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- Big Rigs Modding Guide by Xeno
- Version 1.0
- Updated 26 Oct 2017
- Big Rigs is easy to mod aesthetically and probably the maps will be able to be edited if someone can make a .SCO editor tool. Eventually I plan to get at CarZ.exe and see whats in there.
- The files are all in CarZ.res. Extract it to another folder - it has the game executable in there too.
- MAT File Format Documentation:
- They're included with 3D models and cars. They're kinda like .mtl files.
- [MaterialBegin] - Starts material config.
- [MaterialEnd] - Ends material config.
- Name - The material name.
- Flags - Unknown, but in the Thunderbull's only material, set to "texture_gouraud_envmap"
- Opacity - Material opacity/transparency
- Texture - The Material's texture.
- EnvMap - The enviroment map for the file.
- EnvPower - Probably how much it reflects the EnvMap.
- Color24 - Color of the material? Set to 150,150,150.
- SCO File Format Documentation:
- I don't know much about this. It makes up all the objects, scenery, and cars in the game. But, this is what I know:
- [ObjectBegin] - Starts the object config
- [ObjectEnd] - Ends the object config
- Name - Object Name
- CentralPoint - The central point of the object
- Verts - Presumably the vertices count.
- Then, it has hundreds of XYZ coords.
- Line 27 of Mega2_Body.sco (The Body of the Megaone): "-9.4688 31.1478 37.5598" Presumably these are vert locations.
- After the amount of verts there are (1057) are listed (it goes to line 1061, and it starts on Line 6 while 1057 verts are listed on line 5), it then has
- Faces= amount of faces in the model
- and then goes to
- [Line 1063, the first line of it] "3 36 37 38 truck_Mega1 0.062896959484 -0.708675384521 0.062896959484 -0.615403831005 0.034733701497 -0.615403831005"
- I don't know what 3 36 37 38 is, but truck_Mega1 is presumably the name, while the other numbers are presumably the XYZ location and size of each face. 36 37 38 however could also be it.
- If you're confused about what I'm saying, go to Data/Cars/Mega2 and open Mega2_Body.sco in a text editor.
- [FILE GUIDE]
- Menus:
- Data/Menu/ - The menus
- Data/Menu/cursor.bmp and cursor_a.bmp - The cursor. cursor_a is when you move it around, I believe.
- Data/Menu/GButton01.bmp - The "Return to Race" button on the ingame pause menu.
- Data/Menu/GButton02.bmp - The "Quit to Windows" button, which actually quits to the menu, button on the ingame pause menu.
- Data/Menu/CarSelect - The Car Select Menu:
- Arrow_X.bmp - Arrow_a, Arrow_2, Arrow_2_a, Arrow_3, and Arrow_3_a.bmp. Unused. Supposed to be for arrows on the Car Select - More cars/trucks were planned for Big Rigs!
- Back and Back_A.bmp - Back button on the Car Select Menu. Back_a is when hovered over.
- Back_1 and Back_2.bmp - Copies of the Car Select Menu itself. Back_2 is used. Back_1 has a "Change Color
- Done and Done_A.bmp - Done button on the Car Select Menu. Done_a is when hovered over.
- Sel_X.bmp - sel_a, sel_no, and sel_yes.bmp - Sel_yes and maybe sel_a.bmp are the only ones used. Sel_yes is for when you click on a car.
- Data/Menu/Credits - The Credits menu.
- Data/Menu/Credits/back_3.bmp - The credits menu itself.
- Data/Menu/Credits/CreditLogo.psd - The credits menu for Midnight Race Club Supercharged (from now on to be referred to as MRC:S)
- Data/Menu/HighScores - The nonworking High Scores Menu.
- Data/Menu/HighScores/back.bmp - The High Scores Menu itself.
- cont and cont_a.bmp - The Continue button on the High Scores Menu. cont_a is when moused over.
- Data/Menu/Main/ - The main games.
- Data/Menu/Main/Back.bmp - The MRC:S menu background
- Data/Menu/Main/BackBR.bmp - The main menu background
- compet and compet_a.bmp - Unused "Competition Mode". compet_a is when moused over.
- cred and cred_a.bmp - Credits button. cred_a is when moused over.
- custom and custom_a.bmp - Competition Mode. custom_a is when moused over.
- navig and navig_a.bmp - Unknown.
- opt and opt_1.bmp - Options button. Weirdly, opt_1 instead of _a. opt_1 is when moused over.
- quit and quit_a.bmp - Quit button. quit_a is when moused over.
- random and random_a.bmp - Random Race button. random_a is when moused over.
- score and score_a.bmp - High Scores button. score_a is when moused over.
- singl and singl_a,bmp - Single Race button. singl_a is when moused over.
- Data/Menu/Options - The Options menu.
- Data/Menu/Options/back_o.bmp - The Options Menu itself.
