About RVGL

This brand new update for the PC version of Acclaim's classic R/C racer "Re-Volt" is aimed at bug fixes, compatibility and user improvements, new features, additional content and more. Work in progress.

Have suggestions, ideas for new Re-Volt features, or bugs to report? Feel free to join and post in our forum boards.

It may be convenient to work with tracks and cars in "DEV mode". This mode enables several helpful features for car / track making, in addition to MAKEITGOOD and TVTIME cheats. To access DEV mode, run Re-Volt with -dev command line.


New Features


The list of languages supported is no longer hard-coded. Instead, any language file can be placed in the strings folder and it will be detected by RVGL. The localized language name (eg, "Français" for "french.txt") can be specified as the last line of the strings file.

The following languages are included: English, Dutch, French, German, Hungarian, Italian, Polish, Spanish and Swedish

Save Data

Save files are located in the "profiles" folder. RVGL global settings file is named "rvgl.ini" and profile specific settings are saved in "profile.ini". Profile names are capitalized in-game.


P2P is now the default mode for multiplayer sessions. Use "-nop2p" command line to explicitly disable P2P and use client-server mode.

The maximum number of cars is 16 as well, however, a maximum of 24 connections is supported, making room for 8 additional spectators.

Waiting Room commands: use Up / Down keys to scroll through the player list, hold down Ctrl for faster scrolling. The host can use Ctrl-D to disconnect a player or Ctrl-S to put a player in spectator mode.

The Windows version now adds support for DirectPlay lobby launchers like GameRanger or GameSpy. For this to work, create a copy of rvgl.exe and rename it to revolt.exe, then place dplobby_helper.dll alongside.

Splitscreen support has been added. As opposed to the Dreamcast version, a count is shown for fireworks and water bombs.




Keyboard Commands

Fullscreen toggle support: use F11 to switch between fullscreen and windows mode instantly.

Paste host IP in Multiplayer mode: You can press CTRL+V to paste an IP address from your clipboard.

Screenshot support: automatically save screenshots from the game using F8 key. The screenshots are timestamped and saved in the profiles folder in PNG format.


Launch Parameters

You can start RVGL via command-line or shortcuts with the following parameters:

-aspect <width> <height> <lens>
Changes the display aspect ratio and fov (default 512).

Automatically kicks players who use altered cars (parameters.txt) or tracks. Cars and tracks are compared to the ones used by the host. (Added in version 17.1009a.)

Launches the game in demo mode.

-localport <port>
Overrides the LocalPort setting in rvgl.ini.

-lobby <ip address>
Launch the game and directly connect to a lobby. can be the host's IP, 0 (to search for local sessions), or entirely ignored (for launching the host).

-multisample <num_samples>
Initializes a multisampled opengl window without framebuffer objects.

Disables gamma correction.

Disables the intro.

Disables P2P and uses client-server mode.

Keeps the game running even when it's in the background. This is an alternative to the Shift+F9 shortcut in dev mode.

Launches the game without sound/music.

Disables custom content.

-pass <phrase>
Protect the session with a password. The passphrase can be upto 255 characters in length and cannot contain spaces.

Loads last used profile, do not show profile selection menu.

-profile <name>
Loads the profile .

-res <width> <height>
Forces a fullscreen resolution.

-serverport <port>
Overrides the port that the server listens to (default 2310). When the host uses a custom server port, all clients will need to use the same server port to be able to connect to that host.

Saves race results to the profile folder as timestamped .cvs files.

Disables the loading screen.

-window <width> <height>
Launches the game in window mode. Specify width and height optionally. The default size is half the desktop dimensions.


Launches the game in developer mode and enables edit modes and debug features.

-alpharef <0 to 255>
Reference value for alpha testing, default is 128

Performs heavier visibox computations for rendering.

-editscale <s>
-editoffset <x, y, z>
Changes scale and offset of the makeitgood editor, all floating point values

Shows the maximum supported texture size by the GPU. (Capped to 8192).


Don't use force feedback of controllers.

Disables mipmaps.

Disables stars in Museum 2's planetarium

OS Specifics


RVGL comes with a launch script that auto-detects the system type and launches either the 32-bit or 64-bit executable. The script automatically resolves dependencies by using libs included with rvgl in place of any missing libs. This allows rvgl to run without any manual configuration on a wide range of distros as long as the opengl drivers, sdl2 and sdl2_image are installed.

