diff --git a/mkdocs.yml b/mkdocs.yml index 57a24f8e..623d3b66 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -79,6 +79,7 @@ nav: - Visual editors: tools-tutorials/visual-editors.md - How to contribute to community projects using GitHub: tools-tutorials/contributing-github.md - Documentation contributing guide {How to edit the docs): tools-tutorials/docs-contributing-guide.md + - Branding: tools-tutorials/branding.md - Vehicle creation: - Truck file format: vehicle-creation/fileformat-truck.md - Soundscript file format: vehicle-creation/fileformat-soundscript.md diff --git a/source/gameplay/beginners-guide.md b/source/gameplay/beginners-guide.md index f88cd720..ce0bd0ad 100644 --- a/source/gameplay/beginners-guide.md +++ b/source/gameplay/beginners-guide.md @@ -14,7 +14,7 @@ When launching RoR for the first time, the user directory will be created. On Wi The game should open in a small window: -![firstrun1](/images/bg-firstrun1.png) +![firstrun1](../images/bg-firstrun1.png) Before playing, you should first change your settings. Begin by clicking `Settings`. @@ -22,43 +22,43 @@ First, make sure the rendering system is set to `Direct3D9 Rendering Subsystem`. If you're running Linux, ignore this as DirectX is not available. -![firstrun2](/images/bg-firstrun2.png) +![firstrun2](../images/bg-firstrun2.png) Now select `Video Mode` and change it to your monitor's native resolution then restart the game to apply your changes. -![firstrun3](/images/bg-firstrun3.png) +![firstrun3](../images/bg-firstrun3.png) -![firstrun4](/images/bg-firstrun4.png) +![firstrun4](../images/bg-firstrun4.png) Click `Settings` again, then click the `Graphics` tab. The following settings should be fine for most people, but feel free to adjust them to fit your liking. -![firstrun5](/images/bg-firstrun5.png) +![firstrun5](../images/bg-firstrun5.png) Then click the `Audio` tab and set the device and volume. -![firstrun6](/images/bg-firstrun6.png) +![firstrun6](../images/bg-firstrun6.png) Once you're finished, restart the game again. Now you're ready to begin playing. Start by clicking `Single player` to open the terrain selector. -![terrnselect](/images/bg-terrnselect.png) +![terrnselect](../images/bg-terrnselect.png) For the sake of this tutorial, select *North St Helens*. Once the terrain loads, you will spawn as a country person known lovingly as RoRBot. You control him with the arrow keys while using `SHIFT` to run and `SPACE` to jump (good for getting over bumps, or if you get stuck). -![rorbot](/images/bg-rorbot.png) +![rorbot](../images/bg-rorbot.png) You spawn in front of a building known as the *Rig-a-Deal*. This is where you will spawn new trucks. Walk into the "Office" to bring up the selection menu. You can also spawn a vehicle anywhere at any time by pressing `CTRL+G`. -![vehselect](/images/bg-vehselect.png) +![vehselect](../images/bg-vehselect.png) Use the mouse or arrow keys to move through the menus. Select the *DAF Semi truck*. The truck spawns inside the Rig-a-Deal with you inside it. If you happen to spawn the truck with RoRBot outside of the vehicle, simply hit `ENTER`/`RETURN` to get in a vehicle. -![daf1](/images/bg-daf1.png) +![daf1](../images/bg-daf1.png) ## Driving @@ -92,9 +92,9 @@ Now, make your way back to the *Rig-a-Deal*. You should see a large, grey, open-platform with an orange console. Park the truck (use `P` to set the parking brake) and hit `ENTER`/`RETURN` to get out. Note that the same camera commands work with RoRBot. Step in front of the orange console to open the load selector. -![daf2](/images/bg-daf2.png) +![daf2](../images/bg-daf2.png) -![loadselect](/images/bg-loadselect.png) +![loadselect](../images/bg-loadselect.png) Select the *Semi trailer (37 tons)*. @@ -103,7 +103,7 @@ Get back in the semi and drive in front of the load. Use the camera in third-per The hook points must be within 10cm to hook, so it may take some practice to get close. When you think you're close, hit `L`. If you're close enough, the semi will latch to the trailer. Raise the legs by holding `F1`. -![daf3](/images/bg-daf3.png) +![daf3](../images/bg-daf3.png) You can now drive around with the trailer. You will notice that the trailer has a large effect on how the semi pulls and handles! This process is the same for most trailers. In some cases you can secure loads to trucks using `O`. @@ -113,7 +113,7 @@ NOTE: on some computers trailers may increase lag or decrease FPS(frames per sec Now that we've become comfortable with driving. Let's try to fly. Move your mouse to the to top of the screen to bring up the menubar, click `Vehicles` then `Antonov 12` to instantly enter the plane which is sitting on the runway. -![planeselect](/images/bg-planeselect.png) +![planeselect](../images/bg-planeselect.png) Apply the parking brake by pressing `P`. Turn on the flying lights by pressing `M`. Start the engines by using your mouse to click the `ON` buttons in the lower right hand corner (or by pressing `CTRL+HOME`). @@ -123,29 +123,29 @@ If you have a short runway, be sure to use the flaps with `1` and `2` (this is e The An-12 does not stand high speeds (175+ knots) well, and you may find that if you go too fast the wings will break apart! -![plane1](/images/bg-plane1.png) +![plane1](../images/bg-plane1.png) -![plane2](/images/bg-plane2.png) +![plane2](../images/bg-plane2.png) When it comes to landing, make sure you have room to slow down and take your time. Going straight into the runway is the easiest way to land when you first start off. It may take a few passes to go head-on so don't be afraid to abort a landing and throttle back up to regain altitude. The entire process is easier if you shadows enabled, but is possible without. When you land, hit `R` to reverse thrust and throttle up to slow down in addition to using `B` to brake the wheels. -This tutorial does not make use of the autopilot. For more information regarding the use of autopilot, see [Aircraft handling](/gameplay/aircraft-handling/). +This tutorial does not make use of the autopilot. For more information regarding the use of autopilot, see [Aircraft handling](aircraft-handling.md). ## Boating We must explore beyond Coldwater to get to the marina. Take the main road out of Coldwater, heading southwest toward the Elk Hotel. Take the second left after you leave town. You should see the water soon. When you arrive at the marina, you should see marina-style boat docks and a ramp along with a building. -![boat1](/images/bg-boat1.png) +![boat1](../images/bg-boat1.png) Walk around to the front of the building and enter the open door. Choose the Wahoo boat. -![boatselect](/images/bg-boatselect.png) +![boatselect](../images/bg-boatselect.png) Use `UP`/`DOWN` to throttle and `LEFT`/`RIGHT` to steer. Use `PGUP` to center the throttle (to neutral) and `PGDOWN` to center the rudder. It may take you a while to get your sea legs. If you have waves enabled, see how far out you can go before you flip over waves! -![boat2](/images/bg-boat2.png) +![boat2](../images/bg-boat2.png) ## Conclusion @@ -155,30 +155,30 @@ Now that you have a basic grasp of the basic vehicles in RoR, it is now up to yo If you feel like sharing the experience, you can play on one of the many public multiplayer servers. To get started, click the `Multi player` button on the main menu. -![mp1](/images/bg-mp1.png) +![mp1](../images/bg-mp1.png) Set your username by clicking on `Settings` and changing it in the `Player nickname` textbox. -![mp2](/images/bg-mp2.png) +![mp2](../images/bg-mp2.png) You may have to restart the game for the changes to take effect. Now just select the server you want to play on, then click `Join`. -![mp3](/images/bg-mp3.png) +![mp3](../images/bg-mp3.png) The 'any' servers allow you to select a terrain, while other servers (such as Official Nhelens) are set to use a specific terrain. While on a server, you