Difference between revisions of "Modding Whiplash/Fatal Racing"

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Line 142: Line 142:
 
|1||TOWER 2||tall box, different texture||No||Fixed (22)
 
|1||TOWER 2||tall box, different texture||No||Fixed (22)
 
|-
 
|-
|2||SIGN 1||small, back upside down, on one leg||Yes, but not for legs||Index, but not for legs (20)
+
|2||SIGN 1||small, back upside down, on one leg||Yes, but not for legs||Index, legs fixed (20)
 
|-
 
|-
|3||SIGN 2||small, back upside down, on two legs||Yes, but not for legs||Index, but not for legs (21)
+
|3||SIGN 2||small, back upside down, on two legs||Yes, but not for legs||Index, legs fixed (21)
 
|-
 
|-
 
|4||BUILD||complex building, drawn differently, different texture||No||Fixed (20, 21)
 
|4||BUILD||complex building, drawn differently, different texture||No||Fixed (20, 21)
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{| class="wikitable" style="text-align: center;"
 
{| class="wikitable" style="text-align: center;"
 
|-
 
|-
|Signable geometry index?<br><code>int</code>||Texture<br><code>int</code>
+
|Signable geometry index<br><code>int</code>||Texture<br><code>int</code>
 
|-
 
|-
 
|colspan=2|''...''
 
|colspan=2|''...''
Line 231: Line 231:
 
||-1||-1
 
||-1||-1
 
|}
 
|}
 +
* Signable geometry index
 +
** 0: first geometry section with <code>0 <= sign type < 256</code>
 +
** 1: second, etc
 
* Texture
 
* Texture
 
** Bit 0: unset is normal
 
** Bit 0: unset is normal
 
** Bits 1-7: index in BLD texture file
 
** Bits 1-7: index in BLD texture file
 
** Bit 8: apply texture
 
** Bit 8: apply texture
 +
** Bit 15: invisible
 +
** No other bits seem to have an effect
 
===Stunts===
 
===Stunts===
 
Controls geometry that moves and potrudes. Empty on some tracks.
 
Controls geometry that moves and potrudes. Empty on some tracks.

Revision as of 18:15, 23 March 2024

TRK file structure

The tracks.

Definition

Geometry length
int
0 0 int
Empty line
Empty line
Geometry
Signs
Empty line
Stunts
Empty line
Textures
Empty line
Race info
Empty line
  • // denotes a single line comment
  • integer values are 32-bit signed integers
  • floating point values are double precision

Geometry

Track geometry.

Left shoulder width
int
Left lane width
int
Right lane width
int
Right shoulder width
int
Left shoulder height
int
Right shoulder height
int
Length
int
Yaw rotation, clockwise (°)
float
Pitch rotation, upwards (°)
float
Roll rotation, clockwise (°)
float
AI line
int
AI line
int
AI line
int
AI line
int
Track grip
int
Left shoulder grip
int
Right shoulder grip
int

int

int

int

int

int
Left surface type
int
Center surface type
int
Right surface type
int
Left wall type?
int
Right wall type?
int
Roof type?
int

int
Left outer extra wall type?
int

int
Right outer extra wall type?
int

int
Environment floor type
int
Sign type?
int

int

int

float

float

float
Left outer upper extra wall angle?
int
Left outer lower extra wall angle?
int

int

int
Right outer lower extra wall angle?
int
Right outer upper extra wall angle?
int
Left outer upper extra wall height
int
Left outer lower extra wall height
int

int

int
Right outer lower extra wall height
int
Right outer upper extra wall height
int

int

int

int

int

int

int

int

int

int

int

int

int

int

int

int

int

int

int
Empty line
...

