Difference between revisions of "Car files and formats"
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+ | {{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.}} | ||
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Files within a car's folder: | Files within a car's folder: | ||
Latest revision as of 02:16, 3 April 2013
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. |
Files within a car's folder:
- CARNAME.car: Configfile_format, list of car parameters.
- about.txt: text format, first line contains the car name, other lines contain additional info.
- body.joe: JOE format, car body geometry.
- 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.
- brake.png: PNG format, an additive texture using the body.joe UV texture containing brake lights.
- collision.joe: JOE format, collision box geometry. Note that as of R2396, this file is no longer required.
- engine.wav: WAVE format, engine sound at 7000 RPM.
- glass.joe: JOE format, geometry data for any glass elements from the car body (such as windows).
- glass.png: PNG format, the glass.joe UV texture. Texture transparency is supported.
- interior.joe: JOE format, geometry data for the car's interior.
- interior.png: PNG format, the interior.joe UV texture.
- oem_wheel.joe: JOE format, geometry data to be used for the wheels.
- oem_wheel.png: PNG format, the oem_wheel.joe UV texture.
- reverse.png: PNG format, an additive texture using the body.joe UV texture containing reverse lights.