can enable collisions between other players or hide nicknames by going to `Settings` in the top menubar. -![mp4](/images/bg-mp4.png) +![mp4](../images/bg-mp4.png) Note that multiplayer is still in development and can be unstable at times! ## Default controls -Please see the [Controls and configuration](/gameplay/controls-config/) page for a full list of controls. +Please see the [Controls and configuration](controls-config.md) page for a full list of controls. ## Adding content -To add new vehicles and terrains, go to the [Installing content](/gameplay/installing-content/) page. +To add new vehicles and terrains, go to the [Installing content](installing-content.md) page. diff --git a/source/gameplay/common-issues.md b/source/gameplay/common-issues.md index 56657111..1d22eb24 100644 --- a/source/gameplay/common-issues.md +++ b/source/gameplay/common-issues.md @@ -7,11 +7,11 @@ This page explains the most common problems players may experience with Rigs of When attempting to launch RoR or change game settings, you may receive one of these errors or a variation of them: -![create-settings-error](/images/create-settings-error.png) +![create-settings-error](../images/create-settings-error.png) -![error](/images/error-special-chars.png) +![error](../images/error-special-chars.png) -![error2](/images/error-generatecontent.png) +![error2](../images/error-generatecontent.png) ### Causes @@ -54,9 +54,9 @@ OneDrive is known to prevent RoR from accessing the Documents folder. The only s ## No render system plugin available -![error_no_rendersys_avail](/images/error_no_rendersys_avail.png) +![error_no_rendersys_avail](../images/error_no_rendersys_avail.png) -![error_no_render_sys_selected](/images/error_no_render_sys_selected.png) +![error_no_render_sys_selected](../images/error_no_render_sys_selected.png) If you downloaded RoR using the zip file, you may receive these errors. This is caused by the DirectX 9 Runtime not being installed. Install it from [Microsoft's website](https://www.microsoft.com/en-us/download/details.aspx?id=8109) then restart your PC. @@ -81,7 +81,7 @@ Older versions: ## Full screen crash (Cannot create device) -![error-createdevice](/images/error-createdevice.png) +![error-createdevice](../images/error-createdevice.png) This error is usually caused by enabling full screen with the wrong resolution (video mode) set. @@ -93,7 +93,7 @@ If this doesn't fix your error, then your GPU is most likely too old to run RoR. ## Null program bound -![error-nullprogrambound](/images/error-nullprogrambound.png) +![error-nullprogrambound](../images/error-nullprogrambound.png) This error occurs with some Intel integrated graphics chips. Unfortunately there's currently no fix. @@ -106,7 +106,7 @@ More info: [GitHub issue](https://github.com/RigsOfRods/rigs-of-rods/issues/2385 With some GPUs (mostly integrated ones), shadows on vehicles may appear glitchy: -![shadows-glitch](/images/shadows-glitch.gif) +![shadows-glitch](../images/shadows-glitch.gif) This is caused by your GPU not supporting self-shadowing (Shadows from other objects casting onto the vehicle). Please try one of the following workarounds: @@ -146,4 +146,4 @@ If you prefer to use the default materials instead, do the following: If the game crashes when spawning an aircraft, change the Lights setting (Graphics tab) to anything that isn't `None (fastest)`: -![airplane-crash-lights-fix](/images/airplane-crash-lights-fix.png) \ No newline at end of file +![airplane-crash-lights-fix](../images/airplane-crash-lights-fix.png) \ No newline at end of file diff --git a/source/gameplay/controls-config.md b/source/gameplay/controls-config.md index 6f43ee3a..da708d88 100644 --- a/source/gameplay/controls-config.md +++ b/source/gameplay/controls-config.md @@ -244,9 +244,9 @@ because some planes could have more than 4 engines and you couldn't control them Starting with Rigs of Rods version 2021.10, it is now possible to remap keyboard controls in-game. Just press the Controls button on the main menu: -![main-menu-controls-button](/images/main-menu-controls-button.png) +![main-menu-controls-button](../images/main-menu-controls-button.png) -![controls-menu](/images/controls-menu.png) +![controls-menu](../images/controls-menu.png) From here it's pretty self-explanatory, just select which control you want to change and press the new key. @@ -942,23 +942,23 @@ This has been tested with a DualShock 4 controller, these instructions should a To begin, install [Steam](https://store.steampowered.com/about/) if you don't already have it and sign in. You will first have to enable PlayStation controller support. Click `Steam` -> `Settings` -![steam-settings](/images/steam-settings.png) +![steam-settings](../images/steam-settings.png) On the Controller tab, select `General controller settings` -![steam-controller-settings](/images/steam-controller-settings.png) +![steam-controller-settings](../images/steam-controller-settings.png) Enable `PlayStation Configuration Support` then click `Back` to return to the settings menu -![steam-ps-support.png](/images/steam-ps-support.png) +![steam-ps-support.png](../images/steam-ps-support.png) Next you'll have to add RoR as a non-Steam game. To do this click `Games` -> `Add a Non-Steam Game to My Library...` -![steam-non-steam-game](/images/steam-non-steam-game.png) +![steam-non-steam-game](../images/steam-non-steam-game.png) -Click ![steam-browse](/images/steam-browse.png), locate where RoR is installed (usually `C:\Program Files\Rigs of Rods`) then double-click `RoR.exe` +Click ![steam-browse](../images/steam-browse.png), locate where RoR is installed (usually `C:\Program Files\Rigs of Rods`) then double-click `RoR.exe` -![steam-add-non-steam-game](/images/steam-add-non-steam-game.png) +![steam-add-non-steam-game](../images/steam-add-non-steam-game.png) Finally, click `Add selected programs`. RoR will now be in your game library. @@ -981,7 +981,7 @@ For advanced editing you'll need to edit the `Controller__XBOX_360_For_Windows_. #### Setting up the input map and FreePIE script -After installing the above applications, download [this zip file](/download/RoR_Mouse_Control.zip) which contains the required input map and FreePIE script. +After installing the above applications, download [this zip file](../download/RoR_Mouse_Control.zip) which contains the required input map and FreePIE script. There will be two files in the zip: `vJoy_Device.map` and `MouseControl.py`. @@ -991,15 +991,15 @@ Extract both files into `Documents\My Games\Rigs of Rods\config`. Open FreePIE and press `File -> Open`. Browse to the `MouseControl.py` file you downloaded earlier: -![1](/images/FreePIE-1.png) +![1](../images/FreePIE-1.png) -![2](/images/FreePIE-2.png) +![2](../images/FreePIE-2.png) -![3](/images/FreePIE-3.png) +![3](../images/FreePIE-3.png) Then press `Script -> Run script`: -![4](/images/FreePIE-4.png) +![4](../images/FreePIE-4.png) The script should now be running. If you get an error, install vJoy. @@ -1020,19 +1020,19 @@ The easiest way to configure your device for use in Rigs of Rods is to use the [ !!! note If you have vJoy installed, you will have to disable it before running the tool! -![vJoyDisable](/images/vJoyDisable.png) +![vJoyDisable](../images/vJoyDisable.png) ### Launching the tool After downloading, extract the zip into a new folder. Then double-click `Run.bat` to launch the tool. -![5](/images/InputMappingTool-1.png) +![5](../images/InputMappingTool-1.png) ### Adding new inputs To begin adding inputs, click `Add`. -![6](/images/InputMappingTool-2.png) +![6](../images/InputMappingTool-2.png) Select the event you want to assign an input to. In this example, I will use `TRUCK_ACCELERATE` @@ -1052,11 +1052,11 @@ Click `Add` once ready, the tool will then ask you to move the axis/press a butt The popup will automatically close once the requested