Content: >>> Install Rally Kit PRM Set >>> Some warnings (things that are compulsory to avoid errors) >>> Create your own tracks >>> Advanced >>> Blender: basic controls (2.79b) >>> Create your own instances >>> Share your own instances >>> Ressource information >>> Changelog >>> How to contact me >>> Description >>> Bonus content >>> Known issues >>> Tools used >>> Thanks and credits >>> Disclaimer Install Kit Rally PRM Set: Place the files wherever you want. If you want to play the test track, unzip it into the "levels" folder (NOT the root folder) and choose either Practise mode or Time Trial. You can use the in-game editor to build your track, however it is better to use Blender with a Re-Volt addon. You can start here (Marv's plugin for Blender 2.79b): https://www.revoltworld.net/dl/marvsplugin/ or here (Dummiesman's plugin for Blender 2.9+): https://github.com/Dummiesman/ReVoltBlenderAddon Some warnings: >>> Keep the provided .w and .ncp files. Otherwise, every time you load the track, an error window will open to tell you the game cannot find a file. Even if they seem useless, please keep them. Please note that I am NOT the author of these two files. I don't know who made them, but I provide them because they are technically required for every track made with this resource to work. >>> RVGL has a limit of 1024 instances. The limit of the original game should be either 128 or 256 (more likely 128). >>> Build your track close to the test track. The .w and .ncp meshes (that are almost invisible because they have only a few faces very far from the track) must surround the whole track. >>> The tree instance may decrease your frame rate. If you have fps drops, have a look at the tree folder, it has an alternate prm file. Create your own tracks: 1°) First, go to the main folder of the game, and then go to "levels". 2°) Create a new directory. Give it a unique name if you want to upload your creation to Re-Volt World or Re-Volt Zone. 3°) Rename all the files to match the name you have previously given to the folder. Be careful with the name of the textures, the last character must not change (for example, if your folder name is mytrack, kit_rallya.bmp becomes mytracka.bmp). 4a°) If you have Blender: open it and import the instance file (*.fin). If you did all the previous steps correctly, you should see the example track. STAY IN OBJECT MODE. YOU DON'T NEED THE EDIT MODE, UNLESS YOU WAN'T TO CREATE YOUR OWN BLOCKS. Then, you can import new blocks or remove existing blocks and edit the track. I strongly recommend to use the magnet tool, and to set manually the coordinates of the blocks to only have exact multiples of 10. When you import a block, DO NOT FORGET TO MARK IT AS AN INSTANCE (on the left), and I recommend to disable the EnvColor flag (on the right panel, click on the cube to see it) and to edit the ModelColor flag (set it to white). See the section "Blender: basic controls" if you're new to Blender, I think there's everything you need to know. You can also look at the screenshots "tutorial1" and "tutorial2". 4b°) If you use MAKEITGOOD: the modern editor is recommended. Go to profiles/rvgl.ini and set LegacyEditorControls to 0. If it's the first time you use MAKEITGOOD, search for tutorials, I won't explain everything here. To add new instances, don't use the insert key, duplicate existing instances instead. Whenever possible, move them along only one axis. Try to place them as precisely as you can. 5°) Save your instance file. It won't be saved automatically. 6°) To set the starting position, load the track in Camera Nodes, add one and move it to the desired location. It will show its coordinates. Then you just have to report them to the inf file of the track. There are other ways to get these coordinates, but this is the one I use. The inf file is also the place to rename your track, set custom music, change the starting rotation, set the time trial times, the difficulty of the track, the type of gameplay (standard, sprint, stunt, ...) and more. Some of these feature are only compatible with RVGL. 7°) Polish your track: add decorative instances, add pickups, add lights and/or shadows (using negative RGB values with "Omni" lights make shadows). 8°) Make the track zones, the pos nodes and the AI nodes. Add some triggers (at least track dirs and split times for time trial). 9°) Your track is ready! 10°) If you want to make a reverse version, create a "reversed" directory in the directory you have created for the track, copy the instance file and repeat the steps 6, 7 and 8. To save time, you can also copy and paste the fan, pan, taz and tri files in your "reversed" folder. Look at the tutorials to see how to reverse the pos nodes and the AI nodes. 