All game files need to be lower case. Run fix_cases to repair file names after installing custom content.

Required Packages

# Debian / Ubuntu
sudo apt install libsdl2-2.0-0 libsdl2-image-2.0-0    # required
sudo apt install libopenal1 libenet7 libunistring0    # recommended
sudo apt install libvorbisfile3 libflac8 libmpg123-0  # optional
Arch Linux
# Arch Linux
sudo pacman -S sdl2 sdl2_image            # required
sudo pacman -S openal enet libunistring   # recommended
sudo pacman -S libvorbis flac mpg123      # optional
# Fedora
sudo yum install SDL2 SDL2_image            # required
sudo yum install openal enet libunistring   # recommended
sudo yum install libvorbis flac mpg123      # optional


Applies to both cars and tracks.

Texture Size

Supports standard texture sizes that work with any graphics card. Your texture has to be square (i.e., same width and height) with power-of-two dimensions (like 256x256, 512x512, etc). We have currently set a safe higher limit of 8192x8192.

The legacy Re-Volt versions only support one texture size: 256x256. To learn how to make your track using hi-res textures backward compatible, see the Mipmaps section just below.


Mipmaps are low resolution copies of the main texture. Mipmaps improve both the performance and visuals of your content, especially when used with hi-res textures.

Several mipmap levels can be used, each level must be half the size of the previous and named with a different ".bm[p]" extension: the last character keeps increasing. (eg., a 256x256 "texture.bmp" will have a 128x128 "texture.bmq" file as the first mipmap level and a 64x64 "texture.bmr" as the second mipmap level).

We also allow the use of mipmaps that go upward (i.e., with the above mentioned example, you may include a hi-res 512x512 version called "texture.bmo"). By including your hi-res texture this way, you will be able to keep the actual "texture.bmp" file at 256x256 and enable your content to be played in legacy Re-Volt versions.

For a quick reference, here is a list of supported sizes and their corresponding file names, as per the above example:

      8192 x 8192   -   texture.bmk
      4096 x 4096   -   texture.bml
      2048 x 2048   -   texture.bmm
      1024 x 1024   -   texture.bmn
       512 x 512    -   texture.bmo
     [ 256 x 256    -   texture.bmp ]
       128 x 128    -   texture.bmq
        64 x 64     -   texture.bmr
        32 x 32     -   texture.bms
        16 x 16     -   texture.bmt
         8 x 8      -   texture.bmu
         4 x 4      -   texture.bmv
         2 x 2      -   texture.bmw
         1 x 1      -   texture.bmx

Intermediate mipmap levels cannot be skipped. For example, do not include a texture.bmp" (256x256) and a "texture.bmn" (1024x1024) without a "texture.bmo" (512x512) inbetween.

For uses of mipmaps with hi-res textures, see: http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=500&#entry10637343

Texture Sets

Mipmaps also find a third use as "texture sets". The game will pick textures of the appropriate size to load, depending on the available system resources. Therefore, it is always recommended to include appropriate mipmap levels for your content.

Use the -texinfo command line to display the texture sets info that was detected for your system.

Alpha Transparency

Supports bitmap textures with alpha channel for transparency data. Only 32-bit ARGB (A8 R8 G8 B8) format is supported.

Alpha channel transparency can be used to create rich and varied effects, eg., transparency gradients and well anti-aliased shapes. Colorkeying is disabled in this case, which means pure-black color (RGB 000) can be used freely on opaque surfaces.

Care should be taken to save your alpha-enabled texture in the correct format ARGB. Some other 32-bit BMP formats such as XRGB, while creating a 32-bit bitmap file, does not save your alpha channel in the extra space. This would result in a fully transparent texture in-game.

For example uses of 32-bit textures, see: http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1619

Additional Texture Formats

Additional texture formats are now supported. For historical reasons, the textures should still be named with the .bmp extension (and mipmaps with .bmq, .bmo, etc. as usual).

Available formats: BMP, PNG, JPG, WEBP, TIF, GIF, CUR, ICO, LBM, PCX, PNM, XPM, XV, XCF.

Support for XCF (GIMP's native format) is experimental. This allows you to visualize a GIMP project file in RVGL without exporting it. However, this is not guaranteed to work correctly in all cases.

For Car Makers

Customize user cars through new entries in the car's "parameters.txt" file.

To make sure your car stays compatible with legacy versions of the game, precede each line of a new entry in the parameters file with ;). This is done in our examples below.