action is completed. If not, press Enter. -![7](/images/InputMappingTool-3.png) +![7](../images/InputMappingTool-3.png) Repeat the process for all the inputs you want to add. -![8](/images/InputMappingTool-4.png) +![8](../images/InputMappingTool-4.png) Once you're done, it's time to export the keymap. @@ -1067,11 +1067,11 @@ Once you're done, it's time to export the keymap. Click `Export Keymap` then select your device from the list. -![9](/images/InputMappingTool-5.png) +![9](../images/InputMappingTool-5.png) Browse to `Documents\My Games\Rigs of Rods\config`, then click `Open` to save the file. -![10](/images/InputMappingTool-6.png) +![10](../images/InputMappingTool-6.png) And finally, run Rigs of Rods and test your device! If you wish to make further edits in the future, you can import your input map by clicking `Import Keymap`. @@ -1119,7 +1119,7 @@ This is what you'll want to name your file. You can choose to just save your inp If you rename the file, it is highly recommended you enable file extensions (View -> File name extensions): -![explorer-file-ext](/images/explorer-file-ext.png) +![explorer-file-ext](../images/explorer-file-ext.png) This is to help avoid you naming the file `.map.map` by mistake. diff --git a/source/gameplay/general-faq.md b/source/gameplay/general-faq.md index 770e4f63..760bf853 100644 --- a/source/gameplay/general-faq.md +++ b/source/gameplay/general-faq.md @@ -4,7 +4,7 @@ General FAQ Welcome to the General FAQ! Here you'll find answers to common questions you may have about Rigs of Rods. It is organized into sections to make finding answers easier. -For info regarding errors and/or crashes, see: [Common issues](/gameplay/common-issues/) +For info regarding errors and/or crashes, see: [Common issues](common-issues.md) ## Downloading Rigs of Rods @@ -18,7 +18,7 @@ Windows XP & Vista are no longer supported as of version 0.4.8 RC5. MacOS hasn't been supported since version 0.37 due to lack of developer interest and outdated dependencies currently used by the game. -Any other platform (ChromeOS, and iOS/Android) are not supported and likely never will be. +Any other platform (ChromeOS, and iOS/Android) are unsupported and likely never will be. ### Windows @@ -26,7 +26,7 @@ The latest version can be downloaded from the [home page](https://www.rigsofrods If you decide to download from Itch, we recommended using the [Itch desktop app](https://itch.io/app) as you'll receive updates automatically. -If you need help, see: [Installing the game](/gameplay/installing-the-game/) +If you need help, see: [Installing the game](installing-the-game.md) ###Linux @@ -58,7 +58,7 @@ You can find previous RoR versions on [SourceForge](https://sourceforge.net/proj You can find mods on the [Repository](https://forum.rigsofrods.org/resources/) and the [content](https://forum.rigsofrods.org/#showrooms.11) section of the forum. -For more info regarding installing mods, see: [Installing content (mods)](/gameplay/installing-content/). +For more info regarding installing mods, see: [Installing content (mods)](installing-content.md). ### Archives @@ -75,12 +75,12 @@ If you search for RoR mods on Google or YouTube, you'll likely find car mods tha They are not allowed on any of our services, including multiplayer. May also contain viruses and/or malware. Further reading:
-[ToS - Stolen content](/rules/rules-stolen-content/)
+[Don’t Steal Content or Violate Intellectual Property](../rules/community-guidelines.md#dont-steal-content-or-violate-intellectual-property) [Stolen Content (Bus Epidemic)](https://forum.rigsofrods.org/threads/stolen-content-bus-epidemic.2034/) ## Multiplayer -To play multiplayer, see [this section](/gameplay/beginners-guide/#multiplayer) of the Beginner's Guide. +To play multiplayer, see [this section](beginners-guide.md#multiplayer) of the Beginner's Guide. ### Wrong server version diff --git a/source/gameplay/installing-content.md b/source/gameplay/installing-content.md index 95aec6b5..cc43d208 100644 --- a/source/gameplay/installing-content.md +++ b/source/gameplay/installing-content.md @@ -10,15 +10,15 @@ Starting with Rigs of Rods version 2022.04, it is now possible to download new c Just click on the Repository button at the main menu: -![main-menu-repo-button](/images/main-menu-repo-button.png) +![main-menu-repo-button](../images/main-menu-repo-button.png) You can view different categories, sort by most downloaded/last update/etc, and change the display view. -![in-game-repo](/images/in-game-repo.png) +![in-game-repo](../images/in-game-repo.png) After you find a mod to install, just click on the file and press the Install button: -![in-game-repo-install](/images/in-game-repo-install.png) +![in-game-repo-install](../images/in-game-repo-install.png) To remove a mod, just go back to the file listing and press Remove. @@ -26,7 +26,7 @@ To remove a mod, just go back to the file listing and press Remove. - The In-Game Repository currently does not support installing content packs which are a zip file containing other zips. You can still download them in-game, but you'll have to browse to the `mods` folder and extract the pack zip manually. -- While there is an Addons category, most files there will have to be installed manually. Please see [Installing addons](/tools-tutorials/addons/) for more information. +- While there is an Addons category, most files there will have to be installed manually. Please see [Installing addons](../tools-tutorials/addons.md) for more information. ## Installing mods manually @@ -34,17 +34,17 @@ Adding a new vehicle or terrain is very simple. Follow the appropriate instructi ### Windows -First, open File Explorer by clicking the ![File Explorer Icon](/images/file-explorer.png) icon on your taskbar or by pressing Windows key + E. +First, open File Explorer by clicking the ![File Explorer Icon](../images/file-explorer.png) icon on your taskbar or by pressing Windows key + E. Click Documents, located under 'This PC' or 'Quick access': -![FIle Explorer Documents](/images/file-explorer-docs.png) +![FIle Explorer Documents](../images/file-explorer-docs.png) -Select ![My Games](/images/my-games-folder.png) followed by ![Rigs of Rods User Folder](/images/rigs-of-rods-folder.png). You are now in RoR's user directory. +Select ![My Games](../images/my-games-folder.png) followed by ![Rigs of Rods User Folder](../images/rigs-of-rods-folder.png). You are now in RoR's user directory. Place the `*.zip` file inside the `mods` folder, either by cut (CTRL+X) and paste (CTRL+V) or drag and drop. Your mods folder should now have the zip inside: -![repository-install](/images/repository-installing-mod.png) +![repository-install](../images/repository-installing-mod.png) You can also organize your mod zips by creating subfolders (e.g. `mods\cars\DodgeViperGTS.zip`). @@ -54,20 +54,20 @@ That's it! You can launch Rigs of Rods now and your shiny new mod should be read For this, we'll be using Ubuntu 20.04. Instructions should be similar if you're using another distro. -First, click the ![Ubuntu Files Icon](/images/ubuntu-files-icon.png) icon located on your dock/launcher. You should now be in your Home directory. +First, click the ![Ubuntu Files Icon](../images/ubuntu-files-icon.png) icon located on your dock/launcher. You should now be in your Home directory. !!! warning If you installed RoR via the [Snap Store](https://snapcraft.io/rigs-of-rods), the user directory is located at `~/snap/rigs-of-rods/common/`. By default, RoR's user folder is named `.rigsofrods`, which is a hidden folder. Hidden folders can be shown by clicking the top right menu icon and enabling 'Show Hidden Files': -![Ubuntu Show Hidden Files](/images/ubuntu-show-hf.png) +![Ubuntu Show Hidden Files](../images/ubuntu-show-hf.png) -Once enabled, open the ![Ubuntu .rigsofrods Folder](/images/ubuntu-rigsofrods.png) folder. You are now in RoR's user directory. +Once enabled, open the ![Ubuntu .rigsofrods Folder](../images/ubuntu-rigsofrods.png) folder. You are now in RoR's user directory. Place the `*.zip` file inside the `mods` folder, either by cut (CTRL+X) and paste (CTRL+V) or drag and drop. Your mods folder should now have the zip inside: -![Ubuntu Mod Installed](/images/ubuntu-installed-mod.png) +![Ubuntu Mod Installed](../images/ubuntu-installed-mod.png) You can also organize your mod zips by creating subfolders (e.g. `mods\cars\DodgeViperGTS.zip`). @@ -88,7 +88,7 @@ If you search for RoR mods on Google or YouTube, you'll likely find car mods tha They are not allowed on any of our services, including multiplayer. May also contain viruses and/or malware. Further reading:
-[ToS - Stolen content](/rules/rules-stolen-content/)
+[Don’t Steal Content or Violate Intellectual Property](../rules/community-guidelines.md#dont-steal-content-or-violate-intellectual-property)
[Stolen Content (Bus Epidemic)](https://forum.rigsofrods.org/threads/stolen-content-bus-epidemic.2034/) ### Extracting zips @@ -109,7 +109,7 @@ To install content packs (a zip file containing multiple zips inside) such as th Some mods may provide a `*.skinzip` which contains some extra liveries/skins for the vehicle. To install these, just place them inside the `mods` folder. -For more information about skinzips, see [this page](/vehicle-creation/alternate-skins/). +For more information about skinzips, see [this page](../vehicle-creation/alternate-skins.md). ## PSD/PDN files diff --git a/source/gameplay/installing-the-game.md b/source/gameplay/installing-the-game.md index f8108072..25b27072 100644 --- a/source/gameplay/installing-the-game.md +++ b/source/gameplay/installing-the-game.md @@ -7,11 +7,11 @@ Installing the game To get started, download the latest version of the game from our [homepage](https://www.rigsofrods.org/). -![download](/images/bg-download2021.png) +![download](../images/bg-download2021.png) From here, choose which package you would like to install. We recommend the Installer for beginner users. -![options](/images/bg-downloadopt2021.png) +![options](../images/bg-downloadopt2021.png) You will be redirected to Sourceforge, and the file will automatically download. Once downloaded, double-click the file to start the installer. @@ -19,7 +19,7 @@ You will be redirected to Sourceforge, and the file will automatically download. ### Windows SmartScreen warning -![smartscreen](/images/bg-smartscreen.png) +![smartscreen](../images/bg-smartscreen.png) When launching the installer for the first time, Windows Defender SmartScreen may prevent the installer from starting. @@ -31,19 +31,19 @@ The installer should launch once you accept the UAC dialog. Select your language, then click `OK`. -![installer1](/images/bg-installer1.png) +![installer1](../images/bg-installer1.png) Click `Next`. -![installer2](/images/bg-installer2.png) +![installer2](../images/bg-installer2.png) Accept the agreement, then click `Next`. -![installer3](/images/bg-installer3.png) +![installer3](../images/bg-installer3.png) If you wish to install RoR to another location, you can change it here. We recommend leaving it to the default location. -![installer4](/images/bg-installer4.png) +![installer4](../images/bg-installer4.png) By default, RoR only comes with a very small selection of content. To help new players, we've created content packs which provide a good selection of vehicles and terrains to get you started. @@ -51,21 +51,21 @@ You can choose to either download all the packs, or only select the ones that in Click `Next` to continue. -![installer5](/images/bg-installer5.png) +![installer5](../images/bg-installer5.png) If you want the installer to create a desktop icon, check the box. Click `Next` to continue. -![installer6](/images/bg-installer6.png) +![installer6](../images/bg-installer6.png) Click `Install` to begin the installation process. -![installer7](/images/bg-installer7.png) +![installer7](../images/bg-installer7.png) Once the installation finishes, read the message that appears then click `Next` to continue. -![installer8](/images/bg-installer8.png) +![installer8](../images/bg-installer8.png) Installation is now completed. Leave `Launch Rigs of Rods` checked then click `Finish` to launch RoR! -![installer9](/images/bg-installer9.png) +![installer9](../images/bg-installer9.png) diff --git a/source/gameplay/jargon.md b/source/gameplay/jargon.md index a69c5a7f..a086569e 100644 --- a/source/gameplay/jargon.md +++ b/source/gameplay/jargon.md @@ -53,7 +53,7 @@ The 3D rendering engine used in Rigs of Rods. This means the mod in question contains elements, in most cases meshes (3d models) which aren't the author's original work. This includes meshes obtained from public repositories, most notably SketchUp warehouse. -More information: [Terms of Service#STOLEN CONTENT](/rules/terms-of-service/#stolen-content) +More information: [Don’t Steal Content or Violate Intellectual Property](../rules/community-guidelines.md#dont-steal-content-or-violate-intellectual-property) ### Unreleased diff --git a/source/gameplay/multiplayer-server-setup.md b/source/gameplay/multiplayer-server-setup.md index 6c748310..bfcb784a 100644 --- a/source/gameplay/multiplayer-server-setup.md +++ b/source/gameplay/multiplayer-server-setup.md @@ -38,7 +38,7 @@ Let's begin by downloading the latest Windows server release from [here](https:/ Extract the downloaded zip into a new folder: -![server-filelist-win](/images/server-filelist-win.png) +![server-filelist-win](../images/server-filelist-win.png) !!! note "Tip" It is highly recommended to enable file extensions in File Explorer as this will make it easier to differentiate each config file.
@@ -51,7 +51,7 @@ Extract the downloaded zip into a new folder: Inside the folder, open (`server.cfg`) with Notepad or your preferred text editor. -![server-config-notepad](/images/server-config-notepad.png) +![server-config-notepad](../images/server-config-notepad.png) This is the main configuration file for your server. Each section contains a comment explaining what it does, pretty self-explanatory. @@ -63,7 +63,7 @@ Save and close the file once you're finished. This file sets your server's Message of the Day (MOTD), shown on server join: -![server-motd](/images/server-motd.png) +![server-motd](../images/server-motd.png) Fill it out with whatever you'd like. @@ -81,7 +81,7 @@ This file configures the admins and moderators on your server. Please see the [U Once you're finished configuring your server, double-click `run.bat` to launch the server: -![server-win-start](/images/server-win-start.png) +![server-win-start](../images/server-win-start.png) If successful, your server should now be running and registered on the server list! @@ -105,13 +105,13 @@ Extract the zip with the following command: The server files should now be located in the `rorserver` folder: -![server-filelist-linux](/images/server-filelist-linux.png) +![server-filelist-linux](../images/server-filelist-linux.png) ### server.cfg In SSH, Go into the newly created `rorserver` folder and type `nano server.cfg`. -![server-config-nano](/images/server-config-nano.png) +![server-config-nano](../images/server-config-nano.png) This is the main configuration file for your server. @@ -125,7 +125,7 @@ Once you're done, press `CTRL+O` to save the file and `CTRL+X` to exit. This file sets your server's Message of the Day (MOTD), shown on server join: -![server-motd](/images/server-motd.png) +![server-motd](../images/server-motd.png) Fill it out with whatever you'd like. @@ -150,7 +150,7 @@ sh RunRoR.sh `chmod +x rorserver` only needs to be run once to set permissions. -![server-linux-start](/images/server-linux-start.png) +![server-linux-start](../images/server-linux-start.png) If successful, your server should now be running