- cont and cont_a.bmp - Weirdly, a Continue button. Unused. Cont_a is when moused over.
- navig and navig_a.bmp - Unknown.
- Data/Menu/TrackSelect - The Track Select Menu.
- Data/Menu/TrackSelect/back1.bmp - The Track Select Menu itself - Has no options (does the game fill in the options automatically? - some .nfo/.cfg files need investigation)
- back and back_a.bmp - The Back button. Back_a is moused over.
- done and done_a.bmp - The Race! button. Done_a is moused over.
- Sounds:
- Ambience1.wav - Unused. Would be used for ambience.
- Ambience2.wav - Unused. Would be used for ambience.
- Waterfall.wav - Unused. Would be used for a waterfall.
- WaterStream.wav - Unused. Would be used for a stream, river or lake.
- Sound.dat - Seems to list sound and Sound IDs, but has no effect in-game presumably (Unused?)
- Content of Sound.dat:
- 1 0 |Ambience1.wav
- 2 0 |Ambience2.wav
- 100 1 |Waterfall.wav
- 101 1 |WaterStream.wav
- 1, 2, 100, 101 is presumably a Sound ID. 0 / 1 is unknown. Filename is obviousl the sound filename.
- Tracks:
- Stored in Data/Tracks.
- Tracks.nfo: Lists the tracks.
- 5
- 001 TrackName1
- 002 TrackName2
- 003 TrackName3
- 004 TrackName4
- 005 TrackName5
- 5 is the number of tracks.
- 001-005 is the track ID. They are stored in Data/Tracks/<Track ID>/.
- Data/Tracks/001: Most likely Devil Passage 1
- Data/Tracks/002: Most likely Devil Passage 2
- Data/Tracks/003: Most likely Forgotten Road 1
- Data/Tracks/004: Most likely Nightride. (Missing some files)
- Data/Tracks/005: Most likely Small Town Road
- Data/Tracks/<track id>/Scene/ - Lists all 3D models that make up the track.
- Data/Tracks/<track id>/Scene/Textures - All textures that are used in the track. All .BMP files. There's 234 textures in Devil Passage 1 alone so I'm not going to list them all.
- "Lake01.cfg" in Data/Tracks/001/Scene. Simply says "160 50 8". Purpose unknown.
- File formats: .SCO. There's also "Room.mat" - a materials file, and "Room.dsc" - unknown.
- Data/Tracks/<track id>/SKY/ - Contains the skybox. Filenames for the skybox:
- geo_1.bmp - Devil Passage 1
- geo.bmp - Devil Passage 2
- geo_day.bmp - Forgotten Road 1
- geo_sunset.bmp - Nightride
- geo_stars.bmp - Small Town Road
- In all tracks: Object0.sco - The 3D model of the skybox itself.
- Skydome.shd - Unknown, maybe skybox configuration?
- Data/Tracks/<track id>/Terrain/ - Contains terrain textures and also terrain heightmaps. Nightride is missing a Terrain folder.
- Data/Tracks/<track id>/WPatches/ - Contains unknown files. GIMP launches if I click. (they have a PAT extension). Nightride has an empty folder.
- Data/Tracks/<track id>/LMaps - Empty. Only in Forgotten Road 1, Small Town Road and Nightride.
- Data/Tracks/<track id>/Normals - Empty. Only in Nightride and Small Town Road.
- Track Configuration Files in Data/Tracks/<track id>/:
- Cars.pos - The car starting positions. Line 1 = you Line 2 = opponent (x/y/z) (MISSING IN NIGHTRIDE)
- Pos.txt - Unknown. Edit your player's Cars.pos to the same as Pos.txt to be safe.
- World.dat - WORLD CONFIGURATION FILES!
- World.dat Settings:
- TerraScale <number1> <number2> - Terrain scale. Unknown why there is 2 numbers.
- Terrain - Maybe does this have terrain? Unk Set to 1 in Devil Passage 2.
- Sky - Maybe does this have sky? Unknown. Set to 1 in Devil Passage 2.
- Forest - Maybe does this have forest? Unknown. Set to 0 in Devil Passage 2.
- Weather <number1> <number2> - Sets the weather. Valid settings unknown. Will be updated in 2.0 - Set to 0 0 in Devil Passage 2.
- DayTime <number1> <number2> - Sets the time of day. Valid settings unknwon. Will be updated in 2.0 - Set to 15 32 in Devil Passage 2.
- Scale <number> - Unknown. Set to 10 in Devil Passage 2
- VisRange - Draw distance until fog? Visiblity?. 4500 in Devil Passage 2
- ClipDistance - Draw distance? 120000 in Devil Passage 2
- StartPos - Player start position - Probably changed to the ones in Cars.pos eventually.
- FogData <number1> <number2> <number3> <number4> <number5> - Unknown. Probably sets the fog.
