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Posted: 13 Oct 2007, 17:02
Skarma
Because I prefered not having them there, I went into the Parameters of the standard pro cars and removed the aerials by setting the Model 17 and Model 18 lines to "NONE"
After, I started the game, loaded fine, but after the loading screen the track was shown in some sort of decomposed with blackness everywhere.
Then the game crashed.
Anyone know why? And how do I stop it from crashing with the cars having no aerials?
Posted: 13 Oct 2007, 17:33
Adamodell
{
;============================================================
;============================================================
; Sprinter XL
;============================================================
;============================================================
Name "Sprinter XL"
;====================
; Model Filenames
;====================
MODEL 0 "cars\tc6\body.prm"
MODEL 1 "cars\tc6\wheelfl.prm"
MODEL 2 "cars\tc6\wheelfr.prm"
MODEL 3 "cars\tc6\wheelbl.prm"
MODEL 4 "cars\tc6\wheelbr.prm"
MODEL 5 "NONE"
MODEL 6 "NONE"
MODEL 7 "NONE"
MODEL 8 "NONE"
MODEL 9 "NONE"
MODEL 10 "NONE"
MODEL 11 "NONE"
MODEL 12 "NONE"
MODEL 13 "NONE"
MODEL 14 "NONE"
MODEL 15 "NONE"
MODEL 16 "NONE"
MODEL 17 "NONE"
MODEL 18 "NONE"
TPAGE "cars\tc6\car.bmp"
COLL "cars\tc6\hull.hul"
EnvRGB 200 200 200
;====================
; Stuff mainly for frontend display and car selectability
;====================
BestTime TRUE
Selectable TRUE
Class 0 ; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain 0 ; Obtain method
Rating 0 ; Skill level (rookie, amateur, ...)
TopEnd 2808.146484 ; Actual top speed (mph) for frontend bars
Acc 4.405585 ; Acceleration rating (empirical)
Weight 0.900000 ; Scaled weight (for frontend bars)
Handling 80.000000 ; Handling ability (empirical and totally subjective)
Trans 0 ; Transmission type (calculate in game anyway...)
MaxRevs 0.500000 ; Max Revs (for rev counter)
;====================
; Handling related stuff
;====================
SteerRate 3.000000 ; Rate at which steer angle approaches value from input
SteerMod 0.400000 ;
EngineRate 4.500000 ; Rate at which Engine voltage approaches set value
TopSpeed 30.500000 ; Car's theoretical top speed (not including friction...)
DownForceMod 2.000000 ; Down force modifier when car on floor
CoM 0.000000 2.000000 -2.000000 ; Centre of mass relative to model centre
Weapon 0.000000 -32.000000 64.000000 ; Weapon genration offset
;====================
; Car Body details
;====================
BODY { ; Start Body
ModelNum 0 ; Model Number in above list
Offset 0, 0, 0 ; Calculated in game
Mass 0.900000
Inertia 1344.000000 0.000000 0.000000
0.000000 1550.000000 0.000000
0.000000 0.000000 365.000000
Gravity 2200 ; No longer used
Hardness 0.000000
Resistance 0.001000 ; Linear air esistance
AngRes 0.001000 ; Angular air resistance
ResMod 25.000000 ; Ang air resistnce scale when in air
Grip 0.010000 ; Converts downforce to friction value
StaticFriction 0.800000
KineticFriction 0.400000
} ; End Body
;====================
; Car Wheel details
;====================
WHEEL 0 { ; Start Wheel
ModelNum 1
Offset1 -19.500000 -3.000000 31.000000
Offset2 -2.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.400000
EngineRatio 9500.000000
Radius 11.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 14.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.014000
StaticFriction 1.550000
KineticFriction 1.350000
} ; End Wheel
WHEEL 1 { ; Start Wheel
ModelNum 2
Offset1 19.500000 -3.000000 31.000000
Offset2 2.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.400000
EngineRatio 9500.000000
Radius 11.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 14.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.014000
StaticFriction 1.550000
KineticFriction 1.350000
} ; End Wheel
WHEEL 2 { ; Start Wheel
ModelNum 3
Offset1 -20.000000 -3.000000 -39.000000
Offset2 -2.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 0.100000
EngineRatio 8500.000000
Radius 11.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 14.000000
ToeIn 0.000000
AxleFriction 0.050000
Grip 0.014000
StaticFriction 1.550000
KineticFriction 1.350000
} ; End Wheel
WHEEL 3 { ; Start Wheel
ModelNum 4
Offset1 20.000000 -3.000000 -39.000000
Offset2 2.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 0.100000
EngineRatio 8500.000000
Radius 11.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 14.000000
ToeIn 0.000000
AxleFriction 0.050000
Grip 0.014000
StaticFriction 1.550000
KineticFriction 1.350000
} ; End Wheel
;====================
; Car Spring details
;====================
SPRING 0 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1000.000000
Damping 15.000000
Restitution -0.850000
} ; End Spring
SPRING 1 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1000.000000
Damping 15.000000
Restitution -0.850000
} ; End Spring
SPRING 2 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 800.000000
Damping 12.000000
Restitution -0.850000
} ; End Spring
SPRING 3 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 800.000000
Damping 12.000000
Restitution -0.850000
} ; End Spring
;====================
; Car Pin details
;====================
PIN 0 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
PIN 1 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
PIN 2 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
PIN 3 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
;====================
; Car axle details
;====================
AXLE 0 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle
AXLE 1 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle
AXLE 2 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle
AXLE 3 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle
;====================
; Car spinner details
;====================
SPINNER { ; Start spinner
ModelNum -1
Offset 0.000000 0.000000 0.000000
Axis 0.000000 1.000000 0.000000
AngVel 0.000000
} ; End Spinner
;====================
; Car Aerial details
;====================
AERIAL { ; Start Aerial
SecModelNum -1 <--
TopModelNum -1 <--
Offset 20.000000 -17.000000 21.000000
Direction 0.000000 -1.000000 0.000000
Length 17.000000
Stiffness 2000.000000
Damping 2.500000
} ; End Aerial
;====================
; Car AI details
;====================
AI { ;Start AI
UnderThresh 1019.577637
UnderRange 2582.056641
UnderFront 816.421265
UnderRear 386.410004
UnderMax 0.950000
OverThresh 887.006409
OverRange 1403.790039
OverMax 0.350000
OverAccThresh 154.380005
OverAccRange 611.049988
PickupBias 6553
BlockBias 6553
OvertakeBias 22936
Suspension 0
Aggression 0
} ; End AI
}
29C0F36A[/B]
Just go down to Car Aerial details and swap the numbers referring to models 17 and 18 and switch them to -1's.
Posted: 14 Oct 2007, 22:33
Skarma
Thanks, Works now.
Posted: 15 Oct 2007, 01:28
Dave-o-rama
yeah. the aerial model details have to be on -1.
Posted: 20 Jun 2008, 19:18
Adamodell
-1 is the standard for "nothing" on Re-Volt. Some people release cars that have wheel models that are textured pureblack so you can't see them. This is a really retarded method. You can just remove the wheel models completely. It looks exactly the same, and saves polygons in the process.