and registered on the server list! @@ -217,7 +217,7 @@ Save the file and restart your server. If the server read the auth file correctl The next time you join your server you should now have a red flag next to your name if you're a admin or a blue flag if you're a moderator. -![userauth-ingame](/images/userauth-ingame.png) +![userauth-ingame](../images/userauth-ingame.png) ### Moderation commands diff --git a/source/gameplay/tuning.md b/source/gameplay/tuning.md index 6c14e8ea..369e62cd 100644 --- a/source/gameplay/tuning.md +++ b/source/gameplay/tuning.md @@ -10,13 +10,13 @@ The tuning menu is a new single player feature available for vehicles. It enable Tuning is currently disabled in Multiplayer, support will be added in a future release. -For a technical overview of the addonpart file format, see: [Addonpart file format](/vehicle-creation/fileformat-addonpart) +For a technical overview of the addonpart file format, see: [Addonpart file format](../vehicle-creation/fileformat-addonpart.md) ## Addon parts -The main feature of the Tuning menu is the ability to install add-on parts with one click, without manually editing the [truck file](/vehicle-creation/fileformat-truck/). +The main feature of the Tuning menu is the ability to install add-on parts with one click, without manually editing the [truck file](../vehicle-creation/fileformat-truck.md). Add-ons for the currently spawned vehicle will be displayed. Add-ons can be downloaded from the in-game Repository or the [website](https://forum.rigsofrods.org/resources/categories/addons.15/) and placed into the `mods` folder just like vehicles and terrains. Please note that only a handful of parts currently support the new file format. @@ -27,13 +27,13 @@ To install a part, simply click the box next to the part name. Click again to re When hovering over an add-on part, red outlines around other parts may appear: -![addon-part-conflicts](/images/addon-part-conflicts.png) +![addon-part-conflicts](../images/addon-part-conflicts.png) These are conflicts. Conflicting parts cannot be installed together. When installing a part that conflicts, the other parts will be disabled (marked with an X). Attempting to install a conflicting part through the selector will display an error: -![addon-part-conflict2](/images/addon-part-conflict2.png) +![addon-part-conflict2](../images/addon-part-conflict2.png) ### Parts selector @@ -52,9 +52,9 @@ The Tuning menu also features the ability to toggle the visibility of props, fle -![tuning-flexbody-toggle](/images/tuning-flexbody-toggle.gif) +![tuning-flexbody-toggle](../images/tuning-flexbody-toggle.gif) -Numbers next to element names are IDs, these are used for the [addonpart file format](/vehicle-creation/fileformat-addonpart/). +Numbers next to element names are IDs, these are used for the [addonpart file format](../vehicle-creation/fileformat-addonpart.md). Disabled elements are moved to the bottom of the list. @@ -67,11 +67,11 @@ This can be useful for disabling specific elements of an addon (for instance, pa When installing wheel addons, it's possible for the wheel mesh to be facing the wrong direction. This can be fixed through the Tuning menu: -![tuning-wheelside](/images/tuning-wheelside.png) +![tuning-wheelside](../images/tuning-wheelside.png) Some vehicles feature flexbody tires, if the wheel includes a pre-mounted tire you will need to hide them: -![tuning-hide-flextires](/images/tuning-hide-flextires.png) +![tuning-hide-flextires](../images/tuning-hide-flextires.png) ## Saving and loading @@ -80,13 +80,13 @@ Once you're finished customizing a vehicle, it can be saved by clicking `Save as !!! note The `Save as...` button only appears after installing an add-on or toggling an element. -![tuning-save1](/images/tuning-save1.png) +![tuning-save1](../images/tuning-save1.png) Give it a name, then click `Save`. Existing tunes with the same name will not be overwritten unless `Overwrite` is enabled. -![tuning-save2](/images/tuning-save2.png) +![tuning-save2](../images/tuning-save2.png) -![tuning-save3](/images/tuning-save3.png) +![tuning-save3](../images/tuning-save3.png) The tune is now saved. Simply click on the tune name to load it. Press & hold the `Delete` button to permanently remove a tune. diff --git a/source/gameplay/vehicle-ai.md b/source/gameplay/vehicle-ai.md index 9002d17d..d341a757 100644 --- a/source/gameplay/vehicle-ai.md +++ b/source/gameplay/vehicle-ai.md @@ -5,7 +5,7 @@ Vehicle AI Introduced in version 2022.12, AI vehicles now can be controlled and customized through the "Vehicle AI" section of the top menu: -![vehicle-ai-menu](/images/vehicle-ai-menu.png) +![vehicle-ai-menu](../images/vehicle-ai-menu.png) Only available in single player, disabled in multiplayer to prevent abuse. @@ -32,11 +32,11 @@ Whether the vehicles will spawn behind or next to each other. Behind: -![vehicle-ai-behind](/images/vehicle-ai-behind.png) +![vehicle-ai-behind](../images/vehicle-ai-behind.png) Parallel: -![vehicle-ai-parallel](/images/vehicle-ai-parallel.png) +![vehicle-ai-parallel](../images/vehicle-ai-parallel.png) ### Repeat times @@ -100,13 +100,13 @@ Sets the height airplanes will climb to after take off. Currently planes will re ### Vehicle name The vehicle the AI will use. Default is the 'Bus RVI Agora S', a standard vehicle included with RoR. Just click on the name to open a selector menu. -If the chosen vehicle has [sections](/vehicle-creation/fileformat-truck/#sections) and/or [skins](/vehicle-creation/alternate-skins/), AI will use the selected section/skin as well. +If the chosen vehicle has [sections](../vehicle-creation/fileformat-truck.md#sections) and/or [skins](../vehicle-creation/alternate-skins.md), the AI vehicle will use the selected section/skin. ## Presets menu After setting up the above options, click the `Presets` drop down menu: -![vehicle-ai-presets-menu](/images/vehicle-ai-presets-menu.png) +![vehicle-ai-presets-menu](../images/vehicle-ai-presets-menu.png) On a supported terrain, the presets that are available for the terrain will be displayed. If not a list of supported terrains will be shown instead. @@ -123,7 +123,7 @@ This feature is mostly meant for fun, it is not recommended to use this to creat Creating a new waypoint preset is simple. Just open the enlarged overview map (press `TAB` key twice): -![vehicle-ai-overview-map](/images/vehicle-ai-overview-map.png) +![vehicle-ai-overview-map](../images/vehicle-ai-overview-map.png) #### Controls @@ -139,7 +139,7 @@ Scroll wheel - Zoom mini map !!! note The zoom feature only works with the small minimap: - ![vehicle-ai-small-map](/images/vehicle-ai-small-map.png) + ![vehicle-ai-small-map](../images/vehicle-ai-small-map.png) #### Adding waypoints @@ -150,13 +150,13 @@ After placing the waypoints, click the `Start` button to test drive your route. Your overview map should now look similar to this: -![vehicle-ai-waypointed-map](/images/vehicle-ai-waypointed-map.png) +![vehicle-ai-waypointed-map](../images/vehicle-ai-waypointed-map.png) #### Exporting Now click on the `Waypoints` drop down menu: -![vehicle-ai-waypoints-menu](/images/vehicle-ai-waypoints-menu.png) +![vehicle-ai-waypoints-menu](../images/vehicle-ai-waypoints-menu.png) Coordinates of each waypoint will be displayed. Clicking on a coordinate will teleport you to the waypoint. diff --git a/source/gameplay/version-2020-01-faq.md b/source/gameplay/version-2020-01-faq.md index a0b858d2..23d5cdd1 100644 --- a/source/gameplay/version-2020-01-faq.md +++ b/source/gameplay/version-2020-01-faq.md @@ -30,7 +30,7 @@ The user directory on Linux will remain in `~/.rigsofrods` for now. ### Mods -On first run, players with the old directory will receive a notice about the directory change. To continue using your mods, you will have to move your mod directories (`mods` on recent RCs, or `packs`,`terrains`, and `vehicles` on