- World.lit - LIGHT CONFIGURATION FILES!
- World.lit Settings:
- [LightBegin] - Starts one light's settings
- [LightEnd] - Ends end light's settings
- Name - The Light ID. Seems to be Omni<light number>
- Type - Light type. Unknown. "2" for light Omni1 in Nightride.
- Position - Where the light is. (12113,1462,23737) for Omni1 in Forgotten Road 1
- Strength - The light strength. 130 for Omni1 in Forgotten Road 1.
- Radius1 - The light radius. 1000000 for Omni1 in Forgotten Road 1.
- Radius2 - The light radius. (Unknown?). 2000000 for Forgotten Road 1.
- Color - The light color in RGB. 189,160,129 for Omni1 in Forgotten Road 1.
- Env.dat
- Ambient - Ambient light in RGB. 60,50,40 in Forgotten Road 1
- Fog <number1> <number2> <number3> <number4> <number5> - Unknown. Fog settings. 0,15000,198,202,206.
- GrayIcon.bmp - The image used on Track Select, but when unselected.
- Icon.bmp - The image used on Track Select.
- Image.bmp - A larger version of Icon.bmp, with the track name. Used below the Icon.
- Cars/Trucks:
- Stored in Data/Cars/. They have a config file, wh18.nfo:
- Contents:
- 4
- Mega1 Mega1
- Mega2 Mega2
- Mega3 Mega3
- Sun Sun
- 4 is the number of cars.
- Then, for each car
- <Car Name> <Car Folder>
- so, Mega1 would be in Data/Cars/Mega1, which it is.
- Data/Cars/BackGlow.bmp - The Back Glow, aka those stupid "taillights".
- The Cars
- Data/Cars/Mega1: The Thunder
- Data/Cars/Mega2: The Megaone
- Data/Cars/Mega3: The Thunderbull
- Data/Cars/Sun: The Sunrise W12
- Data/Cars/Z350: Nissan 350Z (Unused) - By screwing around with wh18.nfo it might be possible to add back, but files can be replaced to get it anyway
- Data/Cars/Ford: Ford Expedition (Unused) - By screwing around with wh18.nfo it might be possible to add back, but files can be replaced to get it anyway
- Data/Cars/Celica: Toyota Celica (Unused) - By screwing around with wh18.nfo it might be possible to add back, but files can be replaced to get it anyway
- Data/Cars/Hummer: Hummer H1 - the .mat needs to be modified to get the tex's to load up according to TCRF.
- Water.dds: A strange file, a picture of (presumably) the developer's offices. Included with all cars and used as the Enviroment Map, according to the MAT files.
- Car textures are stored in the car's folder as .BMP files. The unused cars have more than one texture file, while the trucks have truck_<name>.bmp, however this may not be the same as the folder they are stored in.
- Textures/Images:
- These are stored in Data/Images, as well as Data/Tracks/<Track ID>/Scene/Textures, but we already covered that folder (which contains track-specific textures)
- There aren't that many textures in Data/Images - most of them are track-specific or the car ones.:
- Data/Images/caustXX.bmp - 00 to 31. Unknown. Maybe used for when you mouse over items on the ingame pause menu.
- Data/Images/CheckGlow.bmp - Unknown. Maybe tail lights.
- Data/Images/DepthA.bmp - Unknown.
- Data/Images/DepthA1.bmp - Unknown
- Data/Images/Go.bmp - Go! Only shows up for a fraction of a second when starting a race due to a bug.
- Data/Images/Help.bmp - An unused help menu.
- Data/Images/LoadLogo.bmp - Weirdly, the MRC:S load screen.
- Data/Images/LoadLogo1.bmp - The load screen.
- Data/Images/PanelPSD.psd - The Lap / Time / PNT / Ultranav HUD, in easily editable PSD format for Photoshop users.
- Data/Images/Prize.psd - You're Winner! (PSD version)
- Data/Images/Ready.bmp - Ready? Actually shows up when starting a race.
- Data/Images/Water02.bmp - Unused? Water.
- Data/Images/Water05.bmp - Unused? Water.
- Data/Images/water09.bmp - Unused? Water.
- Data/Images/Win.bmp - You're Winner! (used)
- Data/Images/Win_a.bmp - The alpha of You're Winner!
- Data/Images/Sun/Sun.bmp - The sun. Unused?
- Data/Images/Sun/SunGlow.bmp - The sun's glow. Unused?
- Data/Images/Sun/SunGlow1.bmp - An alternate glow. Unused?
- Data/Images/UI/Panel.bmp - The Lap/Time/Pnt/Ultranav HUD, but the used version
- Data/Images/UI/Panel_a.bmp - The alpha of the Lap/Time/Pnt/Ultranav HUD
- Data/Images/UI/sp-add.bmp - The speedometer.
