35Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows how to compile VDrift from source. It assumes you have downloaded the source code either by getting the source package from the [[Downloading|latest release]], or by [[Getting the development version|getting the development version]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Windows==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Building with MSYS2===&lt;br /&gt;
* This is the recommended method to build VDrift. It does not require vdrift-win.&lt;br /&gt;
* Install [http://sourceforge.net/p/msys2/wiki/MSYS2%20installation/ MSYS2] and update local packages. &lt;br /&gt;
* Install build tools.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-pkgconf scons&lt;br /&gt;
* Install VDrift dependencies.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_image mingw-w64-x86_64-bullet mingw-w64-x86_64-curl mingw-w64-x86_64-libvorbis&lt;br /&gt;
* Build VDrift using MinGW-w64 Win64 Shell.&lt;br /&gt;
 scons&lt;br /&gt;
* For more build options run&lt;br /&gt;
 scons --help&lt;br /&gt;
&lt;br /&gt;
===Building with Code::Blocks/MinGW (obsolete)===&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://forums.codeblocks.org/index.php/board,20.0.html Code::Blocks nightly]&lt;br /&gt;
* Run the following command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
 vdrift-win\premake4 codeblocks&lt;br /&gt;
&lt;br /&gt;
===Building with MSVC (obsolete)===&lt;br /&gt;
* Run the appropriate command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the project files.&lt;br /&gt;
** Microsoft Visual C++ 2008:&lt;br /&gt;
 vdrift-win\premake4 vs2008&lt;br /&gt;
** Microsoft Visual C++ 2010:&lt;br /&gt;
 vdrift-win\premake4 vs2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OS X==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The VDrift OS X project requires [http://developer.apple.com/xcode/ Xcode] 3.2 or later. The latest version is free on the [http://itunes.apple.com/us/app/xcode/id422352214?mt=12&amp;amp;ls=1 Mac App Store].&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;&amp;#039;vdrift/vdrift-mac/vdrift.xcodeproj&amp;#039;&amp;#039;&amp;#039; and in Xcode 4 or higher click Product -&amp;gt; Build, otherwise hit Build -&amp;gt; Build.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Linux==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* [http://gcc.gnu.org/ g++] - The GNU C++ compiler&lt;br /&gt;
* [http://scons.org/scons SCons] - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* [http://bulletphysics.org/wordpress/ Bullet] - Open Source Physics Library (minimum version 2.83). Only the following libraries are required:&lt;br /&gt;
** BulletCollision&lt;br /&gt;
** BulletDynamics&lt;br /&gt;
** LinearMath&lt;br /&gt;
* [http://curl.haxx.se/ libcurl] - Multiprotocol file transfer library (minimum version 7.21.6)&lt;br /&gt;
* [http://xiph.org/vorbis/ libvorbis] - The Vorbis General Audio Compression Codec Library (minimum version 1.2.0)&lt;br /&gt;
* vorbisfile - File loading library for the ogg vorbis format&lt;br /&gt;
* [http://www.libsdl.org/ SDL] - Simple DirectMedia Layer Library (minimum version 2.0.0)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] - Image file loading library (minimum version 2.0.0)&lt;br /&gt;
&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries. Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
====Fedora====&lt;br /&gt;
All required packages can be installed using this command:&lt;br /&gt;
 sudo yum install bullet-devel gcc-c++ glew-devel libarchive-devel scons SDL_*-devel curl-devel&lt;br /&gt;
&lt;br /&gt;
====Ubuntu====&lt;br /&gt;
Ubuntu does not include a libbullet package, but getdeb does. To add the getdeb-repository to your sources-list.d:&lt;br /&gt;
 wget -q -O - http://archive.getdeb.net/getdeb-archive.key | sudo apt-key add -&lt;br /&gt;
 sudo sh -c &amp;#039;echo &amp;quot;deb http://archive.getdeb.net/ubuntu natty-getdeb games&amp;quot; &amp;gt; /etc/apt/sources.list.d/getdeb.list&amp;#039;&lt;br /&gt;
 sudo apt-get update&lt;br /&gt;
&lt;br /&gt;
Ubuntu 11.04 (Natty Narwhal) does contain libglew1.5, only. To install libglew1.6 and its development headers:&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
All other required packages can be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ libarchive-dev libcurl4-gnutls-dev \&lt;br /&gt;
                      libdrm-dev libgl1-mesa-dev \&lt;br /&gt;
                      libglu1-mesa-dev libkms1 mesa-common-dev \&lt;br /&gt;
                      libsdl-gfx1.2-dev libsdl-image1.2-dev \&lt;br /&gt;
                      libsdl-net1.2-dev libvorbis-dev freeglut3 libbullet0 \&lt;br /&gt;
                      libbullet-dev scons&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift just run SCons in the root directory of the sources.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the arch flag:&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in release mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode:&lt;br /&gt;
 scons release=1&lt;br /&gt;
To enable force feedback, use this flag:&lt;br /&gt;
 scons force_feedback=1&lt;br /&gt;
You can get a list of all compile time options with:&lt;br /&gt;
 scons --help&lt;br /&gt;
These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it. If you do want to install, use the SCons build target install.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
There are also some install options - to change where VDrift is installed, use the prefix flag:&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
===Cleaning===&lt;br /&gt;
Building the project creates several artefacts that do not need to be stored, because they can be regenerated on demand. Cleaning them up can be done with SCons, too:&lt;br /&gt;
 scons --clean&lt;br /&gt;
To remove all additional temporary files run:&lt;br /&gt;
 rm -rf .sconf_temp/ .sconsign.dblite config.log vdrift.conf&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To compile VDrift on FreeBSD, use the ports system.&lt;br /&gt;
&lt;br /&gt;
===Latest Release===&lt;br /&gt;
If you downloaded a release, simply run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
===Development Version===&lt;br /&gt;
If you downloaded the development version, copy the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data&amp;#039;&amp;#039;&amp;#039; ports to &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data-devel&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
  cd /usr/ports/games &amp;amp;&amp;amp; cp -rf vdrift vdrift-devel &amp;amp;&amp;amp; cp -rf vdrift-data vdrift-data-devel&lt;br /&gt;
To compile, run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the newly-created &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift-devel &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1335</id>
		<title>Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1335"/>
		<updated>2015-06-24T18:52:53Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows how to compile VDrift from source. It assumes you have downloaded the source code either by getting the source package from the [[Downloading|latest release]], or by [[Getting the development version|getting the development version]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Windows==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Building with MSYS2===&lt;br /&gt;
* This is the recommended method to build VDrift. It does not require vdrift-win.&lt;br /&gt;
* Install [http://sourceforge.net/p/msys2/wiki/MSYS2%20installation/ MSYS2] and update local packages. &lt;br /&gt;
* Install build tools.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-pkgconf scons&lt;br /&gt;
* Install VDrift dependencies.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_image mingw-w64-x86_64-bullet mingw-w64-x86_64-curl mingw-w64-x86_64-libvorbis&lt;br /&gt;
* Build VDrift using MinGW-w64 Win64 Shell.&lt;br /&gt;
 scons&lt;br /&gt;
* For more build options run&lt;br /&gt;
 scons --help&lt;br /&gt;
&lt;br /&gt;
===Building with Code::Blocks/MinGW (obsolete)===&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://forums.codeblocks.org/index.php/board,20.0.html Code::Blocks nightly]&lt;br /&gt;
* Run the following command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
 vdrift-win\premake4 codeblocks&lt;br /&gt;
&lt;br /&gt;
===Building with MSVC (obsolete)===&lt;br /&gt;
* Run the appropriate command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the project files.&lt;br /&gt;
** Microsoft Visual C++ 2008:&lt;br /&gt;
 vdrift-win\premake4 vs2008&lt;br /&gt;
** Microsoft Visual C++ 2010:&lt;br /&gt;
 vdrift-win\premake4 vs2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OS X==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The VDrift OS X project requires [http://developer.apple.com/xcode/ Xcode] 3.2 or later. The latest version is free on the [http://itunes.apple.com/us/app/xcode/id422352214?mt=12&amp;amp;ls=1 Mac App Store].&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;&amp;#039;vdrift/vdrift-mac/vdrift.xcodeproj&amp;#039;&amp;#039;&amp;#039; and in Xcode 4 or higher click Product -&amp;gt; Build, otherwise hit Build -&amp;gt; Build.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Linux==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* [http://gcc.gnu.org/ g++] - The GNU C++ compiler&lt;br /&gt;
* [http://scons.org/scons SCons] - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* [http://www.boost.org/ Boost C++ Libraries] (header-file-only)&lt;br /&gt;
* [http://bulletphysics.org/wordpress/ Bullet] - Open Source Physics Library (minimum version 2.83). Only the following libraries are required:&lt;br /&gt;
** BulletCollision&lt;br /&gt;
** BulletDynamics&lt;br /&gt;
** LinearMath&lt;br /&gt;
* [http://curl.haxx.se/ libcurl] - Multiprotocol file transfer library (minimum version 7.21.6)&lt;br /&gt;
* [http://xiph.org/vorbis/ libvorbis] - The Vorbis General Audio Compression Codec Library (minimum version 1.2.0)&lt;br /&gt;
* vorbisfile - File loading library for the ogg vorbis format&lt;br /&gt;
* [http://www.libsdl.org/ SDL] - Simple DirectMedia Layer Library (minimum version 2.0.0)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] - Image file loading library (minimum version 1.2.10)&lt;br /&gt;
&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries. Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
====Fedora====&lt;br /&gt;
All required packages can be installed using this command:&lt;br /&gt;
 sudo yum install bullet-devel gcc-c++ glew-devel libarchive-devel scons SDL_*-devel curl-devel&lt;br /&gt;
&lt;br /&gt;
====Ubuntu====&lt;br /&gt;
Ubuntu does not include a libbullet package, but getdeb does. To add the getdeb-repository to your sources-list.d:&lt;br /&gt;
 wget -q -O - http://archive.getdeb.net/getdeb-archive.key | sudo apt-key add -&lt;br /&gt;
 sudo sh -c &amp;#039;echo &amp;quot;deb http://archive.getdeb.net/ubuntu natty-getdeb games&amp;quot; &amp;gt; /etc/apt/sources.list.d/getdeb.list&amp;#039;&lt;br /&gt;
 sudo apt-get update&lt;br /&gt;
&lt;br /&gt;
Ubuntu 11.04 (Natty Narwhal) does contain libglew1.5, only. To install libglew1.6 and its development headers:&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
All other required packages can be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ libarchive-dev libcurl4-gnutls-dev \&lt;br /&gt;
                      libdrm-dev libgl1-mesa-dev \&lt;br /&gt;
                      libglu1-mesa-dev libkms1 mesa-common-dev \&lt;br /&gt;
                      libsdl-gfx1.2-dev libsdl-image1.2-dev \&lt;br /&gt;
                      libsdl-net1.2-dev libvorbis-dev freeglut3 libbullet0 \&lt;br /&gt;
                      libbullet-dev scons&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift just run SCons in the root directory of the sources.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the arch flag:&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in release mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode:&lt;br /&gt;
 scons release=1&lt;br /&gt;
To enable force feedback, use this flag:&lt;br /&gt;
 scons force_feedback=1&lt;br /&gt;
You can get a list of all compile time options with:&lt;br /&gt;
 scons --help&lt;br /&gt;
These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it. If you do want to install, use the SCons build target install.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
There are also some install options - to change where VDrift is installed, use the prefix flag:&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
===Cleaning===&lt;br /&gt;
Building the project creates several artefacts that do not need to be stored, because they can be regenerated on demand. Cleaning them up can be done with SCons, too:&lt;br /&gt;
 scons --clean&lt;br /&gt;
To remove all additional temporary files run:&lt;br /&gt;
 rm -rf .sconf_temp/ .sconsign.dblite config.log vdrift.conf&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To compile VDrift on FreeBSD, use the ports system.&lt;br /&gt;
&lt;br /&gt;
===Latest Release===&lt;br /&gt;
If you downloaded a release, simply run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
===Development Version===&lt;br /&gt;
If you downloaded the development version, copy the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data&amp;#039;&amp;#039;&amp;#039; ports to &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data-devel&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
  cd /usr/ports/games &amp;amp;&amp;amp; cp -rf vdrift vdrift-devel &amp;amp;&amp;amp; cp -rf vdrift-data vdrift-data-devel&lt;br /&gt;
To compile, run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the newly-created &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift-devel &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Requirements&amp;diff=1334</id>
		<title>Requirements</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Requirements&amp;diff=1334"/>
		<updated>2015-06-24T18:42:46Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VDrift has a high quality simulation engine and graphics so needs a fairly decent computer for it to run the best it can. The following hardware requirements are what can be reasonable expect to have no problems playing the game, but we don&amp;#039;t have a comprehensive test suite so feel free to test VDrift on your own computer and tell us the results!&lt;br /&gt;
&lt;br /&gt;
==Processor==&lt;br /&gt;
VDrift requires a relatively fast CPU.  A 2 GHz or better clock speed is recommended, although it should be possible to run VDrift with a 1 GHz or better CPU.&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;br /&gt;
VDrift requires an OpenGL 2.0 capable graphics card, OpenGL 3.3 is recommended.&lt;br /&gt;
&lt;br /&gt;
A nVidia GeForce 8 Series or ATI Radeon HD 4800 Series card is recommended in&lt;br /&gt;
order to enjoy all visual effects. By reducing or disabling some of the [[Configuring the display|display options]], it should be possible to play VDrift with a nVidia GeForce 6 or ATI Radeon 9000.&lt;br /&gt;
&lt;br /&gt;
You should install newest version of the device drivers for your graphics card.&lt;br /&gt;
&lt;br /&gt;
==Memory==&lt;br /&gt;
VDrift can consume about 300 MB of memory on a typical run so 512 MB is the minimum requirement but 1 GB or more is recommended, especially for larger tracks.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
The basic [[Downloading|release]] is usually about 650 MB, so you must have at least 700 MB free space before you begin, and more if you wish to add more cars or tracks. While the source code is less than 30 MB, if you [[Getting the development version|get the development version]] you will need at least 2.5 GB as the data repository is about 1.7 GB, you will need to download dependencies as well (up to 60 MB depending on your operating system), and space is needed for build files.&lt;br /&gt;
&lt;br /&gt;
You should also check you have enough bandwidth to download these amounts - some ISPs have download limits.&lt;br /&gt;
&lt;br /&gt;
==Platforms==&lt;br /&gt;
VDrift is known to compile on:&lt;br /&gt;
* 32-bit x86&lt;br /&gt;
* 64-bit x86&lt;br /&gt;
* PowerPC&lt;br /&gt;
&lt;br /&gt;
==Operating Systems==&lt;br /&gt;
Ports for VDrift are available for these operating systems:&lt;br /&gt;
* Windows&lt;br /&gt;
* OS X (10.4 &amp;quot;Tiger&amp;quot; or higher required)&lt;br /&gt;
* Linux&lt;br /&gt;
* FreeBSD&lt;br /&gt;
&lt;br /&gt;
[[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1333</id>
		<title>Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1333"/>
		<updated>2015-06-02T15:40:27Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows how to compile VDrift from source. It assumes you have downloaded the source code either by getting the source package from the [[Downloading|latest release]], or by [[Getting the development version|getting the development version]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Windows==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Building with MSYS2===&lt;br /&gt;
* This is the recommended method to build VDrift. It does not require vdrift-win.&lt;br /&gt;
* Install [http://sourceforge.net/p/msys2/wiki/MSYS2%20installation/ MSYS2] and update local packages. &lt;br /&gt;
* Install build tools.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-pkgconf scons&lt;br /&gt;
* Install VDrift dependencies.&lt;br /&gt;
 pacman -S mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_image mingw-w64-x86_64-bullet mingw-w64-x86_64-curl mingw-w64-x86_64-libvorbis&lt;br /&gt;
* Build VDrift using MinGW-w64 Win64 Shell.&lt;br /&gt;
 scons&lt;br /&gt;
* For more build options run&lt;br /&gt;
 scons --help&lt;br /&gt;
&lt;br /&gt;
===Building with Code::Blocks/MinGW (obsolete)===&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://forums.codeblocks.org/index.php/board,20.0.html Code::Blocks nightly]&lt;br /&gt;
* Run the following command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
 vdrift-win\premake4 codeblocks&lt;br /&gt;
&lt;br /&gt;
===Building with MSVC (obsolete)===&lt;br /&gt;
* Run the appropriate command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the project files.&lt;br /&gt;
** Microsoft Visual C++ 2008:&lt;br /&gt;
 vdrift-win\premake4 vs2008&lt;br /&gt;
** Microsoft Visual C++ 2010:&lt;br /&gt;
 vdrift-win\premake4 vs2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OS X==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The VDrift OS X project requires [http://developer.apple.com/xcode/ Xcode] 3.2 or later. The latest version is free on the [http://itunes.apple.com/us/app/xcode/id422352214?mt=12&amp;amp;ls=1 Mac App Store].&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;&amp;#039;vdrift/vdrift-mac/vdrift.xcodeproj&amp;#039;&amp;#039;&amp;#039; and in Xcode 4 or higher click Product -&amp;gt; Build, otherwise hit Build -&amp;gt; Build.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Linux==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* [http://gcc.gnu.org/ g++] - The GNU C++ compiler&lt;br /&gt;