Carbox Art

To add a box-art image to your car, use the TCARBOX parameter. This entry works the same way as the TPAGE parameter. General syntax:
;)TCARBOX <path to carbox texture>
The carbox texture should be a full 256x256 bitmap image (although other sizes may be supported), with pure white (RGB 255,255,255) background. Mipmaps may be used for improved quality and performance (see the Textures & Mipmaps section).

View online help and download an example car here: http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=100&#entry10628143

Custom Car Sound

New parameters.txt keyword SFXENGINE to use a custom engine sound for a car. The way the engine sound is used by the game depends on the car class (Electric or Glow). General syntax: ;)SFXENGINE <path to wav file>

Custom Shadow

Each car can have its own shadow map, or it can use one of the preset stock shadows (useful for default car repaints).

The shadow map is generally a 64x64 bitmap image containing a white silhouette of the car on a black background. They can be generated from the top view of the car (preferably from a 3D modeller) and then postp-processed in an image editor.

Re-Volt requires 5 coordinates supplied in the car Parameters.txt file to position the shadow under the car. These are the Left, Right, Front and Back edges and Height relative to the model center. These values are independent of the car CoM and do not need to be updated upon changing the CoM.

Parameters to be added: - TSHADOW to specify the shadow texture, similar to TPAGE and TCARBOX parameters. This parameter can be ignored if the car is not using a custom shadow texture. - SHADOWINDEX to use one of the default car shadows found in "cars.bmp". Set this parameter to -1 to use the generic square shadow. This parameter can be ignored if TSHADOW is used. - SHADOWTABLE parameter followed by 5 offset values for the Left / Right / Front / Back / Height of shadow relative to model center. Remove this line or set all offsets to zero if you'd like the shadow to be automatically placed under the car's body (in this case, the shadow will not cover wheels extending out of the body).

General syntax:

    ;)TSHADOW     <path to shadow texture (or) NONE>
    ;)SHADOWINDEX -1    ; 0 to 27, (or) -1
    ;)SHADOWTABLE -10.2 10.2 30.4 -30.4 -4.2

For a walkthrough on generating and setting up a car shadow, and to download an example car, see: http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1680

Stats Display

User cars can show the Speed / Acceleration / Weight bars in the car selection screen.

To use this feature, calculate and fill in the TopEnd and Acc parameter values using Start Race -> Calc Car Stats option in DEV mode. Weight takes the same value as the car mass.

v1.2 also requires the Trans parameter to be properly filled in.

Then add the following line in the Frontend section of the parameters file.

    ;)Statistics  TRUE

TopEnd gives the maximum top-speed that can actually be reached by the car. Acc gives time, in seconds the car takes to reach the top speed.

To download an example car with custom shadow and stats, see: http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=1150&#entry22000166

Hood & Rear Camera

Configure the hood and rear-view cameras for your car by adding the new CAMATTACHED section in your parameters file. Below is a sample:

    ; Camera details
    ;)CAMATTACHED {   ; Start Camera
    ;)HoodOffset      -0.12 -71.81 -60.01   ; Offset from model center
    ;)HoodLook        0.02  ; Look angle (-0.25 to 0.25, 0.0 - straight)
    ;)RearOffset      -0.12 -71.81 27.24
    ;)RearLook        0.03
    ;)}               ; End Camera

Camber Angle

Configure the camber angle for each wheel of your car using the Camber entry. This sets the rotation angle (in degree) of the wheel along the Z axis. General syntax (in each WHEEL section):

    ;)Camber    -10

The camber sign is automatically adjusted for left / right wheels. A negative Camber value makes the bottom of the wheel farther out than the top.

Special Effects

Enable Rotor, UFO or Mystery effect for your user car by adding new parameters in the "Handling related stuff" in the parameters file.
General syntax:

    ;)Flippable FALSE   ; Rotor car effect
    ;)Flying    FALSE   ; Flying like the UFO car
    ;)ClothFx   FALSE   ; Mystery car cloth effect

Flying AI cars will also steer in the air.