older versions) to the new `My Games\Rigs of Rods` directory. RoR itself will not move the folders to prevent data loss. The [Installing content](/gameplay/installing-content/) page has been updated for the new directory. +On first run, players with the old directory will receive a notice about the directory change. To continue using your mods, you will have to move your mod directories (`mods` on recent RCs, or `packs`,`terrains`, and `vehicles` on older versions) to the new `My Games\Rigs of Rods` directory. RoR itself will not move the folders to prevent data loss. The [Installing content](installing-content.md) page has been updated for the new directory. ### Settings and input mappings @@ -38,7 +38,7 @@ At the moment, players who already use 0.4.8 RC5 can move the `config` and `save For those running older versions, **DO NOT** move the `config` or `savegames` folders. Version 2020.01 is not compatible with anything older than 0.4.8 RC5. -If you have input maps for controllers ([separate controller `.map` files](/images/controller-inputmaps.png), not an edited `input.map`!!) you will have to move those to the new `config` folder to continue using your input devices. +If you have input maps for controllers ([separate controller `.map` files](../images/controller-inputmaps.png), not an edited `input.map`!!) you will have to move those to the new `config` folder to continue using your input devices. ## End of 32 bit support diff --git a/source/rules/repository-submission-guidelines.md b/source/rules/repository-submission-guidelines.md index 9c654747..e7611600 100644 --- a/source/rules/repository-submission-guidelines.md +++ b/source/rules/repository-submission-guidelines.md @@ -4,7 +4,7 @@ To ensure consistency and quality, please follow these guidelines when creating ## General Requirements -1. Any content you submit must be your own creation, or [you must have permission](/rules/community-guidelines/#dont-steal-content-or-violate-intellectual-property) from the original creator(s) to share or modify their work. +1. Any content you submit must be your own creation, or [you must have permission](community-guidelines.md#dont-steal-content-or-violate-intellectual-property) from the original creator(s) to share or modify their work. 2. You must ensure that the content you submit is compatible with the latest stable version of Rigs of Rods. Please test your mod to ensure it works correctly before submission. 3. Ensure filenames and asset names are descriptive and unique to avoid conflicts with other mods. 4. Any content you submit must not exceed 4GB in size. This limit is imposed to prevent abuse and helps us to save on valuable bandwidth. diff --git a/source/terrain-creation/building-rail-tracks.md b/source/terrain-creation/building-rail-tracks.md index c6d358ae..29c2f9d1 100644 --- a/source/terrain-creation/building-rail-tracks.md +++ b/source/terrain-creation/building-rail-tracks.md @@ -16,20 +16,20 @@ The result is a quite long wheel what may be odd on the first sight, but if you think about it real train wheels are basically the same. This also helps to keep the nodecount down. -![](/images/rail-vehicles-basic-concept1.jpg) +![](../images/rail-vehicles-basic-concept1.jpg) The wagons use low friction nodes instead of wheels. Main reason is the nodecount, e.g. on a 4 axle wagon we can save approx. 120 nodes by doing this, what will give you a much better framerate. -![](/images/rail-vehicles-basic-concept2.jpg) +![](../images/rail-vehicles-basic-concept2.jpg) ### Basic node and beam principles To make your rail vehicle working well, you need to obtain certain principles. * First of all your bogie geometry needs to be exactly as shown in the picture - ![](/images/rail-vehicles-geometry-reference.png) + ![](../images/rail-vehicles-geometry-reference.png) If you make a wagon without wheels, the low friction nodes running on the rail need to be exactly where the wheel in the picture would touch the rail. * Your guidance nodes (those running on the inner side of the rail) need to be contacters. @@ -48,7 +48,7 @@ you need to make sure the coordinates in the 3d modeling program are the same as Open the terrain *.zip and search for a *.cfg file. Read out the size of the terrain, switch to your 3d modeling program and create a plane with the same size in the correct position: -![](/images/rail-track-building-3dtool.jpg) +![](../images/rail-track-building-3dtool.jpg) This will be our placement help. @@ -58,10 +58,10 @@ When finished, you need to attach all track pieces together, but DO NOT ATTACH T We only placed them to read out the coordinates and we will place them on the map using the terrn file. For that purpose, open the terrn file, click each switch in blender/3ds and copy the coordinates (including rotational values) over to the terrn file. Then do -![](/images/rail-track-building-terrn-placing-switches.png) +![](../images/rail-track-building-terrn-placing-switches.png) to place the node and beam. Annoying, I know ;-) When done, it's time to export the track layout. It should look like -![](/images/rail-track-building-switch-gaps.png) +![](../images/rail-track-building-switch-gaps.jpg) with gaps for the switches. Move the pivot point of the track to (0, 0, 0) and export the mesh. Now you just need to place it on (0, 0, 0) in the terrn file and probably get the angles right. @@ -86,13 +86,13 @@ Convert heightmap raw to bmp with [ImageMagick](http://www.imagemagick.org/scrip Create a plane in 3ds Max, apply a 3d displacement modifier, load your converted heightmap and assign the height found in the maps *.cfg there. Subdivide your plane to the accuracy you want -![](/images/rail-track-heightmap-spline-1.jpg) +![](../images/rail-track-heightmap-spline-1.jpg) ### Step 3 Create a spine representing the longitudinal track layout -![](/images/rail-track-heightmap-spline-2.jpg) +![](../images/rail-track-heightmap-spline-2.jpg) ### Step 4 @@ -102,7 +102,7 @@ Convert the heightmap to a poly object Extrude the spline to make it solid -![](/images/rail-track-heightmap-spline-3.jpg) +![](../images/rail-track-heightmap-spline-3.jpg) ### Step 6 @@ -112,8 +112,8 @@ Choose the spline solid, add a ProBoolean modifier, check substract, choose the Choose the outermost edge of the resulting body, right click, choose create contour ->now you have your spline following the heightmap -![](/images/rail-track-heightmap-spline-4.jpg) -![](/images/rail-track-heightmap-spline-5.jpg) +![](../images/rail-track-heightmap-spline-4.jpg) +![](../images/rail-track-heightmap-spline-5.jpg) ### Step 8 diff --git a/source/terrain-creation/collision-meshes.md b/source/terrain-creation/collision-meshes.md index 62e85a7a..46a7837e 100644 --- a/source/terrain-creation/collision-meshes.md +++ b/source/terrain-creation/collision-meshes.md @@ -13,11 +13,11 @@ In order to success in this tutorial/guide, you must have a modeling program wit If you have a profession in SketchUp, you may know how to make some pretty nice stuff. For example, here is a complex house I made. -![House visual mesh](/images/collisionmeshes-house-visual.png) +![House visual mesh](../images/collisionmeshes-house-visual.png) ... and here it is in-game -![House ingame](/images/collisionmeshes-house-ingame.png) +![House ingame](../images/collisionmeshes-house-ingame.png) As you may see, I get ~25 frames-per-second, while I normally get ~100 around a simpler object. A collision mesh will polish up the framerate and physic lag. @@ -25,11 +25,11 @@ As you may see, I get ~25 frames-per-second, while I normally get ~100 around a You want to make the collision mesh be exactly around the model, or else it will be out of place. My best suggestion is to model over it, but snapping your model to the original model. So, here is my model: -![House visual mesh](/images/collisionmeshes-house-visual.png) +![House