assets/ now holds every track as a 16-colour indexed PNG (its palette is the track palette) plus a text file of lap gates and height map, and every vehicle as a PNG sprite sheet plus a text file with its name and handling (moved out of the code). The build embeds assets/ instead of unpacking the ADFs, so the disks are no longer needed to build either. skids extract converts original disks to assets and checks each file reads back identically; benchmark results from the assets match the disks exactly. Assets win over disk data with the same name, and --data assets picks up edits without a rebuild. assets/README.md describes how to edit everything.
17 lines
454 B
Plaintext
17 lines
454 B
Plaintext
# Skids vehicle settings. Lines starting with # are comments.
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# The sprite sheet is truck.png: 32 headings across, 25 tilts down.
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name TRUCK
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# top speed on tarmac, world pixels per second
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top 195
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# acceleration and braking, world pixels per second squared
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accel 140
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brake 320
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# sideways grip (higher = less sliding)
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grip 4.2
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# steering rate, radians per second
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turn 3
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# weight in collisions
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mass 1.8
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# speed and grip multiplier off the road
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offroad 0.75
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