Mystery car effect will also need modification to the car mesh to flag the polygons that form the edges of the cloth. For more details, see: http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=1000&#entry10640663

To use Panga affect (i.e., head turning and ducking according to speed), modify the SPINNER section. Further, you can use rotation only, ducking (translation) only, or both. General syntax (in the SPINNER section):

    ;)Type            0   ; 1: Default rot, 2: Turn with steer, 
                          ; 4: Translate with speed, 6: both 2 and 4
    ;)Trans           0.000000 3.000000 6.000000  ; Translation max
    ;)TransVel        0.001000    ; Velocity factor

Unlike in legacy versions (eg., default Panga car) where TransVel was zero to make the spinner turn with steer, now TransVel specifies the speed of turning, so it should be non-zero. A TransVel value of zero denotes that the spinner doesn't turn at all.

AI Selectability

Disable a user car for AI selection by adding the CPUSelectable parameter in the "frontend and selectability" section in the parameters file. General syntax:

    ;)CPUSelectable  FALSE

DEV Commands

These commands work in DEV mode, some commands may also work by manually entering MAKEITGOOD edit mode or other appropriate cheat codes.

Instant Car Refresh: Press Ctrl + R to refresh the car data. Allows you to quickly make changes to the car parameters and data (textures, hull, etc) while Re-Volt is running and view those changes in-game. This works both in Frontend preview screen and in-game.

Save Current Car Info: Use this in-game menu option to re-save the current car's parameters.txt info. The saved file is up to date with all supported entries (including newly added ones). Original cars are re-signed to ensure that they are not treated as CHT.

For Track Makers

Customize user tracks through new entries in the "level".inf file and the extensive "custom" folder support.

Starting Grids

New 3-car wide STARTGRID with type numbers 4 and 5 have been added for use in custom tracks.


A custom track's difficulty can be set by adding the following line to the track's .inf file:

DIFFICULTY    1; Display difficulty (0:Unknown, 1:Easy, 2:Normal, 3:Hard, 4:Extreme)

Added in version 17.1009a.

Custom Challenge Time

Customs tracks can now set challenge times to be beaten in Time Trial with new level inf keywords CHALLENGE and CHALLENGEREV. General syntax:

CHALLENGE       0 54 0  ; Time in <min sec ms>

Rock Type

There is a new level inf keyword ROCKTYPE, which can be 0 or 1. The default 0 can be used for ship levels, 1 can be used for water surfaces (Boat tracks).

Custom Music

To play a custom music track in your level instead of the default CD audio, use the MUSIC entry in the "level".inf file. General syntax:

    MUSIC <Path to music file>

Supported formats are OGG (recommended), FLAC, MP3 and WAV.

This entry was previously called MP3 which is now a deprecated keyword. The MUSIC keyword is recommended for new tracks.

If both MUSIC and REDBOOK lines are present in the inf, MUSIC has higher priority for custom tracks.

Supporting Game Modes

Practice: User tracks can be played in Practice mode. Add a single star object for this mode, when the player finds and catches it, the progress will be saved.

Battle & Stunt: These special type of tracks can be created and supported with the help of a new GAMETYPE entry in the "track".inf file. General syntax:

    GAMETYPE 1    ;Track type (1:battle, 2:stunt)

Add several stars for Battle Tag mode, and upto 64 stars for Stunt Arena. Progress for Stunt track type is saved and displayed.

Reverse Mode: Support for Reverse mode can be added by including a "reversed" folder in your track folder, containing the needed files (see the default levels for an example) . > Several edit modes (AI Nodes, Pos Nodes) support automatically reversing the data for you, by using the LShift + R command.

Advanced Customization

Added support for advanced custom content in user tracks. This includes but not limited to: - Animated objects - Skymap, clouds, other graphics - Sound effects - Loadscreen image - HUD, menu and font

This works by replacing default (stock) data with custom content. When a model, sound, texture, etc. has to be loaded, the file is first searched inside the "custom" sub-folder located in the current track's folder.

The only thing to do to add custom content in your track is to create a "custom" folder inside the track's directory and place the custom files inside, with the same name as the stock content you want to replace.

Here is the list of the customizable files: - Skyboxes: sky_bk.bmp to sky_tp.bmp - All Objects added in Edit mode (MAKEITGOOD): the .m files and their associated .hul or .ncp file, if any. - All the .wav files (sfx). - All track files: .fob, .fld, .fan, .fin, .cam, .pan, .tri, .taz, .por, .w, vis, .rim, .ncp, .lit. - The track textures. - trolley.bmp, sun.bmp, dragon.bmp, water.bmp, clouds.bmp - loadlevel1.bmp to loadlevel4.bmp - fxpage1.bmp to fxpage3.bmp - font.bmp, loading.bmp and spru.bmp - gogo.m and go1.m to go3.m

This is an exhaustive list. Some of these files should practically never be customized. The support for some formats was only added to be able to release a track compatible with both v1.2 and legacy Re-Volt version (see the Compatibility Notes section below).