- Data/Images/UI/sp-needle.bmp - The speedo's needle.
- Data/Images/UI/sp-needle_a.bmp - The alpha of the speedo's needle
- Data/Images/UI/sp-shadow.bmp - The alpha of the speedo?
- Data/Images/Water/CubeMap.dds - Presumably a picture of the dev's offices. Used as the reflection for the water presumably.
- Data/Images/Water/Stream1/seabump_xxxx.bmp - From 0000 to 0031. Presumably for some kind of stream. Unused?
- Fonts:
- Big Rigs stores it's fonts as BMP, with DAT files with the same name. The DA Tfiles contain 96 lines (always) of four numbers between 0-1 seperated by spaces.. Presumably, font scaling or where to put the fonts?
- This is a font list
- Note that anything in quotation marks is the font name listed to the left, then an underscore, then the stuff in quotation marks.
- Filenames are like:
- "CBT_-12_700_0.bmp" Unknown.
- The first number in the file name is font size, the second number is font width, and the final number seems to be
- 0 = normal
- 1 = italic
- Maybe 2 is bold, but there seems to be "400" and "700" versions of some font sizes, which appear to change the font width
- The second number is
- 400 = normal
- 700 = bold
- Courier New - "-16_700_0.bmp"
- Impact - "-19_700_0.bmp"
- Impact - "-32_400_0.bmp"
- Impact - "-32_700_0.bmp"
- Impact - "-64_700_0.bmp"
- SF Digital Readout "-27_400_0.bmp"
- SF Digital Readout "-27_400_1.bmp"
- SF Digital Readout "-27_700_0.bmp"
- SF Digital Readout "-32_400_0.bmp"
- SF Digital Readout "-32_700_0.bmp"
- SF Digital Readout "-33_700_0.bmp"
- SF Digital Readout "-35_400_0.bmp"
- SF Digital Readout "-35_700_0.bmp"
- SF Digital Readout "-37_700_0.bmp"
- SF Digital Readout "-40_700_0.bmp"
- Tahoma "-13_400_0.bmp"
- Verdana "-12_700_0.bmp"
- Verdana "-13_400_0.bmp"
- Zeroes "-9_700_0.bmp"
- Zeroes "-13_700_0.bmp"
- Zeroes "-16_400_0.bmp"
- Zeroes "-16_700_0.bmp"
- Zeroes "-24_700_0.bmp"
- These mean:
- CBT (Unknown font), size 12 bold
- Courier New size 16 bold
- Impact size 19 bold
- Impact size 32
- Impact size 32 bold
- Impact size 64 bold
- SF Digital Readout size 27
- SF Digital Readout size 27 italic
- SF Digital Readout size 27 bold
- SF Digital Readout size 32
- SF Digital Readout size 32 bold
- SF Digital Readout size 33 bold
- SF Digital Readout size 35
- SF Digital Readout size 35 bold
- SF Digital Readout size 37 bold
- SF Digital Readout size 40 bold
- Tahoma size 13
- Verdana size 12 bold
- Verdana size 13
- Zeroes size 9 bold
- Zeroes size 13 bold
- Zeroes size 16
- Zeroes size 16 bold
- Zeroes size 24 bold
- Misc:
- There are some odd files in the Data folder itself
- Distort.bmp: Something distorted. Unknown.
- GLOW01.bmp: A star.
- Glow02.bmp: Another star.
- Grass.vs content:
- vs.1.1
- ;Use the scaled expansion vector in v3 to expand the vectex
- ;in the correct up and side directions. The result is
- ;stored in r1
- mov r2, v3
- mad r1, r2.xxx, c6, v0
- mad r1, r2.yyy, c7, r1
- mul oT1.x, r1.x, c8.x
- mul r4.y, r1.z, c8.y
- sub oT1.y, c9.z, r4.y
- ;transform and output
- ;dp4 r3.x, r1, c0
- ;dp4 r3.y, r1, c1
- ;dp4 r3.z, r1, c2
- ;dp4 r3.w, r1, c3
- m4x4 r3, r1, c0
- mov oPos, r3
- mov oD0, c9
- mov oT0, v7
- ;subtract the Fog start distance from r1.z (the distance)
- ;multiply the resulting distance by the Fog Range
- ;sub r3.z, r3.z, c5.x
- ;mul oFog.x, r3.z, c5.y
- ; Calculate Alpha fading over distance
- mul r2.z, r3.z, c5.z
- sub oD0.a, c9.z, r2.z
- Seems to be assembly code, but I don't know what it does. It might have something to do with grass.
- Grass01.bmp: Just a picture of grass. Couldn't be used as a texture.
- Grass01a.bmp: The alpha of Grass01.bmp.
- Thanks for reading this guide and hopefully it helps with getting the modding scene for BROTRR started.
- Xeno
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