Surface type bit flags

Least significant bit 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Surface type Pit Wall
between track
and shoulder
Transparent
Requires no texture
Non-magnetic Flip vertically Non-solid Texture pair Flip horizontally Apply texture Texture
  • Texture
    • Bit 0: some sort of offset?
      • For normal pair textures, left index+1 right index-3
      • For transparent, makes it darker?
    • Bits 1-7: pair index, first texture on left, second on right
      • 00000010 is first pair, 00000100 is second pair, etc

Sign type

Value Name Description Requires apply bit? Texturing
0 TOWER tall box Yes Index
1 TOWER 2 tall box, different texture No Fixed (22)
2 SIGN 1 small, back upside down, on one leg Yes, but not for legs Index, legs fixed (20)
3 SIGN 2 small, back upside down, on two legs Yes, but not for legs Index, legs fixed (21)
4 BUILD complex building, drawn differently, different texture No Fixed (20, 21)
5 BUILD 1 giant tall folded boxes, different texture No Fixed (0)
6 BUILD 2 more giant tall folded box, different texture No Fixed (20)
7 BUILD 3 WIDE short box Yes Index
8 HEELBAR cube, different texture No Fixed (8)
9 BALLOON flat square, always face camera Yes Index
10 TREE flat skinny rectangle, always face camera No Fixed (1)
11 ADVERT flat small square, fixed, same back Yes Index
12 ADVERT 2 fixed flat square, back upside down Yes Index
13 QUAD BLD 4 tall skinny boxes No Fixed (23, 24, 25, 26)
14 BLD 0 tall box with pyramid top, different texture No Fixed (20, 21)
15 BIG BALL flat square, always face camera, larger than BALLOON Yes Index
16 BIG AD fixed flat square, back upside down, smaller than ADVERT 2 Yes Index
>=256 no idea

Textures are determined by BLD file.

  • Index: first 9 bits work just like road textures
  • Fixed: Same texture is always applied (index in parentheses)

Shoulder height

  • >0: up
  • 0: flat
  • <0: down

AI line

  • >0: left
  • 0: center
  • <0: right

Grip

  • 0: full grip
  • 12: ice

Wall type?

  • Left and right combine to determine ceiling

Outer lower/upper extra wall angle?

  • Not the actual walls
  • >0: outward
  • 0: vertical

Third row

These properties only ever have these values over all 11018 geometry segments of the retail tracks.

Property index Values
16 20,40,60
17 20,40,60,80
18 20,40
19 20
20 20
21 20,40,60,80
22 1
23 20
24 1,20,40
25 20
26 1

Signs

Empty on some tracks.

Signable geometry index
int
Texture
int
...
-1 -1
  • Signable geometry index
    • 0: first geometry section with 0 <= sign type < 256
    • 1: second, etc
  • Texture
    • Bit 0: unset is normal
    • Bits 1-7: index in BLD texture file
    • Bit 8: apply texture
    • Bit 15: invisible
    • No other bits seem to have an effect

Stunts

Controls geometry that moves and potrudes. Empty on some tracks.

Geometry index
int
Scale factor?
int
Angle?
int
?
int
Timing group
int
Height
int
Time bulging
int
Time flat
int
Smaller expands/larger contracts?
int
Bulge?
int
...
-1
  • Scale factor?
    • Increases the length and height of the "ramp"
    • 1 is a bump, 4 starts breaking textures, 6 is huge vertical wall
  • Angle?
    • Lower is flatter, higher becomes trapezoid with longer top
  •  ?
    • No clue
  • Timing group
    • With otherwise identical config, two bumps with same number move together, with 1 and 2 move oppositely

Textures

Texture file
TEX:<DRH file>
Building texture file
BLD:<DRH file>
BACKS:

int

int
...
-1

Race info

Not present on some tracks.

Track number
int
Impossible laps
int
Hard laps
int
Tricky laps
int
Medium laps
int
Easy laps
int
Girlie laps
int
Track map size, smaller is larger
float
Track map fidelity, smaller is more accurate
int

float

Effects

Bonus 7

  • Swapping yaw and pitch: loop
  • Swapping yaw and roll: twisting line
  • Swapping yaw and pitch, roll 90.00000: vertical ring to the left
  • Negative yaw: turnright

Length

Given Pulse at its maximum 193 mph on a modified Bonus 4 where all 494 sectors are 1200 long can complete at lap in 28.36 seconds and on the same track but with 50 flat sectors on each side shortened to 100 can complete a lap in 27.41 seconds, 1000 length units is equivalent to 13.45 ft or 4.10 m. Additionally, the rotated portions of the track contribute approximately 0.20 seconds extra compared to flat.