visual mesh](../images/collisionmeshes-house-visual.png) ... and here is the collision mesh I modeled. -![House collision mesh](/images/collisionmeshes-house.png) +![House collision mesh](../images/collisionmeshes-house.png) As you may see, I left out the window detail, door detail, roof detail, the stairs, the fence, and the chimney. I did this because the car won't be interacting much with those aspects of the house in the first place, so why waste the framerate on them? @@ -39,30 +39,30 @@ Once you are done modeling it, make sure it is right around your model. Once it is put next to the model (make sure they are separate groups), select only ONE of them, and click the following... -![](/images/collisionmeshes-sketchup-5.png) +![](../images/collisionmeshes-sketchup-5.png) Then name your object however you like. I will name it "House". -![](/images/collisionmeshes-sketchup-6.png) +![](../images/collisionmeshes-sketchup-6.png) The reason why you want it separate is because one will be the house \[appearance\] and one will be the collision mesh \[physical structure\]. Then click "OK" and a series of windows come up. -![](/images/collisionmeshes-sketchup-7.png) +![](../images/collisionmeshes-sketchup-7.png) -![](/images/collisionmeshes-sketchup-8.png) +![](../images/collisionmeshes-sketchup-8.png) -![](/images/collisionmeshes-sketchup-9.png) +![](../images/collisionmeshes-sketchup-9.png) Then, separately select the collision mesh, and repeat the process. For the name, add "Collision" or "-Collision" at the end so it is easier to identify. It can even be as simple as as adding a "1" or "C" to the end. I will use the "-Collision" extension for the example. -![](/images/collisionmeshes-sketchup-10.png) +![](../images/collisionmeshes-sketchup-10.png) Then the series of windows pop up. -![](/images/collisionmeshes-sketchup-7.png) +![](../images/collisionmeshes-sketchup-7.png) -![](/images/collisionmeshes-sketchup-8.png) +![](../images/collisionmeshes-sketchup-8.png) -![](/images/collisionmeshes-sketchup-9.png) +![](../images/collisionmeshes-sketchup-9.png) You are done exporting! @@ -70,45 +70,45 @@ You are done exporting! As a standard procedure for SketchUp, go to the following directory: -![](/images/collisionmeshes-sketchup-11.png) +![](../images/collisionmeshes-sketchup-11.png) Then, go to the .MATERIAL file. -![](/images/collisionmeshes-sketchup-12.png) +![](../images/collisionmeshes-sketchup-12.png) Open it, and remove the section "Material SketchUp Default" or something along those lines. -![](/images/collisionmeshes-sketchup-13.png) +![](../images/collisionmeshes-sketchup-13.png) Then, go to the .ODEF file. -![](/images/collisionmeshes-sketchup-14.png) +![](../images/collisionmeshes-sketchup-14.png) Then, target the mesh line. -![](/images/collisionmeshes-odef-1.png) +![](../images/collisionmeshes-odef-1.png) Then, replace it with the collision name of your mesh. -![](/images/collisionmeshes-odef-2.png) +![](../images/collisionmeshes-odef-2.png) ### Using the files For objects, the necessary files are the .ODEF, the .MESH, the .MATERIAL, and any textures left behind. -![](/images/collisionmeshes-sketchup-17.png) +![](../images/collisionmeshes-sketchup-17.png) For the collision mesh, all you need is the .MESH of the collision mesh. Because it does not need a .MATERIAL file because it's invisible, and it does not need an .ODEF because it uses the .ODEF of the original house. -![](/images/collisionmeshes-sketchup-18.png) +![](../images/collisionmeshes-sketchup-18.png) Then, add those to the index of the .ZIP of the terrain you will be adding the object to. -![](/images/collisionmeshes-sketchup-19.png) +![](../images/collisionmeshes-sketchup-19.png) Once I placed the object, look how much better my framerate is compared to the one in Step II. -![](/images/collisionmeshes-house-ingame-2.png) +![](../images/collisionmeshes-house-ingame-2.png) ## Collision Mesh Troubleshooting diff --git a/source/terrain-creation/editing-terrain-objects.md b/source/terrain-creation/editing-terrain-objects.md index bc44fd89..de6a43a1 100644 --- a/source/terrain-creation/editing-terrain-objects.md +++ b/source/terrain-creation/editing-terrain-objects.md @@ -8,12 +8,12 @@ As of Rigs of Rods 0.4.x, terrain objects are stored in `.tobj` files, they cont ## Adding a new object -For this tutorial, I will be placing a Rig-A-Deal (truckshop) on [Baja Track](https://forum.rigsofrods.org/downloads.php?do=file&id=6) using Rigs of Rods version 0.4.7.0+. +For this tutorial, I will be placing a Rig-A-Deal (truckshop) on [Baja Track](https://forum.rigsofrods.org/resources/baja-track.167/) using Rigs of Rods version 0.4.7.0+. Open Rigs of Rods and select the map you want to add an object to. Go to where you want the object to be without being in a vehicle, for example here: -![image1](/images/adding-terrain-object1.png) +![image1](../images/adding-terrain-object1.png) Now press the `h` key. The current position coordinates will be written to the `RoR.log` (Located in `Documents\My Games\Rigs of Rods\logs` on Windows or `~/.rigsofrods/logs` on Linux. Open the `RoR.log` file in any text editor and scroll down to the end of the file. You should see a line similar to this: @@ -21,7 +21,7 @@ Open the `RoR.log` file in any text editor and scroll down to the end of the fil This is the coordinates for your new object. Now find and open the terrain zip (Example: `Bajatrack.zip`) and open the correct `.tobj` file (Example: `Bajatrack.tobj`) It should look similar to this: -![2](/images/adding-terrain-object2.png) +![2](../images/adding-terrain-object2.png) Now take the numbers from the `RoR.log` line and add them to the end of the file, like so: @@ -51,7 +51,7 @@ I recommend leaving the rotation (last 3) values to 0 for now. Save the file and reopen Rigs of Rods. Your new object should appear roughly where you want it: -![3](/images/adding-terrain-object3.png) +![3](../images/adding-terrain-object3.png) To precisely place your object, you can use the built-in "terrain/object editor" that is included with 0.4.7.0+. I'll explain how to use it below. @@ -63,7 +63,7 @@ First, make sure you're running RoR version 0.4.7.0 or newer. Next, load the terrain you want to edit. While not in a vehicle, press `CTRL+Y`. A notification box should appear in the top right: -![4](/images/adding-terrain-object4.png) +![4](../images/adding-terrain-object4.png) You should now be in "terrain editing mode". @@ -82,19 +82,19 @@ CTRL+Y - Exit editor and save changes In this example I will rotate the truckshop. Move RoRBot near the object and press `Enter`. The object should now be selected: -![5](/images/adding-terrain-object5.png) +![5](../images/adding-terrain-object5.png) Use the keys listed above to move/rotate. You may have to switch the rotation axis using the `R` key to correctly rotate the object. Once you have your object(s) placed where you want it press `CTRL+Y` again to exit the editor: -![6](/images/adding-terrain-object6.png) +![6](../images/adding-terrain-object6.png) -![7](/images/adding-terrain-object7.png) +![7](../images/adding-terrain-object7.png) The changes have been saved to the `editor_out.cfg` file in the `/config` folder. Open that file in a text editor. It should look similar to this: -![8](/images/adding-terrain-object8.png) +![8](../images/adding-terrain-object8.png) And finally, copy the correct placement line to your map's `.tobj` file. Example: diff --git a/source/terrain-creation/l3dt-map-making.md b/source/terrain-creation/l3dt-map-making.md index 0ee02dd5..31b106a9 100644 --- a/source/terrain-creation/l3dt-map-making.md +++ b/source/terrain-creation/l3dt-map-making.md @@ -28,12 +28,12 @@ This page will teach you how to export an L3DT terrain into Rigs of Rods version For this tutorial, I will assume you already have a ready-to-export terrain