In Reverse mode, the custom version of the files that Re-Volt expects to find in the "reversed" folder have to be placed inside the "custom" folder to be detected.

For an example track utilizing custom features, see: http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=800&#entry10639949

Track Properties (properties.txt)

This feature has been introduced in version 17.1124a.

Level properties are similar to parameters.txt for cars. They allow you to customize certain aspects of your tracks: - Materials - Grip, roughness, hardness - Bump profile (corrugation) - Sounds - Particle effects - Particles used by weapons - Dust (appears when driving on some materials) - Particle trails

RVGL looks for a properties.txt file when loading a level. If such a file exists, the original materials and effects will be replaced with the ones in the file.

This can be used to tweak existing materials so they fit your track better or even to create entirely new materials like snow.

Sample Properties File


This file contains all stock properties. You can use this to base you custom properties on.


A material structure provides information about the surface cars drive on. Each material has a unique ID. In total, 27 different materials can be used.

Default Materials
ID Material ID Material
0 Default 14 Pebbles
1 Marble 15 Gravel
2 Stone 16 Conveyor 1
3 Wood 17 Conveyor 2
4 Sand 18 Dirt 1
5 Plastic 19 Dirt 2
6 Carpet Tile 20 Dirt 3
7 Carpet Shag 21 Ice 2
8 Boundary 22 Ice 3
9 Glass 23 Wood 2
10 Ice 1 24 Conveyor Market 1
11 Metal 25 Conveyor Market 2
12 Grass 26 Paving
13 Bump Metal

To override a material, add the following to your properties.txt file:

  ID               10               ; ID of the material to replace [0 - 26]
  Name             "Ice 1 Snow"     ; Display name

  Spark            true             ; Material emits particles
  Skid             true             ; Skid marks appear on material
  OutOfBounds      false            ; Not implemented
  Corrugated       true             ; Material is bumpy
  Moves            false            ; Moves cars like museum conveyors
  Dusty            true             ; Material emits dust

  Roughness        0.4              ; Roughness of the material
  Grip             0.4              ; Grip of the material
  Hardness         0.2              ; Hardness of the material

  SkidSound        87               ; Sound when skidding [0:Normal, 1:Rough]
  ScrapeSound      1                ; Car body scrape [0:Normal]

  SkidColor        207 215 220      ; Color of the skid marks
  CorrugationType  2                ; Type of bumpiness [0 - 7]
  DustType         2                ; Type of dust
  Velocity         0.0 0.0 0.0      ; Speed and direction cars are moved in

In this case, we're overriding the ICE1 material (ID 10).

If you're looking for materials to safely override: DIRT1, DIRT2 and DIRT3 share the same values, there is no difference between them at all. CARPETSHAG and CARPETTILE also have the same values.

Material Properties
Property Description Recommended Defaults
ID Unique ID number of the material you want to override. It's advised to override materials that aren't used in-game or have the same properties as others (DIRT2, DIRT3, CARPETTILE, PAVEMENT, etc.).
Name Display name, not used by the game. -
Spark The material emits particles that are defined by the assigned dust. true or false.
Skid If true, cars leave skid marks on the ground. true for most materials.
OutOfBounds Not used in the game (yet). false.
Corrugated Makes the surface bumpy. true or false.
Moves Material moves the cars like the museum conveyors. true or false.
Dusty Material generates dust when cars drive on it. true or false.
Roughness Roughness of the material. Between 0.1 and 1.0.
Grip Grip of the material. Between 0.1 and 1.0.
Hardness Hardness of the material. Between 0.1 and 1.0.
SkidSound Sound when cars skid on the material (when the wheels lose traction or drift). 6 (normal) or 7 (rough)
ScrapeSound Sound when cars scrape on the material (when the body touches the ground). 6 (normal) or 7 (rough)
SkidColor Color of the wheel's skid marks. 50 50 50
CorrugationType ID of the corrugation to use for this material. Corrugated needs to be true. 0
DustType ID of the dust type to use for this material. Dusty needs to be true. 0
Velocity Velocity with which the cars are pushed around with if Moves is true. Multiples of 100.0 should be used.
Sound IDs

Use these IDs for the SkidSound and ScrapeSound properties. > To use more than IDs 6 and 7 for normal and rough skid sounds, stock track sounds can be replaced. For example, rattler.wav from Ghost Town could be replaced with a custom skid sound.
To do so, place a file named rattler.wav in your track's custom folder and use ID 89 in your properties.txt file.