* [http://scons.org/scons SCons] - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* [http://www.boost.org/ Boost C++ Libraries] (header-file-only)&lt;br /&gt;
* [http://bulletphysics.org/wordpress/ Bullet] - Open Source Physics Library (minimum version 2.78). Only the following libraries are required:&lt;br /&gt;
** BulletCollision&lt;br /&gt;
** BulletDynamics&lt;br /&gt;
** LinearMath&lt;br /&gt;
* [http://glew.sourceforge.net/ GLEW] - OpenGL Extension Wrangler Library (minimum version 1.5.7)&lt;br /&gt;
* [http://libarchive.github.com/ libarchive] - Multi-format archive and compression library (minimum version 2.8.3)&lt;br /&gt;
* [http://curl.haxx.se/ libcurl] - Multiprotocol file transfer library (minimum version 7.21.6)&lt;br /&gt;
* [http://xiph.org/vorbis/ libvorbis] - The Vorbis General Audio Compression Codec Library (minimum version 1.2.0)&lt;br /&gt;
* vorbisfile - File loading library for the ogg vorbis format&lt;br /&gt;
* [http://www.libsdl.org/ SDL] - Simple DirectMedia Layer Library (minimum version 1.2.14)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/software-mainmenu-14/4-ferzkopps-linux-software/19-sdlgfx SDL_gfx] - Graphics drawing primitives library (minimum version 2.0.16)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] - Image file loading library (minimum version 1.2.10)&lt;br /&gt;
&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries. Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
====Fedora====&lt;br /&gt;
All required packages can be installed using this command:&lt;br /&gt;
 sudo yum install bullet-devel gcc-c++ glew-devel libarchive-devel scons SDL_*-devel curl-devel&lt;br /&gt;
&lt;br /&gt;
====Ubuntu====&lt;br /&gt;
Ubuntu does not include a libbullet package, but getdeb does. To add the getdeb-repository to your sources-list.d:&lt;br /&gt;
 wget -q -O - http://archive.getdeb.net/getdeb-archive.key | sudo apt-key add -&lt;br /&gt;
 sudo sh -c &amp;#039;echo &amp;quot;deb http://archive.getdeb.net/ubuntu natty-getdeb games&amp;quot; &amp;gt; /etc/apt/sources.list.d/getdeb.list&amp;#039;&lt;br /&gt;
 sudo apt-get update&lt;br /&gt;
&lt;br /&gt;
Ubuntu 11.04 (Natty Narwhal) does contain libglew1.5, only. To install libglew1.6 and its development headers:&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
All other required packages can be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ libarchive-dev libcurl4-gnutls-dev \&lt;br /&gt;
                      libdrm-dev libgl1-mesa-dev \&lt;br /&gt;
                      libglu1-mesa-dev libkms1 mesa-common-dev \&lt;br /&gt;
                      libsdl-gfx1.2-dev libsdl-image1.2-dev \&lt;br /&gt;
                      libsdl-net1.2-dev libvorbis-dev freeglut3 libbullet0 \&lt;br /&gt;
                      libbullet-dev scons&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift just run SCons in the root directory of the sources.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the arch flag:&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in release mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode:&lt;br /&gt;
 scons release=1&lt;br /&gt;
To enable force feedback, use this flag:&lt;br /&gt;
 scons force_feedback=1&lt;br /&gt;
You can get a list of all compile time options with:&lt;br /&gt;
 scons --help&lt;br /&gt;
These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it. If you do want to install, use the SCons build target install.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
There are also some install options - to change where VDrift is installed, use the prefix flag:&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
===Cleaning===&lt;br /&gt;
Building the project creates several artefacts that do not need to be stored, because they can be regenerated on demand. Cleaning them up can be done with SCons, too:&lt;br /&gt;
 scons --clean&lt;br /&gt;
To remove all additional temporary files run:&lt;br /&gt;
 rm -rf .sconf_temp/ .sconsign.dblite config.log vdrift.conf&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To compile VDrift on FreeBSD, use the ports system.&lt;br /&gt;
&lt;br /&gt;
===Latest Release===&lt;br /&gt;
If you downloaded a release, simply run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
===Development Version===&lt;br /&gt;
If you downloaded the development version, copy the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data&amp;#039;&amp;#039;&amp;#039; ports to &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data-devel&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
  cd /usr/ports/games &amp;amp;&amp;amp; cp -rf vdrift vdrift-devel &amp;amp;&amp;amp; cp -rf vdrift-data vdrift-data-devel&lt;br /&gt;
To compile, run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the newly-created &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift-devel &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1332</id>
		<title>Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1332"/>
		<updated>2015-06-02T15:27:50Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Building with MSVC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows how to compile VDrift from source. It assumes you have downloaded the source code either by getting the source package from the [[Downloading|latest release]], or by [[Getting the development version|getting the development version]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Windows==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Building with Code::Blocks/MinGW (obsolete)===&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://forums.codeblocks.org/index.php/board,20.0.html Code::Blocks nightly]&lt;br /&gt;
* Run the following command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
 vdrift-win\premake4 codeblocks&lt;br /&gt;
&lt;br /&gt;
===Building with MSVC (obsolete)===&lt;br /&gt;
* Run the appropriate command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
** Microsoft Visual C++ 2008:&lt;br /&gt;
 vdrift-win\premake4 vs2008&lt;br /&gt;
** Microsoft Visual C++ 2010:&lt;br /&gt;
 vdrift-win\premake4 vs2010&lt;br /&gt;
&lt;br /&gt;
===Building with Scons(broken)===&lt;br /&gt;
{{note|SCons will prefer the MSVC tools over the MinGW. So if you have Microsoft Visual Studio installed, you might have problems building VDrift with Scons.}}&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH environment variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi Python 2.6.4].&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
* Download [http://www.scons.org/ SCons 1.20].&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
* Your PATH environment variable should contain the Python and Python scripts paths (e.g. C:\Python26;C:\Python26\Scripts;).&lt;br /&gt;
* Run the following command from within the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder:&lt;br /&gt;
 tools/win/bin/build_vdrift.bat&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==OS X==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The VDrift OS X project requires [http://developer.apple.com/xcode/ Xcode] 3.2 or later. The latest version is free on the [http://itunes.apple.com/us/app/xcode/id422352214?mt=12&amp;amp;ls=1 Mac App Store].&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;&amp;#039;vdrift/vdrift-mac/vdrift.xcodeproj&amp;#039;&amp;#039;&amp;#039; and in Xcode 4 or higher click Product -&amp;gt; Build, otherwise hit Build -&amp;gt; Build.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Linux==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* [http://gcc.gnu.org/ g++] - The GNU C++ compiler&lt;br /&gt;
* [http://scons.org/scons SCons] - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* [http://www.boost.org/ Boost C++ Libraries] (header-file-only)&lt;br /&gt;
* [http://bulletphysics.org/wordpress/ Bullet] - Open Source Physics Library (minimum version 2.78). Only the following libraries are required:&lt;br /&gt;
** BulletCollision&lt;br /&gt;
** BulletDynamics&lt;br /&gt;
** LinearMath&lt;br /&gt;
* [http://glew.sourceforge.net/ GLEW] - OpenGL Extension Wrangler Library (minimum version 1.5.7)&lt;br /&gt;
* [http://libarchive.github.com/ libarchive] - Multi-format archive and compression library (minimum version 2.8.3)&lt;br /&gt;
* [http://curl.haxx.se/ libcurl] - Multiprotocol file transfer library (minimum version 7.21.6)&lt;br /&gt;
* [http://xiph.org/vorbis/ libvorbis] - The Vorbis General Audio Compression Codec Library (minimum version 1.2.0)&lt;br /&gt;
* vorbisfile - File loading library for the ogg vorbis format&lt;br /&gt;
* [http://www.libsdl.org/ SDL] - Simple DirectMedia Layer Library (minimum version 1.2.14)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/software-mainmenu-14/4-ferzkopps-linux-software/19-sdlgfx SDL_gfx] - Graphics drawing primitives library (minimum version 2.0.16)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] - Image file loading library (minimum version 1.2.10)&lt;br /&gt;
&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries. Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
====Fedora====&lt;br /&gt;
All required packages can be installed using this command:&lt;br /&gt;
 sudo yum install bullet-devel gcc-c++ glew-devel libarchive-devel scons SDL_*-devel curl-devel&lt;br /&gt;
&lt;br /&gt;
====Ubuntu====&lt;br /&gt;
Ubuntu does not include a libbullet package, but getdeb does. To add the getdeb-repository to your sources-list.d:&lt;br /&gt;
 wget -q -O - http://archive.getdeb.net/getdeb-archive.key | sudo apt-key add -&lt;br /&gt;
 sudo sh -c &amp;#039;echo &amp;quot;deb http://archive.getdeb.net/ubuntu natty-getdeb games&amp;quot; &amp;gt; /etc/apt/sources.list.d/getdeb.list&amp;#039;&lt;br /&gt;
 sudo apt-get update&lt;br /&gt;
&lt;br /&gt;
Ubuntu 11.04 (Natty Narwhal) does contain libglew1.5, only. To install libglew1.6 and its development headers:&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
All other required packages can be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ libarchive-dev libcurl4-gnutls-dev \&lt;br /&gt;
                      libdrm-dev libgl1-mesa-dev \&lt;br /&gt;
                      libglu1-mesa-dev libkms1 mesa-common-dev \&lt;br /&gt;
                      libsdl-gfx1.2-dev libsdl-image1.2-dev \&lt;br /&gt;
                      libsdl-net1.2-dev libvorbis-dev freeglut3 libbullet0 \&lt;br /&gt;
                      libbullet-dev scons&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift just run SCons in the root directory of the sources.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the arch flag:&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in release mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode:&lt;br /&gt;
 scons release=1&lt;br /&gt;
To enable force feedback, use this flag:&lt;br /&gt;
 scons force_feedback=1&lt;br /&gt;
You can get a list of all compile time options with:&lt;br /&gt;
 scons --help&lt;br /&gt;
These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it. If you do want to install, use the SCons build target install.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
There are also some install options - to change where VDrift is installed, use the prefix flag:&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
===Cleaning===&lt;br /&gt;
Building the project creates several artefacts that do not need to be stored, because they can be regenerated on demand. Cleaning them up can be done with SCons, too:&lt;br /&gt;
 scons --clean&lt;br /&gt;
To remove all additional temporary files run:&lt;br /&gt;
 rm -rf .sconf_temp/ .sconsign.dblite config.log vdrift.conf&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To compile VDrift on FreeBSD, use the ports system.&lt;br /&gt;
&lt;br /&gt;
===Latest Release===&lt;br /&gt;
If you downloaded a release, simply run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
===Development Version===&lt;br /&gt;
If you downloaded the development version, copy the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data&amp;#039;&amp;#039;&amp;#039; ports to &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data-devel&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
  cd /usr/ports/games &amp;amp;&amp;amp; cp -rf vdrift vdrift-devel &amp;amp;&amp;amp; cp -rf vdrift-data vdrift-data-devel&lt;br /&gt;
To compile, run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the newly-created &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift-devel &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1331</id>
		<title>Compiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling&amp;diff=1331"/>
		<updated>2015-06-02T15:27:19Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Building with Code::Blocks/MinGW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows how to compile VDrift from source. It assumes you have downloaded the source code either by getting the source package from the [[Downloading|latest release]], or by [[Getting the development version|getting the development version]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Windows==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Building with Code::Blocks/MinGW (obsolete)===&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://forums.codeblocks.org/index.php/board,20.0.html Code::Blocks nightly]&lt;br /&gt;
* Run the following command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
 vdrift-win\premake4 codeblocks&lt;br /&gt;
&lt;br /&gt;
===Building with MSVC===&lt;br /&gt;
* Run the appropriate command from the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder to generate the build files.&lt;br /&gt;
** Microsoft Visual C++ 2008:&lt;br /&gt;
 vdrift-win\premake4 vs2008&lt;br /&gt;
** Microsoft Visual C++ 2010:&lt;br /&gt;
 vdrift-win\premake4 vs2010&lt;br /&gt;
&lt;br /&gt;
===Building with Scons(broken)===&lt;br /&gt;
{{note|SCons will prefer the MSVC tools over the MinGW. So if you have Microsoft Visual Studio installed, you might have problems building VDrift with Scons.}}&lt;br /&gt;
* Download the [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH environment variable should contain the MinGW bin path (e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi Python 2.6.4].&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
* Download [http://www.scons.org/ SCons 1.20].&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
* Your PATH environment variable should contain the Python and Python scripts paths (e.g. C:\Python26;C:\Python26\Scripts;).&lt;br /&gt;
* Run the following command from within the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; folder:&lt;br /&gt;
 tools/win/bin/build_vdrift.bat&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==OS X==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The VDrift OS X project requires [http://developer.apple.com/xcode/ Xcode] 3.2 or later. The latest version is free on the [http://itunes.apple.com/us/app/xcode/id422352214?mt=12&amp;amp;ls=1 Mac App Store].&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;&amp;#039;vdrift/vdrift-mac/vdrift.xcodeproj&amp;#039;&amp;#039;&amp;#039; and in Xcode 4 or higher click Product -&amp;gt; Build, otherwise hit Build -&amp;gt; Build.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Linux==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* [http://gcc.gnu.org/ g++] - The GNU C++ compiler&lt;br /&gt;
* [http://scons.org/scons SCons] - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* [http://www.boost.org/ Boost C++ Libraries] (header-file-only)&lt;br /&gt;
* [http://bulletphysics.org/wordpress/ Bullet] - Open Source Physics Library (minimum version 2.78). Only the following libraries are required:&lt;br /&gt;
** BulletCollision&lt;br /&gt;
** BulletDynamics&lt;br /&gt;
** LinearMath&lt;br /&gt;
* [http://glew.sourceforge.net/ GLEW] - OpenGL Extension Wrangler Library (minimum version 1.5.7)&lt;br /&gt;
* [http://libarchive.github.com/ libarchive] - Multi-format archive and compression library (minimum version 2.8.3)&lt;br /&gt;
* [http://curl.haxx.se/ libcurl] - Multiprotocol file transfer library (minimum version 7.21.6)&lt;br /&gt;
* [http://xiph.org/vorbis/ libvorbis] - The Vorbis General Audio Compression Codec Library (minimum version 1.2.0)&lt;br /&gt;
* vorbisfile - File loading library for the ogg vorbis format&lt;br /&gt;
* [http://www.libsdl.org/ SDL] - Simple DirectMedia Layer Library (minimum version 1.2.14)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/software-mainmenu-14/4-ferzkopps-linux-software/19-sdlgfx SDL_gfx] - Graphics drawing primitives library (minimum version 2.0.16)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] - Image file loading library (minimum version 1.2.10)&lt;br /&gt;
&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries. Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
====Fedora====&lt;br /&gt;
All required packages can be installed using this command:&lt;br /&gt;
 sudo yum install bullet-devel gcc-c++ glew-devel libarchive-devel scons SDL_*-devel curl-devel&lt;br /&gt;
&lt;br /&gt;
====Ubuntu====&lt;br /&gt;
Ubuntu does not include a libbullet package, but getdeb does. To add the getdeb-repository to your sources-list.d:&lt;br /&gt;
 wget -q -O - http://archive.getdeb.net/getdeb-archive.key | sudo apt-key add -&lt;br /&gt;
 sudo sh -c &amp;#039;echo &amp;quot;deb http://archive.getdeb.net/ubuntu natty-getdeb games&amp;quot; &amp;gt; /etc/apt/sources.list.d/getdeb.list&amp;#039;&lt;br /&gt;
 sudo apt-get update&lt;br /&gt;
&lt;br /&gt;
Ubuntu 11.04 (Natty Narwhal) does contain libglew1.5, only. To install libglew1.6 and its development headers:&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
 wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 sudo dpkg -i libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
 rm libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
All other required packages can be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ libarchive-dev libcurl4-gnutls-dev \&lt;br /&gt;
                      libdrm-dev libgl1-mesa-dev \&lt;br /&gt;
                      libglu1-mesa-dev libkms1 mesa-common-dev \&lt;br /&gt;
                      libsdl-gfx1.2-dev libsdl-image1.2-dev \&lt;br /&gt;
                      libsdl-net1.2-dev libvorbis-dev freeglut3 libbullet0 \&lt;br /&gt;
                      libbullet-dev scons&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift just run SCons in the root directory of the sources.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the arch flag:&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in release mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode:&lt;br /&gt;
