Toshiba-3 on Sat Nov 07, 2009 1:50 pm
Prefixes for material identifiers: !!, !, >, 0-9, A\
Prefixes for actor identifiers: &, &£
Actor's identifiers
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
& simply tells the preprocessing function not to merge this actor with the rest of the track mesh. Mostly because said actor will be animated afterward or will be a noncar.
example:&CAR0001.ACT (names are still changed by the preprocessing, a nummer sufix is added)
&81F0056.ACT (this is a noncar, first two digits tell the noncar txt ref)
&£ is another kind of gameplay object: the powerups. Nothing is needed beside naming it correctly. This is only in C2 has C1 defines powerups inside the text file.
example:&£680030.ACT (two first digits tell the powerup ref, and then the nummer sufix)
It's possible to animate powerups and noncars with a groove too.
Material identifiers
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!! and
! are used to make a material nonsolid. However if the material is used on a horizontal mesh, going through it will activate the default sfx volume, water. !! is always used with water/sea/pool materials but I don't know whether there's a difference with ! or not.
example:!!WATER2.MAT, !!ICEFLO.MAT
!VINES.MAT
> is quite unknown and might only exist in C2. It's the same as above but it won't trigger the default sfx volume when you go through it (when applied on a horizontal mesh I mean).
example:>CLOUDS2.MAT
0-9 activate a material modifier on materials. If there's no number (CRANE.MAT for example) the default material modifier will be used. 0 (0GRASS2.MAT) triggers the first material modifier after the default one, 1 the second, and so on.
example:0MUD3.MAT
5SNOPATH.MAT
8GRAVEL.MAT
A\ is probably only effective in C1 (as C2 uses alphachannels anyway). The A letter can be replaced by any letter actually, the \ trigger must be placed as the second character and then followed by two digits telling the percentage of transparency. I know C2 has known materials like R\75GLS.MAT but I doubt it really relies on the percentage defined in the material identifier, it probably just uses a generic texture stored into REG or PIXELMAP (win.pix or glass.win etc idk).
It's a Splat Pack only feature, bringing a Splat Pack track into C1 without SP won't render these textures as transparent.
It seems like the names are based on previously existing material identifiers but with the /## added into them like so: FLAMES.MAT > F/25ES.MAT
example:W\50OW1.MAT
I\50GLASS.MAT
T\75NSEJ.MAT
R\50GLS.MAT
A\75OOF.MAT
but also !\75LAME.MAT (nonsolid flame, being able to keep the ! or 0-9 is probably why they told the parser to look for the \ in second position)
@Jeff: Are you currently applying texture filtering? I hope there will be an option to turn it off :]
I can try to list the groove and funk keycodes too but it'd be harder to be exhaustive about the groove/funk chunks syntax. There are very few C1 tutorials actually, nothing about C1 track making at all, and it's been more than a year that I started a C1 car making tutorial but it gets harder to explain with all the hex stuff to do so I kinda dropped the idea. There are the notes on my blog too but I guess you already read them.:
http://www.toshiba-3.com/dotclear/index.php?post/FUCK-YEAH-C1-PIX-DATAhttp://www.toshiba-3.com/dotclear/index.php?post/Untextured-materials-with-custom-lightingThis however also applies in C1, Actor rendering modes:
http://www.toshiba-3.com/dotclear/index.php?post/Actor-rendering-modesbut I wonder whether C1 supports polygons rendering as C2 does or simply turns everything back into triangles.
Bunch of other C1 basic tutorials there too:
http://coffey.polygonized.com/tutorial.html@Killer11 & D3ads: if we get rid of the oldschool look, it won't be C1 anymore right? ;)