ID Sound path ID Sound path
0 moto.wav 53 hood/birds3.wav
1 petrol.wav 54 hood/dogbark.wav
2 clockwrk.wav 55 hood/kids.wav
3 ufo.wav 56 hood/sprink.wav
4 honkgood.wav 57 hood/tv.wav
5 scrape.wav 58 hood/lawnmower.wav
6 skid_normal.wav 59 hood/digger.wav
7 skid_rough.wav 60 hood/stream.wav
8 pickup.wav 61 hood/cityamb2.wav
9 pickgen.wav 62 hood/roadcone.wav
10 shock.wav 63 garden/tropics2.wav
11 shockfire.wav 64 garden/tropics3.wav
12 electro.wav 65 garden/tropics4.wav
13 electrozap.wav 66 garden/stream.wav
14 firefire.wav 67 garden/animal1.wav
15 firebang.wav 68 garden/animal2.wav
16 balldrop.wav 69 garden/animal3.wav
17 ball.wav 70 garden/animal4.wav
18 hit2.wav 71 muse/museumam.wav
19 wbomb.wav 72 muse/laserhum.wav
20 wbombfire.wav 73 muse/alarm2.wav
21 wbombhit.wav 74 muse/escalate.wav
22 wbombbounce.wav 75 muse/rotating.wav
23 puttbang.wav 76 muse/largdoor.wav
24 fuse.wav 77 market/aircond1.wav
25 oildrop.wav 78 market/cabnhum2.wav
26 countdown.wav 79 market/carpark.wav
27 turbo.wav 80 market/freezer1.wav
28 servo.wav 81 market/iceyarea.wav
29 menunext.wav 82 market/sdrsopen.wav
30 menuprev.wav 83 market/sdrsclos.wav
31 menuupdown.wav 84 market/carton.wav
32 menuleftright.wav 85 ghost/coyote1.wav
33 lightflk.wav 86 ghost/bats.wav
34 boxslide.wav 87 ghost/eagle1.wav
35 starfire.wav 88 ghost/minedrip.wav
36 tvstatic.wav 89 ghost/rattler.wav
37 splash.wav 90 ghost/townbell.wav
38 honka.wav 91 ghost/tumbweed.wav
39 beachball.wav 92 ship/intamb1.wav
40 bottle.wav 93 ship/seagulls.wav
41 toy/piano.wav 94 ship/shiphorn.wav
42 toy/plane.wav 95 ship/strmrain.wav
43 toy/copter.wav 96 ship/thunder1.wav
44 toy/dragon.wav 97 ship/wash.wav
45 toy/creak.wav 98 roof/traffic_mush.wav
46 toy/train.wav 99 roof/helicopter_loop.wav
47 toy/whistle.wav 100 roof/siren_loop.wav
48 toy/arcade.wav 101 roof/wind_loop.wav
49 toy/toybrick.wav 102 roof/steamhiss_loop.wav
50 hood/basketball.wav 103 roof/electric_hum.wav
51 hood/birds1.wav 104 roof/telemetry.wav
52 hood/birds2.wav 105 roof/air_con.wav


Corrugation structures define the bumpiness of the surface. There are 8 types available.

Default Corrugation
ID Corrugation ID Corrugation

To override a corrugation, paste the following snipped into your properties.txt:

  ID              1                             ; Corrugation to replace [0-7]
  Name            "Name"                        ; Display name

  Amplitude       0.000000                      ; Amplitude of bumps (strength)
  Wavelength      0.000000 0.000000             ; Frequency of bumps
Corrugation Properties
Property Description Recommended Defaults
ID ID of the corrugation type to override. 0 - 7
Name Name of the corrugation. Not used in-game. -
Amplitude Strength of the corrugation (height of the bumps) 0.0 - 5.0
Wavelength Frequency of the bumps 0.0 - 100.0


Dust structures are a set of two particles with a probability and variance. Materials emit dust when cars drive on them.