 scons release=1&lt;br /&gt;
To enable force feedback, use this flag:&lt;br /&gt;
 scons force_feedback=1&lt;br /&gt;
You can get a list of all compile time options with:&lt;br /&gt;
 scons --help&lt;br /&gt;
These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it. If you do want to install, use the SCons build target install.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
There are also some install options - to change where VDrift is installed, use the prefix flag:&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
===Cleaning===&lt;br /&gt;
Building the project creates several artefacts that do not need to be stored, because they can be regenerated on demand. Cleaning them up can be done with SCons, too:&lt;br /&gt;
 scons --clean&lt;br /&gt;
To remove all additional temporary files run:&lt;br /&gt;
 rm -rf .sconf_temp/ .sconsign.dblite config.log vdrift.conf&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To compile VDrift on FreeBSD, use the ports system.&lt;br /&gt;
&lt;br /&gt;
===Latest Release===&lt;br /&gt;
If you downloaded a release, simply run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
===Development Version===&lt;br /&gt;
If you downloaded the development version, copy the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data&amp;#039;&amp;#039;&amp;#039; ports to &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data-devel&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
  cd /usr/ports/games &amp;amp;&amp;amp; cp -rf vdrift vdrift-devel &amp;amp;&amp;amp; cp -rf vdrift-data vdrift-data-devel&lt;br /&gt;
To compile, run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the newly-created &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
  cd /usr/ports/games/vdrift-devel &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1328</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1328"/>
		<updated>2013-04-06T18:30:23Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Shared Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (with id = {fl, fr, rl, rr}) will be auto-generated when no mesh is provided. The dimensions are derived from the provided tire parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false            # (optional) enable auto-generated wheel rim and scaling; default true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
When loading a texture VDrift first looks for it in cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory.&lt;br /&gt;
&lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1327</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1327"/>
		<updated>2013-04-06T18:29:47Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Shared Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (with id = {fl, fr, rl, rr}) will be auto-generated when no mesh is provided. The dimensions are derived from the provided tire parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false            # (optional) enable auto-generated wheel rim and scaling; default true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
When loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory.&lt;br /&gt;
&lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1326</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1326"/>
		<updated>2013-04-06T18:29:12Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Generated Geometry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (with id = {fl, fr, rl, rr}) will be auto-generated when no mesh is provided. The dimensions are derived from the provided tire parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false            # (optional) enable auto-generated wheel rim and scaling; default true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1325</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1325"/>
		<updated>2013-04-06T18:28:43Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Generated Geometry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (with id = {fl, fr, rl, rr}) will be auto-generated when no mesh is provided. The dimensions are derived from the provided tire parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Analogous to tires, car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false            # (optional) enable auto-generated wheel rim and scaling; default true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1324</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1324"/>
		<updated>2013-04-05T16:50:12Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Generated Geometry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (with id = {fl, fr, rl, rr}) will be auto-generated by the game when no mesh is provided. The dimensions are derived from the provided tire parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Analogous to tires, car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated by the game from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false            # (optional) enable auto-generated wheel rim and scaling; default true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1323</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1323"/>
		<updated>2013-04-05T16:48:56Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (id = [fl, fr, rl, rr]) will be auto-generated by the game when no mesh is provided. The dimensions are derived from the provided tire parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Analogous to tires, car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated by the game from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false            # (optional) enable auto-generated wheel rim and scaling; default true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1322</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1322"/>
		<updated>2013-04-05T16:46:12Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Generated Geometry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (id = [fl, fr, rl, rr]) will be auto-generated by the game when no mesh is provided. The dimensions are derived from the provided tire parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Analogous to tires, car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated by the game from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the wheel component the optional property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false            # (optional) enable auto-generated wheel rim and scaling; default true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1321</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1321"/>
		<updated>2013-04-05T16:42:36Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (id = [fl, fr, rl, rr]) will be auto-generated by the game when no mesh is provided. The dimensions are derived from the provided brake and tire data.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Analogous to tires, car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated by the game from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the wheel component the optional property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false            # (optional) enable auto-generated wheel rim and scaling; default true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1320</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1320"/>
		<updated>2013-04-05T16:41:21Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (id = [fl, fr, rl, rr]) will be auto-generated by the game when no mesh is provided. The dimensions are derived from the provided brake and tire data.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Analogous to tires, car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated by the game from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the wheel component the optional property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false            # (optional) disable auto-generated wheel rim and scaling&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1319</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1319"/>
		<updated>2013-04-05T16:40:31Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (id = [fl, fr, rl, rr]) will be auto-generated by the game when no mesh is provided. The dimensions are derived from the provided brake and tire data.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Analogous to tires, car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated by the game from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the wheel component the optional property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = wheel.png       # (required) wheel (disk + rim) diffuse texture&lt;br /&gt;
mesh = wheel.joe          # (required) wheel disk mesh; if genrim=false wheel mesh with rim&lt;br /&gt;
genrim = false&amp;lt;/pre&amp;gt;      # (optional) disable auto-generated wheel rim and scaling&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1318</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1318"/>
		<updated>2013-04-05T16:38:01Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (id = [fl, fr, rl, rr]) will be auto-generated by the game when no mesh is provided. The dimensions are derived from the provided brake and tire data.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Analogous to tires, car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated by the game from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the wheel component the optional property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = my_wheel_texture.png&lt;br /&gt;
mesh = my_wheel_with_rim.joe&lt;br /&gt;
genrim = false&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1317</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1317"/>
		<updated>2013-04-05T16:37:30Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Generated Geometry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car tire geometry [wheel.&amp;lt;id&amp;gt;.tire] (id = [fl, fr, rl, rr]) will be auto-generated by the game when no mesh is provided. Their dimensions are derived from the provided brake and tire data.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl.tire]&lt;br /&gt;
texture = tire.png        # (optional) enables auto-generated tire mesh&lt;br /&gt;
mesh = tire.joe           # (optional) overrides auto-generated tire mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Analogous to tires, car brake geometry [wheel.&amp;lt;id&amp;gt;.brake] will be auto-generated by the game from brake dimensions when no mesh is provided.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.brake]&lt;br /&gt;
texture = brake_disk.png  # (optional) enables auto-generated disk mesh&lt;br /&gt;
mesh = brake_disk.joe     # (optional) overrides auto-generated brake disk mesh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Car wheel [wheel.&amp;lt;id&amp;gt;] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the wheel component the optional property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;[wheel.fl]&lt;br /&gt;
texture = my_wheel_texture.png&lt;br /&gt;
mesh = my_wheel_with_rim.joe&lt;br /&gt;
genrim = false&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Creating_cars&amp;diff=1316</id>
		<title>Creating cars</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Creating_cars&amp;diff=1316"/>
		<updated>2013-04-05T16:28:56Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|The information provided here is outdated. Please refer to [[Car graphics]], [[Car parameters]], [[Car sounds]] for up to date information.}}&lt;br /&gt;
This article gives a rough idea of what it takes to create a car for VDrift.&lt;br /&gt;
&lt;br /&gt;
==Get the Art Tools==&lt;br /&gt;
Download the [https://github.com/VDrift/blender-scripts Blender export scripts] from [[Getting the development version|GitHub]].&lt;br /&gt;
&lt;br /&gt;
==Create Models==&lt;br /&gt;
You will need to create 3D models using Blender for the car&amp;#039;s body, the glass pieces, and the wheels. Each different model must be a separate Blender object and each must have a separate texture. Models must be entirely made of triangles.  Units of the models are in meters.&lt;br /&gt;
&lt;br /&gt;
===Coordinate Systems===&lt;br /&gt;
See [[Coordinate systems]]&lt;br /&gt;
&lt;br /&gt;
===Shading and Smoothing===&lt;br /&gt;
Faces (and perhaps individual vertices) can be set to smooth or solid shading, and that will get exported in the joe file. The best way to do smoothing is to select all of the faces, set solid, and then select groups that should be blended together and do set smooth individually. That makes it so that smooth parts that intersect in a hard edge have correct normals. Don&amp;#039;t use any double-sided faces.&lt;br /&gt;
&lt;br /&gt;
===Body Model===&lt;br /&gt;
In the model pack you will find a Blender file &amp;quot;test.blend&amp;quot;. This is the default car model. The glass is one object and the rest of the car is one object. This allows you to export the glass as a &amp;quot;glass.joe&amp;quot; file and the rest of the car as a &amp;quot;body.joe&amp;quot; file. The car should be in the neighborhood of 3500 faces (car and windows combined), although less is of course possible and more is probably also acceptable.  The body can be placed anywhere, although by convention the body is usually placed so that the center of the model is near the origin.&lt;br /&gt;
&lt;br /&gt;
===Interior Model===&lt;br /&gt;
The interior model should fit inside the body model to provide the inside of the car. This is a separate model so it can appear flat instead of shiny like the painted exterior. The interior model should share the center point or object handle of the body model so they fit together perfectly without being translated.&lt;br /&gt;
&lt;br /&gt;
===Wheel Model===&lt;br /&gt;
The file &amp;quot;wheel.blend&amp;quot; is the default wheel model. Try to keep your wheel model under 1000 faces. The wheel model must be centered at the origin.&lt;br /&gt;
&lt;br /&gt;
==Texture the Models==&lt;br /&gt;
A single UV map can be used per object for texturing. The .png files are the textures for each associated .joe model. The textures must be 512x512 24- or 32-bit PNG images. Their names should be the same as the model they coordinate with except for the .png extension at the end. For example, the texture for the model &amp;quot;body.joe&amp;quot; must be named &amp;quot;body.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Brake lights===&lt;br /&gt;
Add a texture &amp;quot;brake.png&amp;quot; that is the same as the body graphic, but the brake lights are now on and the rest of the file is black. This should be a 24-bit png file (no alpha channel).&lt;br /&gt;
&lt;br /&gt;
==Export the Models==&lt;br /&gt;
Using the Python scripts (&amp;quot;export-joe-0.3.py&amp;quot; and &amp;quot;export-all-joe-0.3.py&amp;quot;) you can export objects modeled in Blender to JOE format. The mesh needs to be all triangles before export. The currently selected object is exported. Object level transformations are not exported, so make sure any rotation or moving or scaling is done in edit mode, not object mode. You can actually position the car wherever you want, but all of your positioning must match up with the values in the car&amp;#039;s .car file. The default exporter setting of 1 frame is what you should use. The export-all script exports all the objects to files based on the objects&amp;#039; names.&lt;br /&gt;
&lt;br /&gt;
==About file==&lt;br /&gt;
Write a short text file about your car. This goes in the about.txt file. This information is displayed in the car selection menu. Please include information such as authorship and license. See the other cars for examples.&lt;br /&gt;
&lt;br /&gt;
==Car Definition File==&lt;br /&gt;
Finally you must write car definition file, which contains all of the [[car parameters]]. You can start by copying tools/cars/blank.car and entering values to fit your vehicle. Try to find accurate information regarding the specifications of the car and duplicate it as closely as possible. The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
&lt;br /&gt;
Needless to say, it requires a lot of knowledge to create a car definition file from scratch so it is suggested that you try using values from other cars. Many of the [http://www.racer-xtreme.com/ community-made cars for Racer] have very similar values that can be used for VDrift.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
All the files needed for a car go into the directory &amp;#039;&amp;#039;&amp;#039;data/cars/car_name/&amp;#039;&amp;#039;&amp;#039;, where &amp;#039;&amp;#039;car_name&amp;#039;&amp;#039; is the short name of the car.&lt;br /&gt;
&lt;br /&gt;
==Need Help?==&lt;br /&gt;
Try the related wiki articles on [[car files and formats]], [[car parameters]], or the [[car modeling tutorial]]. If you get stuck, feel free to ask questions in our [http://vdrift.net/Forum/viewforum.php?f=1 VDrift.net Help forum] or on [http://vdrift.net/staticpages/index.php?page=irc-chat VDrift IRC]&lt;br /&gt;
&lt;br /&gt;
==Contribute==&lt;br /&gt;
Once you create a new car please contribute it back to the game so that others can enjoy it. The best way to do this is to start a thread in our [http://vdrift.net/Forum/viewforum.php?f=5 Development forum] or to create an account on [http://cars.vdrift.net cars.vdrift.net] and upload it there.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1315</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1315"/>
		<updated>2013-04-05T16:20:31Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
When loading a mesh VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. &lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
Car [wheel.&amp;lt;id&amp;gt;.brake] and [wheel.&amp;lt;id&amp;gt;.tire] (id = [fl, fr, rl, rr]) components will be auto-generated by the game when no mesh is provided. Their dimensions are derived from the provided brake and tire data.&lt;br /&gt;
&lt;br /&gt;
The mesh of the [wheel.&amp;lt;id&amp;gt;] component contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it.&lt;br /&gt;
&lt;br /&gt;
To be able to use a custom wheel mesh (which already has a rim) the wheel component the optional property genrim has to be set to false.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl]&lt;br /&gt;
texture = my_wheel_texture.png&lt;br /&gt;
mesh = my_wheel_with_rim.joe&lt;br /&gt;
genrim = false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
Analogous to geometry loading, when loading a texture VDrift first checks cars/&amp;lt;CARNAME&amp;gt; directory and then falls back to the carparts (and trackparts) directory. &lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1314</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1314"/>