11°) Before uploading, clean your folders! Don't include the files that have a - in their extension (for example ".fa-"), they are useless for the players. They are backups of the previous version of the file so you can keep them for you. If you have a blend file, don't include it. 12°) I don't ask you to include this readme in your upload. However, please credit me! Note that I am not the author of the textures, they are either explicitly in the public domain, don't have any known restriction, or are under a Ceative Commons licence (see the credits section). Advanced: + The default textures are real bitmaps. They are compatible with the original game. If something in your track breaks the limits of the original game (number of instances, use of a custom animation), it's better to switch to the png textures when available. + Keep only one version of the texture files if you upload your track. + For everything else, watch tutorials or ask for help on Discord or The Re-Volt Hideout. Blender: basic controls (2.79b): Right click: select an object Shift+right click: select multiple objects Shift+Middle button of the mouse: move in the scene Scroll: zoom G: move an object G+axis (X, Y or Z): move an object along an axis G+Shift+axis: move an object on axis other than the one selected Shift+D: duplicate an object Shift+D+axis: duplicate an object and move it along a given axis Shift+D+Shift+axis: duplicate an object and move it in the plane perpendicular to the axis R: rotate (not recommended, you don't tell around what you want to rotate your object) R+axis: rotate around an axis (much better) Create your own instances: Use an existing block as a base. All blocks should have the same size, or dimensions that are multiples of those of a simple block ("grass.prm" or "hill1.prm" for example). Keep the name of your instance under 8 characters. You can use additional textures, but they will be unofficial and may not be directly compatible with blocks created by other creators that also use the same texture file. Once it's finished, export it to PRM. If it has collision, don't forget to also export it to NCP. Share your own instances: The two best ways to do so are to include them in a track you upload or to send them directly to me. If you send them to me, and if they match my quality requirements and only use the first 10 texture files, they will be added and you will be credited in this readme and on the page of this ressource. A simple PRM that merges several existing instances may be approved, as long as it can be useful to track creators (merging random instances won't be approved by me). If your instance use a different texture file, you can try to upload it separately. Ressource information: >>> Name: Rally PRM Kit - Test Track >>> Folder name: kit_rally >>> Author: Keyran >>> Year of first release: 2022 >>> Reversed: No >>> Length: Unknown >>> Category: Kit Track >>> Difficulty: Unknown Changelog: Contact: On Discord: I am Keyran#3667. Description: A PRM set to build kit tracks in a town, next to a lake or in a forest. Several types of tracks can be made with it, such as standard tracks, circuit tracks and rally tracks. Be creative! An example track is provided (not playable against AI cars), to help you to begin. If you want to set your track at night, there is a night pack. More additional packs should be created in the future. Bonus content: A custom ABCblock (a branch) and a custom animation (a windmill) are provided. The sound used for the ABCblock is the sound of the thumbleweeds in the Ghost Town tracks. You can use both in MAKEITGOOD, in Object mode. Known issues: Water boxes will create some holes between some instances. It doesn't affect the cars, it's only a visual issue. Tools used: >>> Photofiltre for textures >>> Blender with Marv's plugin. >>> RVGL (Makeitgood) >>> Visual Studio Code for custom animations and editing the inf file and the readme (though I also use the notepad when I'm on a computer that doesn't have VS Code; also used it in the past without mentioning it). Thanks and credits: Acclaim and Probe for the original game and the sound used for the custom ABCblock. All the instances have been made by Keyran. The textures kit_rallyb and kit_rallyd have been edited by Keyran. The leaves on kit_rallyf.bmp are from https://www.pngall.com/leaves-png/download/1721 and under licence Creative Commons 4.0 BY-NC. The texture has been modified (different size and added vertical symmetry, also added the black background on the bitmap version). The left texture on kit_rallyh is from www.openfootage.net (the texture has been adapted) and is under Creative Commons Attribution 4.0 International License. Go to https://creativecommons.org/licenses/by/4.0/ for more information. The door texture on kit_rallyi is from pngimg.com and under Creative Commons 4.0 BY-NC licence. Disclaimer: Don't use this ressource (all 3D meshes) for commercial purposes. Don't forget to mention the original authors. The easiest way to do so is to copy and paste the credit section and the disclaimer in your readme.