Default Dust
ID Dust

To override a dust type, copy the following snippet into your properties.txt:

  ID              1                             ; Dust to replace [0 - 5]
  Name            "GRAVEL"                      ; Display name

  SparkType       4                             ; Particle to emit [0 - 30]
  ParticleChance  0.600000                      ; Probability of a particle
  ParticleRandom  0.600000                      ; Probability variance

  SmokeType       29                            ; Smoke particle to emit [0-30]
  SmokeChance     0.300000                      ; Probability of a smoke part.
  SmokeRandom     0.600000                      ; Probability variance
Dust Properties
Property Description Recommended Defaults
ID ID of the dust type to override. 0 - 5
Name Display name of the dust type, not used in-game. -
SparkType ID of the particle to emit. 0 - 30
ParticleChance The probability of a particle to be emitted. 0.0 - 1.0
ParticleRandom Variance of the probability. 0.0 - 1.0
SmokeType ID of the smoke particle to emit. 0 - 30
SmokeChance The probability of smoke to be emitted. 0.0 - 1.0
SmokeRandom Variance if the probability. 0.0 - 1.0


Particles (also called sparks) can be emitted by materials, weapons, cars and other objects.

Default Particles
ID Particle

To override a particle, copy the following snippet into your properties.txt:

  ID              0                             ; Particle to replace [0 - 30]
  Name            "SPARK"                       ; Display name

  CollideWorld    true                          ; Collision with the world
  CollideObject   true                          ; Collision with objects
  CollideCam      true                          ; Collision with camera
  HasTrail        false                         ; Particle has a trail
  FieldAffect     true                          ; Is affected by force fields
  Spins           false                         ; Particle spins
  Grows           false                         ; Particle grows
  Additive        true                          ; Draw particle additively
  Horizontal      false                         ; Draw particle flat

  Size            1.000000 1.000000             ; Size of the particle
  UV              0.937500 0.000000             ; Top left UV coordinates
  UVSize          0.062500 0.062500             ; Width and height of UV
  TexturePage     47                            ; Texture page
  Color           255 255 255                   ; Color of the particle

  Mass            0.100000                      ; Mass of the particle
  Resistance      0.020000                      ; Air resistance
  Friction        0.100000                      ; Sliding friction
  Restitution     0.500000                      ; Bounciness

  LifeTime        0.500000                      ; Maximum life time
  LifeTimeVar     0.050000                      ; Life time variance

  SpinRate        0.000000                      ; Avg. spin rate (radians/sec)
  SpinRateVar     0.000000                      ; Variation of the spin rate

  SizeVar         0.000000                      ; Size variation
  GrowRate        0.000000                      ; How quickly it grows
  GrowRateVar     0.000000                      ; Grow variation

  TrailType       1                             ; ID of the trail to use
Particle Properties
Property Description Recommended Defaults
ID ID of the particle to replace. 0 - 30
Name Display name of the particle, not used in-game. -
CollideWorld The particle collides with the world (geometry from the .w file). true or false
CollideObject The particle collides with objects (cars and other level objects). true or false
CollideCam The particle collides with the camera (currently not implemented). false
HasTrail The particle has a trail. true or false
Field Affect The particle is affected by force fields. true or false
Spins The particle rotates. true or false
Grows The particle grows bigger. true or false
Additive The particle is rendered additively: Black becomes transparent and bright colors are added to the underlying things. true or false
Horizontal Instead of facing the camera, the particle is flat. true or false
Size Size of the particle. 1.0 1.0
UV Top left UV-coordinate of the mapping. 0.0 0.0 is top left and 1.0 1.0 is bottom right. -
UVSize Width and height of the UV mapping (bottom right corner). -
TexturePage Texture the particle will be mapped to. 47 is fxpage1, 0-9 are track textures.
Color RGB Color of the particle. 255 255 255
Mass Mass of the particle.
Resistance Air resistance of the particle (how slowly it travels through the ari).
Friction Frichtion when touching collideable objects.
Restitution Bounciness of the particle.
LifeTime How long the particle lives. If this is too high, the creation of other particles might be prevented.
LifeTimeVar Variance of the life time.
SpinRate The spin rate in radians per second.
SpinRateVar Variation of the spin rate.
SizeVar Initial size variation.
GrowRate How quickly the particle grows.
GrowRateVar Variation of the grow rate.
TrailType ID of the trail if enabled. 0 - 2


Trails are similar to particles. They follow particles. They're used for fireworks and some sparks.