		<updated>2013-04-05T16:01:29Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Car Skins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
todo&lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
todo&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
todo&lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures placed in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1313</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1313"/>
		<updated>2013-04-05T16:00:58Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
todo&lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
todo&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
todo&lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] component can be swapped by the player against textures in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1312</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1312"/>
		<updated>2013-04-05T16:00:27Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
todo&lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
todo&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
todo&lt;br /&gt;
====Car Skins====&lt;br /&gt;
The diffuse texture of the car [body] can be swapped by the player against textures in &amp;lt;CARNAME&amp;gt;/skins directory.&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1311</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1311"/>
		<updated>2013-04-05T15:58:37Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        # Brake engage sound (in driver view)&lt;br /&gt;
handbrake.wav    # Handbrake engage sound (in driver view)&lt;br /&gt;
gear.wav         # Gear shift sound (in driver view)&lt;br /&gt;
bump_front.wav   # Front suspension bump sound&lt;br /&gt;
bump_rear.wav    # Rear suspension bump sound&lt;br /&gt;
crash.wav        # Collision sound&lt;br /&gt;
grass.wav        # Tires rolling over grass&lt;br /&gt;
gravel.wav       # Tires rolling over gravel&lt;br /&gt;
tire_squeal.wav  # Tire squeal(skidding over asphalt) sound&lt;br /&gt;
wind.ogg         # Wind noise&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       # Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced engine sound setup====&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation (blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_1.wav  # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                 # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500              # maximum engine rpm to use this sound for&lt;br /&gt;
NaturalRPM=1000              # rpm this sound has been recorded at&lt;br /&gt;
power=on                     # (optional) use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1310</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1310"/>
		<updated>2013-04-05T15:43:16Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        # Brake engage sound (in driver view)&lt;br /&gt;
handbrake.wav    # Handbrake engage sound (in driver view)&lt;br /&gt;
gear.wav         # Gear shift sound (in driver view)&lt;br /&gt;
bump_front.wav   # Front suspension bump sound&lt;br /&gt;
bump_rear.wav    # Rear suspension bump sound&lt;br /&gt;
crash.wav        # Collision sound&lt;br /&gt;
grass.wav        # Tires rolling over grass&lt;br /&gt;
gravel.wav       # Tires rolling over gravel&lt;br /&gt;
tire_squeal.wav  # Tire squeal(skidding over asphalt) sound&lt;br /&gt;
wind.ogg         # Wind noise&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       # Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced engine sound setup====&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation (blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_1.wav   # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm to use this sound for&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # (optional) use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1309</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1309"/>
		<updated>2013-04-05T15:42:44Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
brake.wav        # Brake engage sound (in driver view)&lt;br /&gt;
handbrake.wav    # Handbrake engage sound (in driver view)&lt;br /&gt;
gear.wav         # Gear shift sound (in driver view)&lt;br /&gt;
bump_front.wav   # Front suspension bump sound&lt;br /&gt;
bump_rear.wav    # Rear suspension bump sound&lt;br /&gt;
crash.wav        # Collision sound&lt;br /&gt;
grass.wav        # Tires rolling over grass&lt;br /&gt;
gravel.wav       # Tires rolling over gravel&lt;br /&gt;
tire_squeal.wav  # Tire squeal(skidding over asphalt) sound&lt;br /&gt;
wind.ogg         # Wind noise&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       # Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced engine sound setup====&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation (blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_1.wav   # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm to use this sound for&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # (optional) use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1308</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1308"/>
		<updated>2013-04-05T10:54:21Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale factor&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
todo&lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
todo&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
todo&lt;br /&gt;
====Car Skins====&lt;br /&gt;
todo&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1307</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1307"/>
		<updated>2013-04-05T10:50:39Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Example of a graphical component setup:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[some_car_part]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png  # (required) surface texture; the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional&lt;br /&gt;
mesh = model.joe                             # (required) geometry (mesh)&lt;br /&gt;
position = 0.736, 1.14, -0.47                # (optional) relative mesh position&lt;br /&gt;
rotation = 0, 0, 30                          # (optional) relative mesh orientation &lt;br /&gt;
scale = -1, 1, 1                             # (optional) mesh scale&lt;br /&gt;
color = 0.8, 0.1, 0.1                        # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask&lt;br /&gt;
draw = transparent                           # (optional) draw flag: opaque, transparent, emissive; opaque is default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
todo&lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
todo&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
todo&lt;br /&gt;
====Car Skins====&lt;br /&gt;
todo&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1306</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1306"/>
		<updated>2013-04-05T10:34:43Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
todo&lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
todo&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
todo&lt;br /&gt;
====Car Skins====&lt;br /&gt;
todo&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1305</id>
		<title>Car graphics</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_graphics&amp;diff=1305"/>
		<updated>2013-04-05T10:34:18Z</updated>

		<summary type="html">&lt;p&gt;NaN: Created page with &amp;quot;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [[car parameters]] files &amp;lt;CARNAME&amp;gt;.car.&lt;br /&gt;
&lt;br /&gt;
==Geometry==&lt;br /&gt;
Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts&lt;br /&gt;
====Shared Geometry====&lt;br /&gt;
todo&lt;br /&gt;
====Generated Geometry====&lt;br /&gt;
todo&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.&lt;br /&gt;
* 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.&lt;br /&gt;
* 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.&lt;br /&gt;
* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.&lt;br /&gt;
====Shared Textures====&lt;br /&gt;
todo&lt;br /&gt;
====Car Skins====&lt;br /&gt;
todo&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=1304</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=1304"/>
		<updated>2013-04-05T10:02:25Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* VDrift Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VDrift_logo.png]]&lt;br /&gt;
&lt;br /&gt;
=&amp;#039;&amp;#039;&amp;#039;VDrift Wiki&amp;#039;&amp;#039;&amp;#039;=&lt;br /&gt;
&lt;br /&gt;
Welcome to the [[Project:About|VDrift Wiki]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:General|General]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[About the project]]&lt;br /&gt;
*[[Authors and contributors]]&lt;br /&gt;
*[[License]]&lt;br /&gt;
*[[Reporting problems]]&lt;br /&gt;
*[[Useful links]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Installation|Installation]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Requirements]]&lt;br /&gt;
*[[Downloading]]&lt;br /&gt;
*[[Installing]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Configuration|Configuration]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Configuring the display]]&lt;br /&gt;
*[[Configuring the sound]]&lt;br /&gt;
*[[Configuring the controls]]&lt;br /&gt;
*[[Logitech G25 support]]&lt;br /&gt;
*[[Setting up force feedback]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Playing|Playing]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Replays]]&lt;br /&gt;
*[[Drifting techniques]]&lt;br /&gt;
*[[Drift scoring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Files|Files]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[User settings directory]]&lt;br /&gt;
*[[Data directory]]&lt;br /&gt;
*[[VDrift.config]]&lt;br /&gt;
*[[Adding video modes]]&lt;br /&gt;
*[[options.config]]&lt;br /&gt;
*[[Sound/graphics formats]]&lt;br /&gt;
*[[JOE format]]&lt;br /&gt;
*[[JOEPack format]]&lt;br /&gt;
*[[Configfile format]]&lt;br /&gt;
*[[Menu system|Menu file format]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Development|Development]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting the development version]]&lt;br /&gt;
*[[Working with the development version]]&lt;br /&gt;
*[[Compiling]]&lt;br /&gt;
*[[Packaging]]&lt;br /&gt;
*[[Testing]]&lt;br /&gt;
*[[Debugging]]&lt;br /&gt;
*[[Coding guidelines]]&lt;br /&gt;
*[[Source code documentation]]&lt;br /&gt;
*[[Numerical Integration]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Cars|Cars]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting cars]]&lt;br /&gt;
*[[Car files and formats]]&lt;br /&gt;
*[[Creating cars]]&lt;br /&gt;
*[[Car parameters]]&lt;br /&gt;
*[[Car graphics]]&lt;br /&gt;
*[[Car sounds]]&lt;br /&gt;
*[[3D modeling]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Tracks|Tracks]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting tracks]]&lt;br /&gt;
*[[Track files and formats]]&lt;br /&gt;
*[[Creating tracks]]&lt;br /&gt;
*[[Importing Racer tracks]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1303</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1303"/>
		<updated>2013-04-04T16:31:38Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Advanced engine sound setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        - Brake engage sound (in driver view)&lt;br /&gt;
bump_front.wav   - Front suspension bump sound&lt;br /&gt;
bump_rear.wav    - Rear suspension bump sound&lt;br /&gt;
crash.wav        - Collision sound&lt;br /&gt;
gear.wav         - Gear shift sound (in driver view)&lt;br /&gt;
grass.wav        - Tires rolling over grass&lt;br /&gt;
gravel.wav       - Tires rolling over gravel&lt;br /&gt;
handbrake.wav    - Handbrake engage sound (in driver view)&lt;br /&gt;
tire_squeal.wav  - Tire squeal(skidding over asphalt) sound&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       - Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced engine sound setup====&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation (blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_1.wav   # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm to use this sound for&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # optional, use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1302</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1302"/>
		<updated>2013-04-04T16:31:19Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Advanced engine sound setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        - Brake engage sound (in driver view)&lt;br /&gt;
bump_front.wav   - Front suspension bump sound&lt;br /&gt;
bump_rear.wav    - Rear suspension bump sound&lt;br /&gt;
crash.wav        - Collision sound&lt;br /&gt;
gear.wav         - Gear shift sound (in driver view)&lt;br /&gt;
grass.wav        - Tires rolling over grass&lt;br /&gt;
gravel.wav       - Tires rolling over gravel&lt;br /&gt;
handbrake.wav    - Handbrake engage sound (in driver view)&lt;br /&gt;
tire_squeal.wav  - Tire squeal(skidding over asphalt) sound&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       - Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced engine sound setup====&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation (blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_1.wav   # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # optional, use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1301</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1301"/>
		<updated>2013-04-04T16:30:26Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Advanced engine sound setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        - Brake engage sound (in driver view)&lt;br /&gt;
bump_front.wav   - Front suspension bump sound&lt;br /&gt;
bump_rear.wav    - Rear suspension bump sound&lt;br /&gt;
crash.wav        - Collision sound&lt;br /&gt;
gear.wav         - Gear shift sound (in driver view)&lt;br /&gt;
grass.wav        - Tires rolling over grass&lt;br /&gt;
gravel.wav       - Tires rolling over gravel&lt;br /&gt;
handbrake.wav    - Handbrake engage sound (in driver view)&lt;br /&gt;
tire_squeal.wav  - Tire squeal(skidding over asphalt) sound&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       - Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced engine sound setup====&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation (blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_1.wav  # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # optional, use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1300</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1300"/>
		<updated>2013-04-04T16:27:19Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        - Brake engage sound (in driver view)&lt;br /&gt;
bump_front.wav   - Front suspension bump sound&lt;br /&gt;
bump_rear.wav    - Rear suspension bump sound&lt;br /&gt;
crash.wav        - Collision sound&lt;br /&gt;
gear.wav         - Gear shift sound (in driver view)&lt;br /&gt;
grass.wav        - Tires rolling over grass&lt;br /&gt;
gravel.wav       - Tires rolling over gravel&lt;br /&gt;
handbrake.wav    - Handbrake engage sound (in driver view)&lt;br /&gt;
tire_squeal.wav  - Tire squeal(skidding over asphalt) sound&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       - Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced engine sound setup====&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation (blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_15.wav  # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # optional, use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1299</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1299"/>
		<updated>2013-04-04T16:26:27Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        - Brake engage sound (in driver view)&lt;br /&gt;
bump_front.wav   - Front suspension bump sound&lt;br /&gt;
bump_rear.wav    - Rear suspension bump sound&lt;br /&gt;
crash.wav        - Collision sound&lt;br /&gt;
gear.wav         - Gear shift sound (in driver view)&lt;br /&gt;
grass.wav        - Tires rolling over grass&lt;br /&gt;
gravel.wav       - Tires rolling over gravel&lt;br /&gt;
handbrake.wav    - Handbrake engage sound (in driver view)&lt;br /&gt;
tire_squeal.wav  - Tire squeal(skidding over asphalt) sound&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       - Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced engine sound setup====&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation (blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_15.wav  # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # optional, use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1298</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1298"/>
		<updated>2013-04-04T16:25:30Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        - Brake engage sound (in driver view)&lt;br /&gt;
bump_front.wav   - Front suspension bump sound&lt;br /&gt;
bump_rear.wav    - Rear suspension bump sound&lt;br /&gt;
crash.wav        - Collision sound&lt;br /&gt;
gear.wav         - Gear shift sound (in driver view)&lt;br /&gt;
grass.wav        - Tires rolling over grass&lt;br /&gt;
gravel.wav       - Tires rolling over gravel&lt;br /&gt;
handbrake.wav    - Handbrake engage sound (in driver view)&lt;br /&gt;
tire_squeal.wav  - Tire squeal(skidding over asphalt) sound&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       - Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced engine sound setup====&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation(blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_15.wav  # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # optional, use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1297</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1297"/>
		<updated>2013-04-04T16:24:39Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        - Brake engage sound (in driver view)&lt;br /&gt;
bump_front.wav   - Front suspension bump sound&lt;br /&gt;
bump_rear.wav    - Rear suspension bump sound&lt;br /&gt;
crash.wav        - Collision sound&lt;br /&gt;
gear.wav         - Gear shift sound (in driver view)&lt;br /&gt;
grass.wav        - Tires rolling over grass&lt;br /&gt;
gravel.wav       - Tires rolling over gravel&lt;br /&gt;
handbrake.wav    - Handbrake engage sound (in driver view)&lt;br /&gt;
tire_squeal.wav  - Tire squeal(skidding over asphalt) sound&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       - Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Advanced engine sound setup===&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation(blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_15.wav  # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # optional, use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should) overlap to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Example TL2/TL2.aud====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1296</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1296"/>
