Posted: 28 Jan 2010, 08:52
As a part of my (maybe) future tool, I'd like to allow the use of custom models in user tracks.
How?
By writing a revolt launcher that will run in background, add patch the necessary memory values when needed (when the current track is changed).
What would be supported?
For now, I plan to support:
-all models in '/models' directory
-skymaps
-sfx from one track (in the '/wavs/track' directory), 1 level can be choosen amongst any stock tracks.
-all generic sfx (in the '/wavs' directory)
Track maker
The track maker will have to edit a 'custom.ini' file to specify which models to replace.
User/player
The player will have to lauch revolt via the launcher to play this level.
custom.ini
Here is an overview of what the 'custom.ini' file could look:
If you have any comment/question, don't hesitate.
What I'm personally wondering:
- does anybody have anything against the use of a launcher/memory patcher? (I'm afraid there is no other way to do).
- is there some track makers interested by this stuff?
- are they/you ready to support the developement / testing of this tool? If nobody is helping, I won't do that work all alone.
How?
By writing a revolt launcher that will run in background, add patch the necessary memory values when needed (when the current track is changed).
What would be supported?
For now, I plan to support:
-all models in '/models' directory
-skymaps
-sfx from one track (in the '/wavs/track' directory), 1 level can be choosen amongst any stock tracks.
-all generic sfx (in the '/wavs' directory)
Track maker
The track maker will have to edit a 'custom.ini' file to specify which models to replace.
User/player
The player will have to lauch revolt via the launcher to play this level.
custom.ini
Here is an overview of what the 'custom.ini' file could look:
Code: Select all
[other]
; levels\toylite\water.bmp = ... (27 characters allowed)
; levels\toy2\dragon.bmp = ... (23 characters allowed)
; levels\muse2\sun.bmp = ... (23 characters allowed)
; levels\ship1\sky_ft.bmp = ... (23 characters allowed)
...
[models]
; Don't add the '.m' extension in this group
; models\barrel = ... (15 characters allowed)
; models\beachball = ... (19 characters allowed)
; models\earth = ... (15 characters allowed)
...
[makeitgood]
; Only if you want your model to appear in makeitgoodmode.
; Be aware that the number of characters allowed can become more restrictive than in '[models]' group.
; models\earth.m = ... (15 characters allowed)
...
[level_sfx_used]
; Use one (only one) of the level below, depending of the number of sounds you want to include.
; use_sfx_from_level = ToyLite
...
[level_sfx]
; Use the level set in 'use_sfx_from_level'
; wavs\toy\piano.wav = ... (19 characters allowed)
; wavs\toy\plane.wav = ... (19 characters allowed)
; wavs\toy\copter.wav = ... (19 characters allowed)
...
[generic_sfx]
; Except for total conversion, I don't encourage you to modify the generic sounds.
; wavs\moto.wav = ... (15 characters allowed)
; wavs\petrol.wav = ... (15 characters allowed)
; wavs\clockwrk.wav = ... (19 characters allowed)
...
What I'm personally wondering:
- does anybody have anything against the use of a launcher/memory patcher? (I'm afraid there is no other way to do).
- is there some track makers interested by this stuff?
- are they/you ready to support the developement / testing of this tool? If nobody is helping, I won't do that work all alone.