Default Trails
ID Trail

To override a spark type, copy the following snippet into your properties.txt:

  ID              1                             ; Trail to replace [0 - 2]
  Name            "SPARK"                       ; Display name

  Fades           true                          ; Trail fades out
  Shrinks         true                          ; Trail shrinks
  Expands         false                         ; Trail expands
  UV              0.960938 0.000000             ; UV coord for trail segments
  UVEnd           0.960938 0.000000             ; UV coord for last segment
  UVSize          0.007812 0.062500             ; Width and height of both UV
  Color           255 255 255 255               ; Alpha, Red, Green, Blue
  LifeTime        0.030000                      ; Maximum life time
  Width           1.000000                      ; Width of segments
  Length          2                             ; Number of segments
Trail Properties
Property Description Recommended Defaults
ID ID of the trail to override. 0 - 2
Name Display name of the trail, not used in-game. -
Fades The trail fades out. true or false
Shrinks The trail segments get smaller. true or false
Expands The trail segments get bigger. true or false
UV Top left UV-coordinate of the mapping of the first trail segments. 0.0 0.0 is top left and 1.0 1.0 is bottom right. -
UVEnd Top left UV-coordinate of the mapping of the last trail segment. 0.0 0.0 is top left and 1.0 1.0 is bottom right.
UVSize Width and height of the UV mapping (bottom right corner). -
Color Alpha, Red, Green, Blue color of the trail. 255 255 255 255
LifeTime How long he trail segments live.
Width Width of the trail segments.
Length Number of trail segments. 1 - 12

Compatibility Notes

With support for custom track files (.fob, .fin, etc), it is possible to to include, for example, a simplified .fob file in the main track folder and a custom .fob file placed in the "custom" folder. That way, the track can be played with both v1.2 and legacy Re-Volt versions.

The recommended practice is to first create the simplified track files, then copy those files into the "custom" folder and continue working in Edit mode to add v1.2 specific customizations. Any modifications will now be saved in the "custom" folder without touching the main track files.

When designing simplified track files for legacy versions, the following limitations need to be taken into account:

Texture Animation: The simplified world (.w) file should contain no more than 16 texture animation slots, any more will crash legacy versions.

Camera Nodes: This edit mode gives you an option whether to save the .cam file in the old format or the new v1.2 format (with support for higher range). If you are sure your track coordinates are within the range of (-32768 to 32768), you can choose to save in the old format without having to worry about compatibility. If your track exceeds the specified range, first create a simplified .cam file with nodes staying within the range and save it with the old format.
Then copy this .cam file to your "custom" folder and continue adding the rest of the nodes, this time saving it with the new format.

Conveyor Effect: The direction of conveyor effect is hardcoded in legacy versions, hence not easy to support in those versions. It is recommended to first create the world (.w) or instance (.fin) file with no conveyor effect, then use custom support to add the effect later.

Limitations: Any content exceding these limits will simply be ignored by legacy versions and are not of concern for compatibility. - Pickups: 40. - Objects: 128. - Instances: 200.

Below limits are not usually exceeded but if otherwise, you might want to use custom support to include simplified files. - Track Zones: 128. - Collision polygons: 16384.

The collision poly limit has been updated to accomodate instance collpolys. The maximum polys supported by the world ncp file is limited to 65536. However, it's now possible to add any number of additional instance ncp files, i.e., the total number of world + instance collpolys can now exceed 65536.

DEV Commands

These commands work in DEV mode, some commands may also work by manually entering MAKEITGOOD edit mode or other appropriate cheat codes.

Full Track Reload: Make changes to track files while Re-Volt is running, then simply restart the track to reload all the files.

Preview Objects: In Objects edit mode, press Ctrl + P to preview objects animation instantly, then use the same command to get back to editing.

Show Camera Position: Press RShift + F9 to show position and direction of the camera. This can help setting the required StartPos and StartRot values in the "track".inf file, by placing the camera at the start line and noting the camera values.

Keep game running in background: Press LShift + F9 to keep the gamerunning when it's not focused.

Hide HUD and Menus: Shift + F5 to hide HUD, then with the game paused, press and hold Shift to hide the pause menu. This helps, eg., taking a screenshot for the main track gfx.

Ping values in multiplayer sessions can be checked from the debug display in Dev mode (Ctrl + Numpad Enter).

Toggle Camera Speed: Use Caps Lock to toggle the camera speed.

Copyright © Huki, Jigebren and Marv 2018
Webpage: https://rvgl.re-volt.io
Email: rv12@revoltzone.net