		<updated>2013-04-04T16:22:03Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        - Brake engage sound (in driver view)&lt;br /&gt;
bump_front.wav   - Front suspension bump sound&lt;br /&gt;
bump_rear.wav    - Rear suspension bump sound&lt;br /&gt;
crash.wav        - Collision sound&lt;br /&gt;
gear.wav         - Gear shift sound (in driver view)&lt;br /&gt;
grass.wav        - Tires rolling over grass&lt;br /&gt;
gravel.wav       - Tires rolling over gravel&lt;br /&gt;
handbrake.wav    - Handbrake engage sound (in driver view)&lt;br /&gt;
tire_squeal.wav  - Tire squeal(skidding over asphalt) sound&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default minimum configuration is a single sound.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
engine.wav       - Engine sound at 7000rpm &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Advanced engine sound setup===&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation(blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information. It can contain an arbitrary number of sections, one per sound file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[sound1]&lt;br /&gt;
filename=engine_accel_15.wav  # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=on                      # optional, use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rpm ranges of two neighboring sounds can(should overlap) to create a smooth transition.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=1500&lt;br /&gt;
NaturalRPM=1000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1295</id>
		<title>Car sounds</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_sounds&amp;diff=1295"/>
		<updated>2013-04-04T16:12:27Z</updated>

		<summary type="html">&lt;p&gt;NaN: Created page with &amp;quot;==Shared sounds== VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory. &amp;lt;pre&amp;gt; brake.wav        - Brake engage sound (in driver...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shared sounds==&lt;br /&gt;
VDrift has a number of sounds that are used for all cars. They can be found in the carparts directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brake.wav        - Brake engage sound (in driver view)&lt;br /&gt;
bump_front.wav   - Front suspension bump sound&lt;br /&gt;
bump_rear.wav    - Rear suspension bump sound&lt;br /&gt;
crash.wav        - Collision sound&lt;br /&gt;
gear.wav         - Gear shift sound (in driver view)&lt;br /&gt;
grass.wav        - Tires rolling over grass&lt;br /&gt;
gravel.wav       - Tires rolling over gravel&lt;br /&gt;
handbrake.wav    - Handbrake engage sound (in driver view)&lt;br /&gt;
tire_squeal.wav  - Tire squeal(skidding over asphalt) sound&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Individual sounds==&lt;br /&gt;
Car engine sounds are stored per car. Default configuration is a single sound.&lt;br /&gt;
* engine.wav       - Engine sound at 7000rpm &lt;br /&gt;
&lt;br /&gt;
===Advanced engine sound setup===&lt;br /&gt;
VDrift supports multiple engine sounds with interpolation(blending). To use this feature a &amp;lt;CARNAME&amp;gt;.aud text file has to be created containing sound information.&lt;br /&gt;
&lt;br /&gt;
Example TL2/TL2.aud:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[poweroff1]&lt;br /&gt;
filename=sounds/1kbehind.wav  # relative path to the sound file&lt;br /&gt;
MinimumRPM=1                  # minimum engine rpm to use this sound for&lt;br /&gt;
MaximumRPM=1500               # maximum engine rpm&lt;br /&gt;
NaturalRPM=1000               # rpm this sound has been recorded at&lt;br /&gt;
power=off                     # optional, use this sound for throttle open(on) or closed(off); default is both&lt;br /&gt;
&lt;br /&gt;
[poweron1]&lt;br /&gt;
filename=sounds/2kbehind.wav&lt;br /&gt;
MinimumRPM=1&lt;br /&gt;
MaximumRPM=2500&lt;br /&gt;
NaturalRPM=2000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff2]&lt;br /&gt;
filename=sounds/5kbehind.wav&lt;br /&gt;
MinimumRPM=1000&lt;br /&gt;
NaturalRPM=4650&lt;br /&gt;
MaximumRPM=4500&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron2]&lt;br /&gt;
filename=sounds/4kbehind.wav&lt;br /&gt;
MinimumRPM=2000&lt;br /&gt;
NaturalRPM=3560&lt;br /&gt;
MaximumRPM=4000&lt;br /&gt;
power=on&lt;br /&gt;
&lt;br /&gt;
[poweroff3]&lt;br /&gt;
filename=sounds/6kbehind.wav&lt;br /&gt;
MinimumRPM=4000&lt;br /&gt;
NaturalRPM=5130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=off&lt;br /&gt;
&lt;br /&gt;
[poweron3]&lt;br /&gt;
filename=sounds/7kbehind.wav&lt;br /&gt;
MinimumRPM=3500&lt;br /&gt;
NaturalRPM=6130&lt;br /&gt;
MaximumRPM=10000&lt;br /&gt;
power=on&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=1294</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=1294"/>
		<updated>2013-04-04T15:37:37Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* VDrift Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VDrift_logo.png]]&lt;br /&gt;
&lt;br /&gt;
=&amp;#039;&amp;#039;&amp;#039;VDrift Wiki&amp;#039;&amp;#039;&amp;#039;=&lt;br /&gt;
&lt;br /&gt;
Welcome to the [[Project:About|VDrift Wiki]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:General|General]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[About the project]]&lt;br /&gt;
*[[Authors and contributors]]&lt;br /&gt;
*[[License]]&lt;br /&gt;
*[[Reporting problems]]&lt;br /&gt;
*[[Useful links]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Installation|Installation]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Requirements]]&lt;br /&gt;
*[[Downloading]]&lt;br /&gt;
*[[Installing]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Configuration|Configuration]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Configuring the display]]&lt;br /&gt;
*[[Configuring the sound]]&lt;br /&gt;
*[[Configuring the controls]]&lt;br /&gt;
*[[Logitech G25 support]]&lt;br /&gt;
*[[Setting up force feedback]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Playing|Playing]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Replays]]&lt;br /&gt;
*[[Drifting techniques]]&lt;br /&gt;
*[[Drift scoring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Files|Files]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[User settings directory]]&lt;br /&gt;
*[[Data directory]]&lt;br /&gt;
*[[VDrift.config]]&lt;br /&gt;
*[[Adding video modes]]&lt;br /&gt;
*[[options.config]]&lt;br /&gt;
*[[Sound/graphics formats]]&lt;br /&gt;
*[[JOE format]]&lt;br /&gt;
*[[JOEPack format]]&lt;br /&gt;
*[[Configfile format]]&lt;br /&gt;
*[[Menu system|Menu file format]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Development|Development]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting the development version]]&lt;br /&gt;
*[[Working with the development version]]&lt;br /&gt;
*[[Compiling]]&lt;br /&gt;
*[[Packaging]]&lt;br /&gt;
*[[Testing]]&lt;br /&gt;
*[[Debugging]]&lt;br /&gt;
*[[Coding guidelines]]&lt;br /&gt;
*[[Source code documentation]]&lt;br /&gt;
*[[Numerical Integration]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Cars|Cars]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting cars]]&lt;br /&gt;
*[[Car files and formats]]&lt;br /&gt;
*[[Creating cars]]&lt;br /&gt;
*[[Car parameters]]&lt;br /&gt;
*[[Car sounds]]&lt;br /&gt;
*[[3D modeling]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Tracks|Tracks]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting tracks]]&lt;br /&gt;
*[[Track files and formats]]&lt;br /&gt;
*[[Creating tracks]]&lt;br /&gt;
*[[Importing Racer tracks]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_files_and_formats&amp;diff=1293</id>
		<title>Car files and formats</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_files_and_formats&amp;diff=1293"/>
		<updated>2013-04-03T10:16:57Z</updated>

		<summary type="html">&lt;p&gt;NaN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|Recent VDrift releases (2012) do not rely on a fixed set of geometry files(JOE) and textures(PNG/DDS). Instead car geometry/textures are set in the CARNAME.car file. See [[car parameters]] for details.}}&lt;br /&gt;
&lt;br /&gt;
Files within a car&amp;#039;s folder:&lt;br /&gt;
&lt;br /&gt;
*CARNAME.car: [[Configfile_format]], list of [[car parameters]].&lt;br /&gt;
*about.txt: text format, first line contains the car name, other lines contain additional info.&lt;br /&gt;
*body.joe: [[JOE format]], car body geometry.&lt;br /&gt;
*body00.png: PNG format, the body.joe UV texture.  Additional body textures and colors can be placed in the folder using names body01.png, body02.png, etc.&lt;br /&gt;
*brake.png: PNG format, an additive texture using the body.joe UV texture containing brake lights.&lt;br /&gt;
*collision.joe: [[JOE format]], collision box geometry.  Note that as of R2396, this file is no longer required.&lt;br /&gt;
*engine.wav: WAVE format, engine sound at 7000 RPM.&lt;br /&gt;
*glass.joe: [[JOE format]], geometry data for any glass elements from the car body (such as windows).&lt;br /&gt;
*glass.png: PNG format, the glass.joe UV texture.  Texture transparency is supported.&lt;br /&gt;
*interior.joe: [[JOE format]], geometry data for the car&amp;#039;s interior.&lt;br /&gt;
*interior.png: PNG format, the interior.joe UV texture.&lt;br /&gt;
*oem_wheel.joe: [[JOE format]], geometry data to be used for the wheels.&lt;br /&gt;
*oem_wheel.png: PNG format, the oem_wheel.joe UV texture.&lt;br /&gt;
*reverse.png: PNG format, an additive texture using the body.joe UV texture containing reverse lights.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1292</id>
		<title>Car parameters</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1292"/>
		<updated>2013-04-03T10:08:15Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Camera */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Car parameters for vdrift-2010-06-30]]&lt;br /&gt;
* [[Car parameters for vdrift-2009-06-15 and older]]&lt;br /&gt;
&lt;br /&gt;
The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
The .car files use the [http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions right-handed (positive)] coordinate system for all parameters:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x axis&amp;#039;&amp;#039;&amp;#039;: negative is left, positive is right&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;y axis&amp;#039;&amp;#039;&amp;#039;: negative is back, positive is forward&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;z axis&amp;#039;&amp;#039;&amp;#039;: negative is down, positive is up&lt;br /&gt;
&lt;br /&gt;
==Common Parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[section]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png&lt;br /&gt;
mesh = model.joe&lt;br /&gt;
position = 0.736, 1.14, -0.47&lt;br /&gt;
rotation = 0, 0, 30&lt;br /&gt;
scale = -1, 1, 1&lt;br /&gt;
color = 0.8, 0.1, 0.1&lt;br /&gt;
draw = transparent&lt;br /&gt;
mass = 40&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Every car section supports a set of optional parameters to describe its graphic representation.&lt;br /&gt;
&lt;br /&gt;
Texture is a list of textures that has to contain at least one texture, usually the diffuse color texture. Mesh defines the model mesh to be used with the texture. Texture and mesh paths are relative to car(XS) and carparts(shared components) directory. &lt;br /&gt;
&lt;br /&gt;
Position/rotation(in degrees)/scale will transform the mesh relative to parent. Color defines the color of the mesh(to be blended with the texture according to its alpha channel). Draw allows the options transparent(according to first textures alpha channel) or emissive(won&amp;#039;t be affected by lighting, used for brake/reverse light models).&lt;br /&gt;
&lt;br /&gt;
Mass is used to calculate car inertia, weight and center of mass.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[engine]&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. Idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[clutch]&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The clutch is described by its sliding friction coefficient, radius, area and maximum applied pressure. The torque capacity(maximum transmitted torque) of the clutch is TC = sliding * radius * area * max-pressure. It should be somewhere between one and two times the maximum enine torque. TC = 1.25 * max-engine-torque is a good start value.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[transmission]&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
For &amp;#039;&amp;#039;&amp;#039;FWD&amp;#039;&amp;#039;&amp;#039; cars [differential.front] has to be defined. &amp;#039;&amp;#039;&amp;#039;AWD&amp;#039;&amp;#039;&amp;#039; cars require [differential.front], [differential.rear] and [differential.center].&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[differential.rear]&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[fuel-tank]&lt;br /&gt;
position = 0.0, -1.0, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[camera.1]&lt;br /&gt;
name = driver                   # name to identify camera, default values are hood, driver, chase rigid, chase loose, orbit and free&lt;br /&gt;
type = mount                    # supported types are mount, chase, orbit, free&lt;br /&gt;
position = -0.023, -0.32, 0.50  # camera position relative to car&lt;br /&gt;
lookat = -0.023, 0.32, 0.3      # optional, defines camera view direction&lt;br /&gt;
stiffness = 0.0                 # optional, bounce effect, 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
fov = 90                        # optional, overrides default field of view angle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
VDrift supports an arbitrary number of cameras per car. The default minimum count is 6, camera.0 - camera.5.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wing.rear]&lt;br /&gt;
position = 0.0, -2.14, 0.37&lt;br /&gt;
frontal-area = 0.05&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.5&lt;br /&gt;
lift-coefficient = -0.7&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Wing identifiers front, center, rear are arbitrary(can be chosen freely). A wing describes the aerodynamics(car body, front/rear wing) of the car. A car has to have at least one wing, to capture body drag. Most cars will use up to three. The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
Downforce can be added with the optional parameters surface-area, lift-coefficient, efficiency. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl]&lt;br /&gt;
texture = oem_wheel.png, oem_wheel-misc1.png &lt;br /&gt;
mesh = oem_wheel.joe                         # if genrim not set to false, mesh is used as wheel disk(spokes), rim will be auto-generated&lt;br /&gt;
#genrim = false                              # optional, disables auto-generated rim mesh&lt;br /&gt;
position = -0.736, 1.14, -0.47	#track front/rear 1471/1509&lt;br /&gt;
camber = 0.5&lt;br /&gt;
caster = 6.0&lt;br /&gt;
toe = -0.16&lt;br /&gt;
ackermann = 8.46	# 50% ackermann&lt;br /&gt;
steering = 30&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of wheels is fixed to four: fl, fr, rl, rr. For a FWD car the wheels fl and fr are powered, for RWD the wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
The wheel mesh is the wheel disk mesh(wheel mesh without rim). The mesh will be scaled according to tire dimensions, has to fit into a unit cube. The rim mesh is generated automatically.&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe. All angles are in degrees. For a &amp;quot;negative camber&amp;quot; the left wheel camber has to be negative, the right wheel camber positive.&lt;br /&gt;
&lt;br /&gt;
Ackermann and steering are optional. Ackermann is the steering arm angle relative to wheel. Ideal ackermann(100%) is atan(0.5* track / wheelbase). For the right wheel positive ackermann is positive, for the left negative. Steering is the maximum steering angle of the wheel(for ackermann = 0). A negative steering leads to a reverted steering.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.hinge]&lt;br /&gt;
wheel = -0.736, 1.14, -0.47&lt;br /&gt;
chassis = 0.0, 0.99, -0.55&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suspension has to be defined per wheel. Hinge suspension is equivalent to a parallel double wishbone setup. The hinge link is attached at chassis to car body and at wheel to wheel hub.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.macpherson-strut]&lt;br /&gt;
strut-top = -0.66, 1.34, 0.05&lt;br /&gt;
strut-end = -0.70, 1.34, -0.505&lt;br /&gt;
hinge = -0.36, 1.34, -0.44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternatively a macpherson-strut setup can be used. Hinge is the lower link attachment point to car body. The wheel attachment point is the wheel hub position.&lt;br /&gt;
&lt;br /&gt;
==Coilover==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.coilover]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2600&lt;br /&gt;
rebound = 7900&lt;br /&gt;
damper-factor-1 = 0.06, 1.2&lt;br /&gt;
damper-factor-2 = 0.08, 1.1&lt;br /&gt;
damper-factor-3 = 0.1, 1&lt;br /&gt;
damper-factor-4 = 0.2, 0.9&lt;br /&gt;
damper-factor-5 = 0.5, 0.5&lt;br /&gt;
damper-factor-6 = 1, 0.3&lt;br /&gt;
damper-factor-7 = 5, 0.1&lt;br /&gt;
travel = 0.19&lt;br /&gt;
anti-roll = 800.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Each wheel has a coilover(spring-damper unit). The spring-constant is the &amp;#039;&amp;#039;&amp;#039;wheel rate&amp;#039;&amp;#039;&amp;#039; in N/m. The spring-factor-1 and 2 parameters define a curve for the spring response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is the suspension displacement in meters and y is the factor to be applied to the spring coefficient. In this example, the spring factor will be 1.0 when the displacement is between 0 and 0.052 m, and then the spring factor will change linearly to 1.2 at 0.055 m (and beyond). The spring factor gets multiplied by the spring-constant. You can put as many spring-factor points as you want (just increase the spring-factor- number for each additional point). Note that displacement values are relative to the &amp;quot;zero g&amp;quot;, &amp;quot;zero force&amp;quot; position. For best results, start VDrift with the -debug option and observe suspension displacements during maneuvering to determine where you want to put your points.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
The travel is the maximum wheel travel from wheel extended position. Anti-roll in N/m is currently incorrectly associated with the wheel coilover, acts between front wheels fl and fr and rear wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.tire]&lt;br /&gt;
