Difference between revisions of "Car files and formats"

From VDrift
Jump to: navigation, search
(Import from http://timothyfurlong.co.uk/vdrift/wiki/index.php?title=Car_files_and_formats (not sure where it went in the old export))
 
m (Add category)
Line 15: Line 15:
 
*oem_wheel.png: PNG format, the oem_wheel.joe UV texture.
 
*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.
 
*reverse.png: PNG format, an additive texture using the body.joe UV texture containing reverse lights.
 +
 +
[[Category:Cars]]

Revision as of 03:54, 1 September 2012

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.