How to create new vehicles

Vehicle file - how to set up the physics
example:

 

 





   

 

    <sound key="squeal" filename="tire_squeal.wav" volume="0.5" /> <sound key="ignition" filename="truck_ignition.wav" volume="0.5" /> <sound key="horn" filename="horn_jeep.wav" /> <sound key="hit" filename="car_hit1.wav" volume="0.5" /> <sound key="hit" filename="car_hit2.wav" volume="0.5" /> <sound key="hit" filename="car_hit3.wav" volume="0.5" /> <sound key="destroy" filename="vehicle_explosion_1.wav" /> <sound key="cleanup" filename="vehicle_explosion_1.wav" />

<effect event_key="slide" type="splat_map" surface_tag="road" size="1.0" atlas_index="5" layer="0" /> <effect event_key="slide_hard" type="splat_map" surface_tag="road" size="0.5" atlas_index="2" layer="0" /> <effect event_key="slide" type="splat_map" surface_tag="dirt" size="1.0" atlas_index="2" layer="1" /> <effect event_key="slide" type="particle" key="terrain" surface_tag="dirt" ref="Burst" use_surface_color="1" /> <effect event_key="destroyed" ref="SmallSmokeVehicle" offset="-0.0 1.0 0.2" /> <effect event_key="destroyed" ref="SmallSmokeVehicle" offset="-0.3 1.1 -1.3" /> <effect event_key="destroyed" ref="SmallFireRepeat" offset="0.0 0.7 0.2" /> <effect event_key="destroy" key="other" ref="woosh" post_processing="0" shadow="0" /> <effect event_key="cleanup" key="other" ref="woosh" post_processing="0" shadow="0" />

<trigger class="receive_damage" /> <result class="reward" xp="0.0020" /> <result class="reward" rp="10.0" />

<result class="reward" rp="10.0" /> <result class="spawn" instance_class="visual_item" instance_key="burning_piece_armor1.visual_item" min_amount="1" max_amount="3" offset="0 2.5 0" position_spread="1.5 1.5" direction_spread="0.15 0.3" /> <result class="spawn" instance_class="visual_item" instance_key="burning_piece_armor2.visual_item" min_amount="0" max_amount="1" offset="0 2.5 0" position_spread="1.5 1.5" direction_spread="0.10 0.25" /> <result class="spawn" instance_class="visual_item" instance_key="burning_piece_cleanup.visual_item" min_amount="20" max_amount="30" offset="0 2.0 0" position_spread="1.5 1.5" direction_spread="0.1 0.1" /> <result class="spawn" instance_class="projectile" instance_key="debri_stun" min_amount="1" max_amount="1" offset="0 3.0 0" position_spread="0.0 0.0" direction_spread="0.0 0.0" />

tbc.

Modelling part - how to create the mesh
1) go to https://www.blender.org/ and download the latest version (as of today 2.77a proved as working - future version will probably work as well).

2) Install Blender.

3) go to https://code.google.com/archive/p/blender2ogre/downloads and download the latest add-on to export Blender models to *.mesh files which is a binary polygonal format that can be read by RWR (as of today blender2ogre 0.6.0 - future version will probably work as well).

4) Use Blender's interface, under File>user-preferences, click addons, click "install-addon", and select io_export_ogreDotScene.py

5) now you can select the model you imported/created and click file>export>Ogre 3D and it will export the required *.mesh file and a *.scene file, a *.material file and a *.mesh.xml (all not required for RWR.)

6) this is optional: you can install a tool called "OGRE meshy" which is a *.mesh file visualization tool (you can then directly double-click a *.mesh file and it will render it)

IMPORTANT: if 5) doesn't export a *.mesh file but only a *.mesh.xml file you will have to download a dependancy like in the note below (from the README.TXT in the Ogre exporter archive you downloaded in 3) ):

In order to create binary Ogre meshes, you need OgreXMLConverter. Try to use the latest Ogre tools, at the moment that would be 1.7 Windows 1. Download the latest Ogre Command-line tools from http://www.ogre3d.org/download/tools 2. Install to the default location. 3. See "Setting Tool Paths" section if .mesh files are not exported to configure the tools.