texture = tire/touring.png # optional, enables auto-generated tire mesh&lt;br /&gt;
#mesh = tire.joe           # optional, overrides auto-generated tire mesh&lt;br /&gt;
size = 215, 45, 17&lt;br /&gt;
type = &amp;amp;tire/touring&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tire size determines tire dimensions:&lt;br /&gt;
* section width in millimeters, measured from sidewall to sidewall&lt;br /&gt;
* ratio of sidewall height to section width in percent&lt;br /&gt;
* diameter of the wheel in inches&lt;br /&gt;
Each wheel has a tire section. Tire size is used to calculate wheel weight and inertia. The tire mesh is optional and has to be centered at origin and fit into a unit box. It will be scaled according to tire dimensions. If omitted a default mesh is generated/used.&lt;br /&gt;
&lt;br /&gt;
Tire type is a tire subsection [wheel.fl.tire.type], here a reference. This means car loader will look for a [tire/touring] section and alternatively for a file tire/touring relative to car and carparts directory. The first found section definition is used.  More info about tire type definition can be found here: [[Tire parameters]]&lt;br /&gt;
&lt;br /&gt;
==Brake==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.rl.brake]&lt;br /&gt;
texture = rotor_shiny_slotted_drilled.png # optional, enables auto-generated disk mesh&lt;br /&gt;
#mesh = rotor.joe                         # optional, overrides auto-generated brake disk mesh&lt;br /&gt;
friction = 0.6&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.45&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
handbrake = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://how2gainweightfast.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;weight gain&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; brake section) or the rear brakes (in the rear brake section). To make sense, the rear value should equal 1.0 minus the front value. The maximum brake torque is calculated as friction * area * bias * max-pressure * radius. Handbrake determines the handbrake influence factor. Texture is an optional brake rotor texture. If set a brake disk mesh is generated from brake parameters. This mesh can be overridden by providing a custom brake mesh.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[steering]&lt;br /&gt;
texture = steering_wheel.png&lt;br /&gt;
mesh = steering_wheel.joe&lt;br /&gt;
position = -0.37, 0.44, 0.09&lt;br /&gt;
rotation = 87.5, 0.0, 0.0&lt;br /&gt;
max-angle = 320&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Steering defines the steering device. The rotation of the steering model is constrained by max-angle. The rotation axis is the local z-axis of the steering mesh.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[particle-00]&lt;br /&gt;
position = 0.0, -1.28, -0.36&lt;br /&gt;
mass = 30.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Mass particles used for weight distribution and rotational inertia. Most cars will use 6-10 particles.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[light-brake]&lt;br /&gt;
texture = brake.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&lt;br /&gt;
[light-reverse]&lt;br /&gt;
texture = reverse.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Car lights are treated as car shape models. light-brake is set emissive during braking, light-reverse if reverse gear is selected.&lt;br /&gt;
&lt;br /&gt;
==Car shape==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[driver]&lt;br /&gt;
texture = driver2.png, driver-misc1.png&lt;br /&gt;
mesh = driver.joe&lt;br /&gt;
position = -0.37, 0.07, 0.05&lt;br /&gt;
mass = 90.0&lt;br /&gt;
&lt;br /&gt;
[body]&lt;br /&gt;
texture = body00.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
&lt;br /&gt;
[interior]&lt;br /&gt;
texture = interior.png&lt;br /&gt;
mesh = interior.joe&lt;br /&gt;
&lt;br /&gt;
[glass]&lt;br /&gt;
texture = glass.png&lt;br /&gt;
mesh = glass.joe&lt;br /&gt;
draw = transparent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The car shape can consist of an arbitrary number of models with arbitrary names excluding the reserved ones: engine, clutch, ...&lt;br /&gt;
&lt;br /&gt;
Shape hierarchies [body.foo] are not supported.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1291</id>
		<title>Car parameters</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1291"/>
		<updated>2013-04-03T10:07:46Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Camera */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Car parameters for vdrift-2010-06-30]]&lt;br /&gt;
* [[Car parameters for vdrift-2009-06-15 and older]]&lt;br /&gt;
&lt;br /&gt;
The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
The .car files use the [http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions right-handed (positive)] coordinate system for all parameters:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x axis&amp;#039;&amp;#039;&amp;#039;: negative is left, positive is right&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;y axis&amp;#039;&amp;#039;&amp;#039;: negative is back, positive is forward&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;z axis&amp;#039;&amp;#039;&amp;#039;: negative is down, positive is up&lt;br /&gt;
&lt;br /&gt;
==Common Parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[section]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png&lt;br /&gt;
mesh = model.joe&lt;br /&gt;
position = 0.736, 1.14, -0.47&lt;br /&gt;
rotation = 0, 0, 30&lt;br /&gt;
scale = -1, 1, 1&lt;br /&gt;
color = 0.8, 0.1, 0.1&lt;br /&gt;
draw = transparent&lt;br /&gt;
mass = 40&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Every car section supports a set of optional parameters to describe its graphic representation.&lt;br /&gt;
&lt;br /&gt;
Texture is a list of textures that has to contain at least one texture, usually the diffuse color texture. Mesh defines the model mesh to be used with the texture. Texture and mesh paths are relative to car(XS) and carparts(shared components) directory. &lt;br /&gt;
&lt;br /&gt;
Position/rotation(in degrees)/scale will transform the mesh relative to parent. Color defines the color of the mesh(to be blended with the texture according to its alpha channel). Draw allows the options transparent(according to first textures alpha channel) or emissive(won&amp;#039;t be affected by lighting, used for brake/reverse light models).&lt;br /&gt;
&lt;br /&gt;
Mass is used to calculate car inertia, weight and center of mass.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[engine]&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. Idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[clutch]&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The clutch is described by its sliding friction coefficient, radius, area and maximum applied pressure. The torque capacity(maximum transmitted torque) of the clutch is TC = sliding * radius * area * max-pressure. It should be somewhere between one and two times the maximum enine torque. TC = 1.25 * max-engine-torque is a good start value.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[transmission]&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
For &amp;#039;&amp;#039;&amp;#039;FWD&amp;#039;&amp;#039;&amp;#039; cars [differential.front] has to be defined. &amp;#039;&amp;#039;&amp;#039;AWD&amp;#039;&amp;#039;&amp;#039; cars require [differential.front], [differential.rear] and [differential.center].&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[differential.rear]&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[fuel-tank]&lt;br /&gt;
position = 0.0, -1.0, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[camera.1]&lt;br /&gt;
name = driver                   # name to identify camera, default values are hood, driver, chase rigid, chase loose orbit and free&lt;br /&gt;
type = mount                    # supported types are mount, chase, orbit, free&lt;br /&gt;
position = -0.023, -0.32, 0.50  # camera position relative to car&lt;br /&gt;
lookat = -0.023, 0.32, 0.3      # optional, defines camera view direction&lt;br /&gt;
stiffness = 0.0                 # optional, bounce effect, 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
fov = 90                        # optional, overrides default field of view angle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
VDrift supports an arbitrary number of cameras per car. The default minimum count is 6, camera.0 - camera.5.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wing.rear]&lt;br /&gt;
position = 0.0, -2.14, 0.37&lt;br /&gt;
frontal-area = 0.05&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.5&lt;br /&gt;
lift-coefficient = -0.7&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Wing identifiers front, center, rear are arbitrary(can be chosen freely). A wing describes the aerodynamics(car body, front/rear wing) of the car. A car has to have at least one wing, to capture body drag. Most cars will use up to three. The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
Downforce can be added with the optional parameters surface-area, lift-coefficient, efficiency. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl]&lt;br /&gt;
texture = oem_wheel.png, oem_wheel-misc1.png &lt;br /&gt;
mesh = oem_wheel.joe                         # if genrim not set to false, mesh is used as wheel disk(spokes), rim will be auto-generated&lt;br /&gt;
#genrim = false                              # optional, disables auto-generated rim mesh&lt;br /&gt;
position = -0.736, 1.14, -0.47	#track front/rear 1471/1509&lt;br /&gt;
camber = 0.5&lt;br /&gt;
caster = 6.0&lt;br /&gt;
toe = -0.16&lt;br /&gt;
ackermann = 8.46	# 50% ackermann&lt;br /&gt;
steering = 30&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of wheels is fixed to four: fl, fr, rl, rr. For a FWD car the wheels fl and fr are powered, for RWD the wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
The wheel mesh is the wheel disk mesh(wheel mesh without rim). The mesh will be scaled according to tire dimensions, has to fit into a unit cube. The rim mesh is generated automatically.&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe. All angles are in degrees. For a &amp;quot;negative camber&amp;quot; the left wheel camber has to be negative, the right wheel camber positive.&lt;br /&gt;
&lt;br /&gt;
Ackermann and steering are optional. Ackermann is the steering arm angle relative to wheel. Ideal ackermann(100%) is atan(0.5* track / wheelbase). For the right wheel positive ackermann is positive, for the left negative. Steering is the maximum steering angle of the wheel(for ackermann = 0). A negative steering leads to a reverted steering.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.hinge]&lt;br /&gt;
wheel = -0.736, 1.14, -0.47&lt;br /&gt;
chassis = 0.0, 0.99, -0.55&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suspension has to be defined per wheel. Hinge suspension is equivalent to a parallel double wishbone setup. The hinge link is attached at chassis to car body and at wheel to wheel hub.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.macpherson-strut]&lt;br /&gt;
strut-top = -0.66, 1.34, 0.05&lt;br /&gt;
strut-end = -0.70, 1.34, -0.505&lt;br /&gt;
hinge = -0.36, 1.34, -0.44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternatively a macpherson-strut setup can be used. Hinge is the lower link attachment point to car body. The wheel attachment point is the wheel hub position.&lt;br /&gt;
&lt;br /&gt;
==Coilover==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.coilover]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2600&lt;br /&gt;
rebound = 7900&lt;br /&gt;
damper-factor-1 = 0.06, 1.2&lt;br /&gt;
damper-factor-2 = 0.08, 1.1&lt;br /&gt;
damper-factor-3 = 0.1, 1&lt;br /&gt;
damper-factor-4 = 0.2, 0.9&lt;br /&gt;
damper-factor-5 = 0.5, 0.5&lt;br /&gt;
damper-factor-6 = 1, 0.3&lt;br /&gt;
damper-factor-7 = 5, 0.1&lt;br /&gt;
travel = 0.19&lt;br /&gt;
anti-roll = 800.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Each wheel has a coilover(spring-damper unit). The spring-constant is the &amp;#039;&amp;#039;&amp;#039;wheel rate&amp;#039;&amp;#039;&amp;#039; in N/m. The spring-factor-1 and 2 parameters define a curve for the spring response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is the suspension displacement in meters and y is the factor to be applied to the spring coefficient. In this example, the spring factor will be 1.0 when the displacement is between 0 and 0.052 m, and then the spring factor will change linearly to 1.2 at 0.055 m (and beyond). The spring factor gets multiplied by the spring-constant. You can put as many spring-factor points as you want (just increase the spring-factor- number for each additional point). Note that displacement values are relative to the &amp;quot;zero g&amp;quot;, &amp;quot;zero force&amp;quot; position. For best results, start VDrift with the -debug option and observe suspension displacements during maneuvering to determine where you want to put your points.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
The travel is the maximum wheel travel from wheel extended position. Anti-roll in N/m is currently incorrectly associated with the wheel coilover, acts between front wheels fl and fr and rear wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.tire]&lt;br /&gt;
texture = tire/touring.png # optional, enables auto-generated tire mesh&lt;br /&gt;
#mesh = tire.joe           # optional, overrides auto-generated tire mesh&lt;br /&gt;
size = 215, 45, 17&lt;br /&gt;
type = &amp;amp;tire/touring&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tire size determines tire dimensions:&lt;br /&gt;
* section width in millimeters, measured from sidewall to sidewall&lt;br /&gt;
* ratio of sidewall height to section width in percent&lt;br /&gt;
* diameter of the wheel in inches&lt;br /&gt;
Each wheel has a tire section. Tire size is used to calculate wheel weight and inertia. The tire mesh is optional and has to be centered at origin and fit into a unit box. It will be scaled according to tire dimensions. If omitted a default mesh is generated/used.&lt;br /&gt;
&lt;br /&gt;
Tire type is a tire subsection [wheel.fl.tire.type], here a reference. This means car loader will look for a [tire/touring] section and alternatively for a file tire/touring relative to car and carparts directory. The first found section definition is used.  More info about tire type definition can be found here: [[Tire parameters]]&lt;br /&gt;
&lt;br /&gt;
==Brake==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.rl.brake]&lt;br /&gt;
texture = rotor_shiny_slotted_drilled.png # optional, enables auto-generated disk mesh&lt;br /&gt;
#mesh = rotor.joe                         # optional, overrides auto-generated brake disk mesh&lt;br /&gt;
friction = 0.6&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.45&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
handbrake = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://how2gainweightfast.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;weight gain&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; brake section) or the rear brakes (in the rear brake section). To make sense, the rear value should equal 1.0 minus the front value. The maximum brake torque is calculated as friction * area * bias * max-pressure * radius. Handbrake determines the handbrake influence factor. Texture is an optional brake rotor texture. If set a brake disk mesh is generated from brake parameters. This mesh can be overridden by providing a custom brake mesh.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[steering]&lt;br /&gt;
texture = steering_wheel.png&lt;br /&gt;
mesh = steering_wheel.joe&lt;br /&gt;
position = -0.37, 0.44, 0.09&lt;br /&gt;
rotation = 87.5, 0.0, 0.0&lt;br /&gt;
max-angle = 320&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Steering defines the steering device. The rotation of the steering model is constrained by max-angle. The rotation axis is the local z-axis of the steering mesh.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[particle-00]&lt;br /&gt;
position = 0.0, -1.28, -0.36&lt;br /&gt;
mass = 30.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Mass particles used for weight distribution and rotational inertia. Most cars will use 6-10 particles.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[light-brake]&lt;br /&gt;
texture = brake.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&lt;br /&gt;
[light-reverse]&lt;br /&gt;
texture = reverse.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Car lights are treated as car shape models. light-brake is set emissive during braking, light-reverse if reverse gear is selected.&lt;br /&gt;
&lt;br /&gt;
==Car shape==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[driver]&lt;br /&gt;
texture = driver2.png, driver-misc1.png&lt;br /&gt;
mesh = driver.joe&lt;br /&gt;
position = -0.37, 0.07, 0.05&lt;br /&gt;
mass = 90.0&lt;br /&gt;
&lt;br /&gt;
[body]&lt;br /&gt;
texture = body00.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
&lt;br /&gt;
[interior]&lt;br /&gt;
texture = interior.png&lt;br /&gt;
mesh = interior.joe&lt;br /&gt;
&lt;br /&gt;
[glass]&lt;br /&gt;
texture = glass.png&lt;br /&gt;
mesh = glass.joe&lt;br /&gt;
draw = transparent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The car shape can consist of an arbitrary number of models with arbitrary names excluding the reserved ones: engine, clutch, ...&lt;br /&gt;
&lt;br /&gt;
Shape hierarchies [body.foo] are not supported.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1290</id>
		<title>Car parameters</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1290"/>
		<updated>2013-04-03T10:06:04Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Camera */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Car parameters for vdrift-2010-06-30]]&lt;br /&gt;
* [[Car parameters for vdrift-2009-06-15 and older]]&lt;br /&gt;
&lt;br /&gt;
The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
The .car files use the [http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions right-handed (positive)] coordinate system for all parameters:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x axis&amp;#039;&amp;#039;&amp;#039;: negative is left, positive is right&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;y axis&amp;#039;&amp;#039;&amp;#039;: negative is back, positive is forward&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;z axis&amp;#039;&amp;#039;&amp;#039;: negative is down, positive is up&lt;br /&gt;
&lt;br /&gt;
==Common Parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[section]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png&lt;br /&gt;
mesh = model.joe&lt;br /&gt;
position = 0.736, 1.14, -0.47&lt;br /&gt;
rotation = 0, 0, 30&lt;br /&gt;
scale = -1, 1, 1&lt;br /&gt;
color = 0.8, 0.1, 0.1&lt;br /&gt;
draw = transparent&lt;br /&gt;
mass = 40&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Every car section supports a set of optional parameters to describe its graphic representation.&lt;br /&gt;
&lt;br /&gt;
Texture is a list of textures that has to contain at least one texture, usually the diffuse color texture. Mesh defines the model mesh to be used with the texture. Texture and mesh paths are relative to car(XS) and carparts(shared components) directory. &lt;br /&gt;
&lt;br /&gt;
Position/rotation(in degrees)/scale will transform the mesh relative to parent. Color defines the color of the mesh(to be blended with the texture according to its alpha channel). Draw allows the options transparent(according to first textures alpha channel) or emissive(won&amp;#039;t be affected by lighting, used for brake/reverse light models).&lt;br /&gt;
&lt;br /&gt;
Mass is used to calculate car inertia, weight and center of mass.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[engine]&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. Idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[clutch]&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The clutch is described by its sliding friction coefficient, radius, area and maximum applied pressure. The torque capacity(maximum transmitted torque) of the clutch is TC = sliding * radius * area * max-pressure. It should be somewhere between one and two times the maximum enine torque. TC = 1.25 * max-engine-torque is a good start value.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[transmission]&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
For &amp;#039;&amp;#039;&amp;#039;FWD&amp;#039;&amp;#039;&amp;#039; cars [differential.front] has to be defined. &amp;#039;&amp;#039;&amp;#039;AWD&amp;#039;&amp;#039;&amp;#039; cars require [differential.front], [differential.rear] and [differential.center].&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[differential.rear]&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[fuel-tank]&lt;br /&gt;
position = 0.0, -1.0, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[camera.1]&lt;br /&gt;
name = driver                   # name to identify camera, default values are hood, driver, chase rigid, chase loose orbit and free&lt;br /&gt;
type = mount                    # supported types are mount, chase, orbit, free&lt;br /&gt;
position = -0.023, -0.32, 0.50  # camera position relative to car&lt;br /&gt;
lookat = -0.023, 0.32, 0.3      # optional, defines camera view direction&lt;br /&gt;
stiffness = 0.0                 # optional, bounce effect, 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
fov = 90                        # optional, overrides default field of view angle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wing.rear]&lt;br /&gt;
position = 0.0, -2.14, 0.37&lt;br /&gt;
frontal-area = 0.05&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.5&lt;br /&gt;
lift-coefficient = -0.7&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Wing identifiers front, center, rear are arbitrary(can be chosen freely). A wing describes the aerodynamics(car body, front/rear wing) of the car. A car has to have at least one wing, to capture body drag. Most cars will use up to three. The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
Downforce can be added with the optional parameters surface-area, lift-coefficient, efficiency. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl]&lt;br /&gt;
texture = oem_wheel.png, oem_wheel-misc1.png &lt;br /&gt;
mesh = oem_wheel.joe                         # if genrim not set to false, mesh is used as wheel disk(spokes), rim will be auto-generated&lt;br /&gt;
#genrim = false                              # optional, disables auto-generated rim mesh&lt;br /&gt;
position = -0.736, 1.14, -0.47	#track front/rear 1471/1509&lt;br /&gt;
camber = 0.5&lt;br /&gt;
caster = 6.0&lt;br /&gt;
toe = -0.16&lt;br /&gt;
ackermann = 8.46	# 50% ackermann&lt;br /&gt;
steering = 30&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of wheels is fixed to four: fl, fr, rl, rr. For a FWD car the wheels fl and fr are powered, for RWD the wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
The wheel mesh is the wheel disk mesh(wheel mesh without rim). The mesh will be scaled according to tire dimensions, has to fit into a unit cube. The rim mesh is generated automatically.&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe. All angles are in degrees. For a &amp;quot;negative camber&amp;quot; the left wheel camber has to be negative, the right wheel camber positive.&lt;br /&gt;
&lt;br /&gt;
Ackermann and steering are optional. Ackermann is the steering arm angle relative to wheel. Ideal ackermann(100%) is atan(0.5* track / wheelbase). For the right wheel positive ackermann is positive, for the left negative. Steering is the maximum steering angle of the wheel(for ackermann = 0). A negative steering leads to a reverted steering.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.hinge]&lt;br /&gt;
wheel = -0.736, 1.14, -0.47&lt;br /&gt;
chassis = 0.0, 0.99, -0.55&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suspension has to be defined per wheel. Hinge suspension is equivalent to a parallel double wishbone setup. The hinge link is attached at chassis to car body and at wheel to wheel hub.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.macpherson-strut]&lt;br /&gt;
strut-top = -0.66, 1.34, 0.05&lt;br /&gt;
strut-end = -0.70, 1.34, -0.505&lt;br /&gt;
hinge = -0.36, 1.34, -0.44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternatively a macpherson-strut setup can be used. Hinge is the lower link attachment point to car body. The wheel attachment point is the wheel hub position.&lt;br /&gt;
&lt;br /&gt;
==Coilover==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.coilover]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2600&lt;br /&gt;
rebound = 7900&lt;br /&gt;
damper-factor-1 = 0.06, 1.2&lt;br /&gt;
damper-factor-2 = 0.08, 1.1&lt;br /&gt;
damper-factor-3 = 0.1, 1&lt;br /&gt;
damper-factor-4 = 0.2, 0.9&lt;br /&gt;
damper-factor-5 = 0.5, 0.5&lt;br /&gt;
damper-factor-6 = 1, 0.3&lt;br /&gt;
damper-factor-7 = 5, 0.1&lt;br /&gt;
travel = 0.19&lt;br /&gt;
anti-roll = 800.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Each wheel has a coilover(spring-damper unit). The spring-constant is the &amp;#039;&amp;#039;&amp;#039;wheel rate&amp;#039;&amp;#039;&amp;#039; in N/m. The spring-factor-1 and 2 parameters define a curve for the spring response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is the suspension displacement in meters and y is the factor to be applied to the spring coefficient. In this example, the spring factor will be 1.0 when the displacement is between 0 and 0.052 m, and then the spring factor will change linearly to 1.2 at 0.055 m (and beyond). The spring factor gets multiplied by the spring-constant. You can put as many spring-factor points as you want (just increase the spring-factor- number for each additional point). Note that displacement values are relative to the &amp;quot;zero g&amp;quot;, &amp;quot;zero force&amp;quot; position. For best results, start VDrift with the -debug option and observe suspension displacements during maneuvering to determine where you want to put your points.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
The travel is the maximum wheel travel from wheel extended position. Anti-roll in N/m is currently incorrectly associated with the wheel coilover, acts between front wheels fl and fr and rear wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.tire]&lt;br /&gt;
texture = tire/touring.png # optional, enables auto-generated tire mesh&lt;br /&gt;
#mesh = tire.joe           # optional, overrides auto-generated tire mesh&lt;br /&gt;
size = 215, 45, 17&lt;br /&gt;
type = &amp;amp;tire/touring&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tire size determines tire dimensions:&lt;br /&gt;
* section width in millimeters, measured from sidewall to sidewall&lt;br /&gt;
* ratio of sidewall height to section width in percent&lt;br /&gt;
* diameter of the wheel in inches&lt;br /&gt;
Each wheel has a tire section. Tire size is used to calculate wheel weight and inertia. The tire mesh is optional and has to be centered at origin and fit into a unit box. It will be scaled according to tire dimensions. If omitted a default mesh is generated/used.&lt;br /&gt;
&lt;br /&gt;
Tire type is a tire subsection [wheel.fl.tire.type], here a reference. This means car loader will look for a [tire/touring] section and alternatively for a file tire/touring relative to car and carparts directory. The first found section definition is used.  More info about tire type definition can be found here: [[Tire parameters]]&lt;br /&gt;
&lt;br /&gt;
==Brake==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.rl.brake]&lt;br /&gt;
texture = rotor_shiny_slotted_drilled.png # optional, enables auto-generated disk mesh&lt;br /&gt;
#mesh = rotor.joe                         # optional, overrides auto-generated brake disk mesh&lt;br /&gt;
friction = 0.6&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.45&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
handbrake = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://how2gainweightfast.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;weight gain&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; brake section) or the rear brakes (in the rear brake section). To make sense, the rear value should equal 1.0 minus the front value. The maximum brake torque is calculated as friction * area * bias * max-pressure * radius. Handbrake determines the handbrake influence factor. Texture is an optional brake rotor texture. If set a brake disk mesh is generated from brake parameters. This mesh can be overridden by providing a custom brake mesh.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[steering]&lt;br /&gt;
texture = steering_wheel.png&lt;br /&gt;
mesh = steering_wheel.joe&lt;br /&gt;
position = -0.37, 0.44, 0.09&lt;br /&gt;
rotation = 87.5, 0.0, 0.0&lt;br /&gt;
max-angle = 320&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Steering defines the steering device. The rotation of the steering model is constrained by max-angle. The rotation axis is the local z-axis of the steering mesh.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[particle-00]&lt;br /&gt;
position = 0.0, -1.28, -0.36&lt;br /&gt;
mass = 30.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Mass particles used for weight distribution and rotational inertia. Most cars will use 6-10 particles.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[light-brake]&lt;br /&gt;
texture = brake.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&lt;br /&gt;
[light-reverse]&lt;br /&gt;
texture = reverse.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Car lights are treated as car shape models. light-brake is set emissive during braking, light-reverse if reverse gear is selected.&lt;br /&gt;
&lt;br /&gt;
==Car shape==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[driver]&lt;br /&gt;
texture = driver2.png, driver-misc1.png&lt;br /&gt;
mesh = driver.joe&lt;br /&gt;
position = -0.37, 0.07, 0.05&lt;br /&gt;
mass = 90.0&lt;br /&gt;
&lt;br /&gt;
[body]&lt;br /&gt;
texture = body00.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
&lt;br /&gt;
[interior]&lt;br /&gt;
texture = interior.png&lt;br /&gt;
mesh = interior.joe&lt;br /&gt;
&lt;br /&gt;
[glass]&lt;br /&gt;
texture = glass.png&lt;br /&gt;
mesh = glass.joe&lt;br /&gt;
draw = transparent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The car shape can consist of an arbitrary number of models with arbitrary names excluding the reserved ones: engine, clutch, ...&lt;br /&gt;
&lt;br /&gt;
Shape hierarchies [body.foo] are not supported.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1289</id>
		<title>Car parameters</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1289"/>
		<updated>2013-04-03T09:58:55Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Particle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Car parameters for vdrift-2010-06-30]]&lt;br /&gt;
* [[Car parameters for vdrift-2009-06-15 and older]]&lt;br /&gt;
&lt;br /&gt;
The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
The .car files use the [http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions right-handed (positive)] coordinate system for all parameters:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x axis&amp;#039;&amp;#039;&amp;#039;: negative is left, positive is right&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;y axis&amp;#039;&amp;#039;&amp;#039;: negative is back, positive is forward&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;z axis&amp;#039;&amp;#039;&amp;#039;: negative is down, positive is up&lt;br /&gt;
&lt;br /&gt;
==Common Parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[section]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png&lt;br /&gt;
mesh = model.joe&lt;br /&gt;
position = 0.736, 1.14, -0.47&lt;br /&gt;
rotation = 0, 0, 30&lt;br /&gt;
scale = -1, 1, 1&lt;br /&gt;
color = 0.8, 0.1, 0.1&lt;br /&gt;
draw = transparent&lt;br /&gt;
mass = 40&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Every car section supports a set of optional parameters to describe its graphic representation.&lt;br /&gt;
&lt;br /&gt;
Texture is a list of textures that has to contain at least one texture, usually the diffuse color texture. Mesh defines the model mesh to be used with the texture. Texture and mesh paths are relative to car(XS) and carparts(shared components) directory. &lt;br /&gt;
&lt;br /&gt;
Position/rotation(in degrees)/scale will transform the mesh relative to parent. Color defines the color of the mesh(to be blended with the texture according to its alpha channel). Draw allows the options transparent(according to first textures alpha channel) or emissive(won&amp;#039;t be affected by lighting, used for brake/reverse light models).&lt;br /&gt;
&lt;br /&gt;
Mass is used to calculate car inertia, weight and center of mass.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[engine]&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. Idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[clutch]&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The clutch is described by its sliding friction coefficient, radius, area and maximum applied pressure. The torque capacity(maximum transmitted torque) of the clutch is TC = sliding * radius * area * max-pressure. It should be somewhere between one and two times the maximum enine torque. TC = 1.25 * max-engine-torque is a good start value.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[transmission]&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
For &amp;#039;&amp;#039;&amp;#039;FWD&amp;#039;&amp;#039;&amp;#039; cars [differential.front] has to be defined. &amp;#039;&amp;#039;&amp;#039;AWD&amp;#039;&amp;#039;&amp;#039; cars require [differential.front], [differential.rear] and [differential.center].&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[differential.rear]&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[fuel-tank]&lt;br /&gt;
position = 0.0, -1.0, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[camera]&lt;br /&gt;
view-position = -0.35, -0.64, 0.30&lt;br /&gt;
hood-mounted-view-position = 0, 0.55, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wing.rear]&lt;br /&gt;
position = 0.0, -2.14, 0.37&lt;br /&gt;
frontal-area = 0.05&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.5&lt;br /&gt;
lift-coefficient = -0.7&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Wing identifiers front, center, rear are arbitrary(can be chosen freely). A wing describes the aerodynamics(car body, front/rear wing) of the car. A car has to have at least one wing, to capture body drag. Most cars will use up to three. The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
Downforce can be added with the optional parameters surface-area, lift-coefficient, efficiency. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl]&lt;br /&gt;
texture = oem_wheel.png, oem_wheel-misc1.png &lt;br /&gt;
mesh = oem_wheel.joe                         # if genrim not set to false, mesh is used as wheel disk(spokes), rim will be auto-generated&lt;br /&gt;
#genrim = false                              # optional, disables auto-generated rim mesh&lt;br /&gt;
position = -0.736, 1.14, -0.47	#track front/rear 1471/1509&lt;br /&gt;
camber = 0.5&lt;br /&gt;
caster = 6.0&lt;br /&gt;
toe = -0.16&lt;br /&gt;
ackermann = 8.46	# 50% ackermann&lt;br /&gt;
steering = 30&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of wheels is fixed to four: fl, fr, rl, rr. For a FWD car the wheels fl and fr are powered, for RWD the wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
The wheel mesh is the wheel disk mesh(wheel mesh without rim). The mesh will be scaled according to tire dimensions, has to fit into a unit cube. The rim mesh is generated automatically.&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe. All angles are in degrees. For a &amp;quot;negative camber&amp;quot; the left wheel camber has to be negative, the right wheel camber positive.&lt;br /&gt;
&lt;br /&gt;
Ackermann and steering are optional. Ackermann is the steering arm angle relative to wheel. Ideal ackermann(100%) is atan(0.5* track / wheelbase). For the right wheel positive ackermann is positive, for the left negative. Steering is the maximum steering angle of the wheel(for ackermann = 0). A negative steering leads to a reverted steering.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.hinge]&lt;br /&gt;
wheel = -0.736, 1.14, -0.47&lt;br /&gt;
chassis = 0.0, 0.99, -0.55&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suspension has to be defined per wheel. Hinge suspension is equivalent to a parallel double wishbone setup. The hinge link is attached at chassis to car body and at wheel to wheel hub.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.macpherson-strut]&lt;br /&gt;
strut-top = -0.66, 1.34, 0.05&lt;br /&gt;
strut-end = -0.70, 1.34, -0.505&lt;br /&gt;
hinge = -0.36, 1.34, -0.44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternatively a macpherson-strut setup can be used. Hinge is the lower link attachment point to car body. The wheel attachment point is the wheel hub position.&lt;br /&gt;
&lt;br /&gt;
==Coilover==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.coilover]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2600&lt;br /&gt;
rebound = 7900&lt;br /&gt;
damper-factor-1 = 0.06, 1.2&lt;br /&gt;
damper-factor-2 = 0.08, 1.1&lt;br /&gt;
damper-factor-3 = 0.1, 1&lt;br /&gt;
damper-factor-4 = 0.2, 0.9&lt;br /&gt;
damper-factor-5 = 0.5, 0.5&lt;br /&gt;
damper-factor-6 = 1, 0.3&lt;br /&gt;
damper-factor-7 = 5, 0.1&lt;br /&gt;
travel = 0.19&lt;br /&gt;
anti-roll = 800.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Each wheel has a coilover(spring-damper unit). The spring-constant is the &amp;#039;&amp;#039;&amp;#039;wheel rate&amp;#039;&amp;#039;&amp;#039; in N/m. The spring-factor-1 and 2 parameters define a curve for the spring response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is the suspension displacement in meters and y is the factor to be applied to the spring coefficient. In this example, the spring factor will be 1.0 when the displacement is between 0 and 0.052 m, and then the spring factor will change linearly to 1.2 at 0.055 m (and beyond). The spring factor gets multiplied by the spring-constant. You can put as many spring-factor points as you want (just increase the spring-factor- number for each additional point). Note that displacement values are relative to the &amp;quot;zero g&amp;quot;, &amp;quot;zero force&amp;quot; position. For best results, start VDrift with the -debug option and observe suspension displacements during maneuvering to determine where you want to put your points.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
The travel is the maximum wheel travel from wheel extended position. Anti-roll in N/m is currently incorrectly associated with the wheel coilover, acts between front wheels fl and fr and rear wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.tire]&lt;br /&gt;
texture = tire/touring.png # optional, enables auto-generated tire mesh&lt;br /&gt;
#mesh = tire.joe           # optional, overrides auto-generated tire mesh&lt;br /&gt;
size = 215, 45, 17&lt;br /&gt;
type = &amp;amp;tire/touring&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tire size determines tire dimensions:&lt;br /&gt;
* section width in millimeters, measured from sidewall to sidewall&lt;br /&gt;
* ratio of sidewall height to section width in percent&lt;br /&gt;
* diameter of the wheel in inches&lt;br /&gt;
Each wheel has a tire section. Tire size is used to calculate wheel weight and inertia. The tire mesh is optional and has to be centered at origin and fit into a unit box. It will be scaled according to tire dimensions. If omitted a default mesh is generated/used.&lt;br /&gt;
&lt;br /&gt;
Tire type is a tire subsection [wheel.fl.tire.type], here a reference. This means car loader will look for a [tire/touring] section and alternatively for a file tire/touring relative to car and carparts directory. The first found section definition is used.  More info about tire type definition can be found here: [[Tire parameters]]&lt;br /&gt;
&lt;br /&gt;
==Brake==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.rl.brake]&lt;br /&gt;
texture = rotor_shiny_slotted_drilled.png # optional, enables auto-generated disk mesh&lt;br /&gt;
#mesh = rotor.joe                         # optional, overrides auto-generated brake disk mesh&lt;br /&gt;
friction = 0.6&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.45&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
handbrake = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://how2gainweightfast.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;weight gain&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; brake section) or the rear brakes (in the rear brake section). To make sense, the rear value should equal 1.0 minus the front value. The maximum brake torque is calculated as friction * area * bias * max-pressure * radius. Handbrake determines the handbrake influence factor. Texture is an optional brake rotor texture. If set a brake disk mesh is generated from brake parameters. This mesh can be overridden by providing a custom brake mesh.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[steering]&lt;br /&gt;
texture = steering_wheel.png&lt;br /&gt;
mesh = steering_wheel.joe&lt;br /&gt;
position = -0.37, 0.44, 0.09&lt;br /&gt;
rotation = 87.5, 0.0, 0.0&lt;br /&gt;
max-angle = 320&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Steering defines the steering device. The rotation of the steering model is constrained by max-angle. The rotation axis is the local z-axis of the steering mesh.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[particle-00]&lt;br /&gt;
position = 0.0, -1.28, -0.36&lt;br /&gt;
mass = 30.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Mass particles used for weight distribution and rotational inertia. Most cars will use 6-10 particles.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[light-brake]&lt;br /&gt;
texture = brake.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&lt;br /&gt;
[light-reverse]&lt;br /&gt;
texture = reverse.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Car lights are treated as car shape models. light-brake is set emissive during braking, light-reverse if reverse gear is selected.&lt;br /&gt;
&lt;br /&gt;
==Car shape==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[driver]&lt;br /&gt;
texture = driver2.png, driver-misc1.png&lt;br /&gt;
mesh = driver.joe&lt;br /&gt;
position = -0.37, 0.07, 0.05&lt;br /&gt;
mass = 90.0&lt;br /&gt;
&lt;br /&gt;
[body]&lt;br /&gt;
texture = body00.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
&lt;br /&gt;
[interior]&lt;br /&gt;
texture = interior.png&lt;br /&gt;
mesh = interior.joe&lt;br /&gt;
&lt;br /&gt;
[glass]&lt;br /&gt;
texture = glass.png&lt;br /&gt;
mesh = glass.joe&lt;br /&gt;
draw = transparent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The car shape can consist of an arbitrary number of models with arbitrary names excluding the reserved ones: engine, clutch, ...&lt;br /&gt;
&lt;br /&gt;
Shape hierarchies [body.foo] are not supported.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1288</id>
		<title>Car parameters</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters&amp;diff=1288"/>
		<updated>2013-04-03T09:57:25Z</updated>

		<summary type="html">&lt;p&gt;NaN: /* Wheel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Car parameters for vdrift-2010-06-30]]&lt;br /&gt;
* [[Car parameters for vdrift-2009-06-15 and older]]&lt;br /&gt;
&lt;br /&gt;
The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
The .car files use the [http://en.wikipedia.org/wiki/Cartesian_coordinate_system#In_three_dimensions right-handed (positive)] coordinate system for all parameters:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x axis&amp;#039;&amp;#039;&amp;#039;: negative is left, positive is right&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;y axis&amp;#039;&amp;#039;&amp;#039;: negative is back, positive is forward&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;z axis&amp;#039;&amp;#039;&amp;#039;: negative is down, positive is up&lt;br /&gt;
&lt;br /&gt;
==Common Parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[section]&lt;br /&gt;
texture = diffuse.png, misc1.png, misc2.png&lt;br /&gt;
mesh = model.joe&lt;br /&gt;
position = 0.736, 1.14, -0.47&lt;br /&gt;
rotation = 0, 0, 30&lt;br /&gt;
scale = -1, 1, 1&lt;br /&gt;
color = 0.8, 0.1, 0.1&lt;br /&gt;
draw = transparent&lt;br /&gt;
mass = 40&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Every car section supports a set of optional parameters to describe its graphic representation.&lt;br /&gt;
&lt;br /&gt;
Texture is a list of textures that has to contain at least one texture, usually the diffuse color texture. Mesh defines the model mesh to be used with the texture. Texture and mesh paths are relative to car(XS) and carparts(shared components) directory. &lt;br /&gt;
&lt;br /&gt;
Position/rotation(in degrees)/scale will transform the mesh relative to parent. Color defines the color of the mesh(to be blended with the texture according to its alpha channel). Draw allows the options transparent(according to first textures alpha channel) or emissive(won&amp;#039;t be affected by lighting, used for brake/reverse light models).&lt;br /&gt;
&lt;br /&gt;
Mass is used to calculate car inertia, weight and center of mass.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[engine]&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. Idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[clutch]&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The clutch is described by its sliding friction coefficient, radius, area and maximum applied pressure. The torque capacity(maximum transmitted torque) of the clutch is TC = sliding * radius * area * max-pressure. It should be somewhere between one and two times the maximum enine torque. TC = 1.25 * max-engine-torque is a good start value.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[transmission]&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
For &amp;#039;&amp;#039;&amp;#039;FWD&amp;#039;&amp;#039;&amp;#039; cars [differential.front] has to be defined. &amp;#039;&amp;#039;&amp;#039;AWD&amp;#039;&amp;#039;&amp;#039; cars require [differential.front], [differential.rear] and [differential.center].&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[differential.rear]&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[fuel-tank]&lt;br /&gt;
position = 0.0, -1.0, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[camera]&lt;br /&gt;
view-position = -0.35, -0.64, 0.30&lt;br /&gt;
hood-mounted-view-position = 0, 0.55, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wing.rear]&lt;br /&gt;
position = 0.0, -2.14, 0.37&lt;br /&gt;
frontal-area = 0.05&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.5&lt;br /&gt;
lift-coefficient = -0.7&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Wing identifiers front, center, rear are arbitrary(can be chosen freely). A wing describes the aerodynamics(car body, front/rear wing) of the car. A car has to have at least one wing, to capture body drag. Most cars will use up to three. The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
Downforce can be added with the optional parameters surface-area, lift-coefficient, efficiency. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl]&lt;br /&gt;
texture = oem_wheel.png, oem_wheel-misc1.png &lt;br /&gt;
mesh = oem_wheel.joe                         # if genrim not set to false, mesh is used as wheel disk(spokes), rim will be auto-generated&lt;br /&gt;
#genrim = false                              # optional, disables auto-generated rim mesh&lt;br /&gt;
position = -0.736, 1.14, -0.47	#track front/rear 1471/1509&lt;br /&gt;
camber = 0.5&lt;br /&gt;
caster = 6.0&lt;br /&gt;
toe = -0.16&lt;br /&gt;
ackermann = 8.46	# 50% ackermann&lt;br /&gt;
steering = 30&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of wheels is fixed to four: fl, fr, rl, rr. For a FWD car the wheels fl and fr are powered, for RWD the wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
The wheel mesh is the wheel disk mesh(wheel mesh without rim). The mesh will be scaled according to tire dimensions, has to fit into a unit cube. The rim mesh is generated automatically.&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe. All angles are in degrees. For a &amp;quot;negative camber&amp;quot; the left wheel camber has to be negative, the right wheel camber positive.&lt;br /&gt;
&lt;br /&gt;
Ackermann and steering are optional. Ackermann is the steering arm angle relative to wheel. Ideal ackermann(100%) is atan(0.5* track / wheelbase). For the right wheel positive ackermann is positive, for the left negative. Steering is the maximum steering angle of the wheel(for ackermann = 0). A negative steering leads to a reverted steering.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.hinge]&lt;br /&gt;
wheel = -0.736, 1.14, -0.47&lt;br /&gt;
chassis = 0.0, 0.99, -0.55&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suspension has to be defined per wheel. Hinge suspension is equivalent to a parallel double wishbone setup. The hinge link is attached at chassis to car body and at wheel to wheel hub.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.macpherson-strut]&lt;br /&gt;
strut-top = -0.66, 1.34, 0.05&lt;br /&gt;
strut-end = -0.70, 1.34, -0.505&lt;br /&gt;
hinge = -0.36, 1.34, -0.44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Alternatively a macpherson-strut setup can be used. Hinge is the lower link attachment point to car body. The wheel attachment point is the wheel hub position.&lt;br /&gt;
&lt;br /&gt;
==Coilover==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.coilover]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2600&lt;br /&gt;
rebound = 7900&lt;br /&gt;
damper-factor-1 = 0.06, 1.2&lt;br /&gt;
damper-factor-2 = 0.08, 1.1&lt;br /&gt;
damper-factor-3 = 0.1, 1&lt;br /&gt;
damper-factor-4 = 0.2, 0.9&lt;br /&gt;
damper-factor-5 = 0.5, 0.5&lt;br /&gt;
damper-factor-6 = 1, 0.3&lt;br /&gt;
damper-factor-7 = 5, 0.1&lt;br /&gt;
travel = 0.19&lt;br /&gt;
anti-roll = 800.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Each wheel has a coilover(spring-damper unit). The spring-constant is the &amp;#039;&amp;#039;&amp;#039;wheel rate&amp;#039;&amp;#039;&amp;#039; in N/m. The spring-factor-1 and 2 parameters define a curve for the spring response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is the suspension displacement in meters and y is the factor to be applied to the spring coefficient. In this example, the spring factor will be 1.0 when the displacement is between 0 and 0.052 m, and then the spring factor will change linearly to 1.2 at 0.055 m (and beyond). The spring factor gets multiplied by the spring-constant. You can put as many spring-factor points as you want (just increase the spring-factor- number for each additional point). Note that displacement values are relative to the &amp;quot;zero g&amp;quot;, &amp;quot;zero force&amp;quot; position. For best results, start VDrift with the -debug option and observe suspension displacements during maneuvering to determine where you want to put your points.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
The travel is the maximum wheel travel from wheel extended position. Anti-roll in N/m is currently incorrectly associated with the wheel coilover, acts between front wheels fl and fr and rear wheels rl and rr.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.fl.tire]&lt;br /&gt;
texture = tire/touring.png # optional, enables auto-generated tire mesh&lt;br /&gt;
#mesh = tire.joe           # optional, overrides auto-generated tire mesh&lt;br /&gt;
size = 215, 45, 17&lt;br /&gt;
type = &amp;amp;tire/touring&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tire size determines tire dimensions:&lt;br /&gt;
* section width in millimeters, measured from sidewall to sidewall&lt;br /&gt;
* ratio of sidewall height to section width in percent&lt;br /&gt;
* diameter of the wheel in inches&lt;br /&gt;
Each wheel has a tire section. Tire size is used to calculate wheel weight and inertia. The tire mesh is optional and has to be centered at origin and fit into a unit box. It will be scaled according to tire dimensions. If omitted a default mesh is generated/used.&lt;br /&gt;
&lt;br /&gt;
Tire type is a tire subsection [wheel.fl.tire.type], here a reference. This means car loader will look for a [tire/touring] section and alternatively for a file tire/touring relative to car and carparts directory. The first found section definition is used.  More info about tire type definition can be found here: [[Tire parameters]]&lt;br /&gt;
&lt;br /&gt;
==Brake==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[wheel.rl.brake]&lt;br /&gt;
texture = rotor_shiny_slotted_drilled.png # optional, enables auto-generated disk mesh&lt;br /&gt;
#mesh = rotor.joe                         # optional, overrides auto-generated brake disk mesh&lt;br /&gt;
friction = 0.6&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.45&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
handbrake = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://how2gainweightfast.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;weight gain&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; brake section) or the rear brakes (in the rear brake section). To make sense, the rear value should equal 1.0 minus the front value. The maximum brake torque is calculated as friction * area * bias * max-pressure * radius. Handbrake determines the handbrake influence factor. Texture is an optional brake rotor texture. If set a brake disk mesh is generated from brake parameters. This mesh can be overridden by providing a custom brake mesh.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[steering]&lt;br /&gt;
texture = steering_wheel.png&lt;br /&gt;
mesh = steering_wheel.joe&lt;br /&gt;
position = -0.37, 0.44, 0.09&lt;br /&gt;
rotation = 87.5, 0.0, 0.0&lt;br /&gt;
max-angle = 320&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Steering defines the steering device. The rotation of the steering model is constrained by max-angle. The rotation axis is the local z-axis of the steering mesh.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[particle.00]&lt;br /&gt;
position = 0.0, -1.28, -0.36&lt;br /&gt;
mass = 30.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and rotational inertia. Most cars will use 6-10 mass particles.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[light-brake]&lt;br /&gt;
texture = brake.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&lt;br /&gt;
[light-reverse]&lt;br /&gt;
texture = reverse.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
draw = emissive&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Car lights are treated as car shape models. light-brake is set emissive during braking, light-reverse if reverse gear is selected.&lt;br /&gt;
&lt;br /&gt;
==Car shape==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[driver]&lt;br /&gt;
texture = driver2.png, driver-misc1.png&lt;br /&gt;
mesh = driver.joe&lt;br /&gt;
position = -0.37, 0.07, 0.05&lt;br /&gt;
mass = 90.0&lt;br /&gt;
&lt;br /&gt;
[body]&lt;br /&gt;
texture = body00.png&lt;br /&gt;
mesh = body.joe&lt;br /&gt;
&lt;br /&gt;
[interior]&lt;br /&gt;
texture = interior.png&lt;br /&gt;
mesh = interior.joe&lt;br /&gt;
&lt;br /&gt;
[glass]&lt;br /&gt;
texture = glass.png&lt;br /&gt;
mesh = glass.joe&lt;br /&gt;
draw = transparent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The car shape can consist of an arbitrary number of models with arbitrary names excluding the reserved ones: engine, clutch, ...&lt;br /&gt;
&lt;br /&gt;
Shape hierarchies [body.foo] are not supported.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>NaN</name></author>
	</entry>
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