in L3DT. -![1](/images/L3DT-1.png) -![2](/images/L3DT-2.png) +![1](../images/L3DT-1.png) +![2](../images/L3DT-2.png) This is a simple 1024x1024 terrain generated by L3DT's "Design Map" feature. -I've uploaded the project files [here](/download/L3DT_Tutorial_Terrain_ProjectFile.zip) for reference. +I've uploaded the project files [here](../download/L3DT_Tutorial_Terrain_ProjectFile.zip) for reference. **Note**: You may only be able to open the project file in the Pro version due to it using 4096x4096 textures. @@ -43,21 +43,21 @@ Start by downloading a [template terrain](https://forum.rigsofrods.org/resources Once downloaded, extract the zip into any folder. -![3](/images/L3DT-explorer1.png) +![3](../images/L3DT-explorer1.png) Delete `template_04_raw.raw`, `simple2_asphalt_diffusespecular.dds`, and `simple2_asphalt_normalheight.dds` as you will not be needing them. -![4](/images/L3DT-explorer2.png) +![4](../images/L3DT-explorer2.png) Rename the files to what you'd like your terrain to be named (for this tutorial I will just name it `l3dt_tutorial`). -![5](/images/L3DT-explorer3.png) +![5](../images/L3DT-explorer3.png) Now open all the files in Notepad++ by selecting them then right click -> `Edit with Notepad++` -![6](/images/L3DT-explorer4.png) +![6](../images/L3DT-explorer4.png) -![7](/images/L3DT-notepadplusplus1.png) +![7](../images/L3DT-notepadplusplus1.png) Press `CTRL+F` to open the Find menu, then switch to the `Replace` tab. @@ -65,7 +65,7 @@ Set "Find what" to `template_04_raw` and "Replace with" with your terrain name, If successful, you should see something similar to `Replace in Opened Files: 5 occurrences were replaced.` -![8](/images/L3DT-notepadplusplus2.png) +![8](../images/L3DT-notepadplusplus2.png) Now click `File` -> `Save All` to save your current files. @@ -75,7 +75,7 @@ We're ready to export the heightmap now. In L3DT, right click the `Heightfield` layer -> `Export layer...` -![9](/images/L3DT-heightmap-export1.png) +![9](../images/L3DT-heightmap-export1.png) Set the "File format" to `RAW`. @@ -83,11 +83,11 @@ Click the `...` button to browse to where your terrain files are located. Name t Now check the `Re-size for export` box and set the Width and Height to the same values as you did when you generated the terrain (i.e. 1024x1024). -![10](/images/L3DT-heightmap-export2.png) +![10](../images/L3DT-heightmap-export2.png) You should now have a `.raw` file in your working directory. -![11](/images/L3DT-explorer5.png) +![11](../images/L3DT-explorer5.png) ### The OTC file @@ -135,13 +135,13 @@ Size of the terrain. Since this is a 1024x1024 terrain, set both to `1024`. Maximum height of the terrain. To get this value, in L3DT go to `Operations` -> `Heightfield` -> `Change vertical range...`. -![12](/images/L3DT-heightmap-height1.png) +![12](../images/L3DT-heightmap-height1.png) -![13](/images/L3DT-heightmap-height2.png) +![13](../images/L3DT-heightmap-height2.png) Add the **non-negative** minimum value to the maximum value. -![14](/images/L3DT-heightmap-height3.png) +![14](../images/L3DT-heightmap-height3.png) If you get a decimal, you should be safe to round it (i.e. `139`). @@ -192,7 +192,7 @@ We're ready to export the textures now. Right click `Texture map` -> `Export layer...` -![15](/images/L3DT-texture-export1.png) +![15](../images/L3DT-texture-export1.png) Set the "File format" to `PNG`. @@ -200,58 +200,58 @@ Just as you did previously, browse to your terrain directory and set the file na Check the `Re-size for export` box and set your texture size (in this case, `4096x4096`) -![16](/images/L3DT-texture-export2.png) +![16](../images/L3DT-texture-export2.png) ### Normal map Now right click `Terrain normals` -> `Export layer...` and repeat the same steps as last time. -![17](/images/L3DT-texture-export3.png) +![17](../images/L3DT-texture-export3.png) You should now have two textures in your working directory. -![18](/images/L3DT-explorer6.png) +![18](../images/L3DT-explorer6.png) ### Applying alpha mask To prevent the terrain texture from being overly shiny in-game, you will have to apply an alpha mask to both the texture map and the normal map. To do this, open both textures in GIMP. -![19](/images/L3DT-gimp1.png) +![19](../images/L3DT-gimp1.png) Go to `Layer` -> `Mask` -> `Add Layer Mask...` -![20](/images/L3DT-gimp2.png) +![20](../images/L3DT-gimp2.png) Select `Black (full transparency)` then click `Add`. -![21](/images/L3DT-gimp3.png) +![21](../images/L3DT-gimp3.png) -![22](/images/L3DT-gimp3.1.png) +![22](../images/L3DT-gimp3.1.png) Now go to `File` -> `Export As...` -![23](/images/L3DT-gimp4.png) +![23](../images/L3DT-gimp4.png) Change the file extension to `.dds` then click `Export`. -![24](/images/L3DT-gimp5.png) +![24](../images/L3DT-gimp5.png) If you installed the DDS plugin correctly, you should now have a `Save as DDS` dialog. Set the `Compression` to `BC3 / DXT5` then click `OK` to export. -![25](/images/L3DT-gimp6.png) +![25](../images/L3DT-gimp6.png) Repeat the same steps for the normal map texture. Once you're done, you should have two new DDS files in your working directory. -![26](/images/L3DT-explorer7.png) +![26](../images/L3DT-explorer7.png) You can now delete the two PNG textures we exported earlier as they're no longer needed. -![27](/images/L3DT-explorer8.png) +![27](../images/L3DT-explorer8.png) ### The page file @@ -341,7 +341,7 @@ If your terrain doesn't have water, skip this step. Otherwise, remove the `#` fr To get this value, go back to the `Change vertical range...` dialog you got the minimum/maximum height values from earlier. -![28](/images/L3DT-heightmap-height2.png) +![28](../images/L3DT-heightmap-height2.png) The **non-negative** minimum value is your `WaterLine` value. For this terrain, it is `40`. @@ -393,9 +393,9 @@ Now launch RoR and load your terrain! If everything went well, your terrain should look almost identical to how it does in L3DT's Sapphire: -![29](/images/L3DT-ingame1.png) +![29](../images/L3DT-ingame1.png) -![29.1](/images/L3DT-ingamecompare.png) +![29.1](../images/L3DT-ingamecompare.png) ## Changing the spawn position @@ -403,13 +403,13 @@ When you loaded the terrain, you most likely spawned in the water or on the side To fix this, move RoRBot to where you'd like to spawn at. -![30](/images/L3DT-ingame2.png) +![30](../images/L3DT-ingame2.png) Then press the `h` key. This is will log the current position to `RoR.log`. Now browse to `C:\Users\%username%\Documents\Rigs of Rods 0.4\logs` and open the `RoR.log` file. -![31](/images/L3DT-logfile.png) +![31](../images/L3DT-logfile.png) Scroll to the bottom of the file. You should find a line similar to this: @@ -427,7 +427,7 @@ Save the file and launch RoR. You should now spawn in the position you set. Congratulations! You have learned how to get your L3DT terrain in-game! -Download the finished terrain [here](/download/l3dt_tutorial_V2.zip). +Download the finished terrain [here](../download/l3dt_tutorial_V2.zip). ## Troubleshooting diff --git a/source/terrain-creation/old-terrn-subsystem.md b/source/terrain-creation/old-terrn-subsystem.md index 35e6f9d6..1dc7f1b6 100644 --- a/source/terrain-creation/old-terrn-subsystem.md +++ b/source/terrain-creation/old-terrn-subsystem.md @@ -102,7 +102,7 @@ This enables you to add grass to the terrain. The arguments are (all on one line | Sway Length | Length of sway displacement | 0.05 | | Sway Distribution | How much of the wind wave is distributed | 10 | | Density | Density of grass distribution. Maximum of 3.5 | 0.3 | -| MinX/Y
MaxX/Y | Determine size of grass: ![](/images/terrn-grass-instruction.png) +| MinX/Y
MaxX/Y | Determine size of grass: ![](../images/terrn-grass-instruction.png) | Fade Type | Adjusts method of transition (via distance):
0 - FADETECH\_GROW = Grass will grow out of the ground, looks good with grass that has ground color
1 - FADETECH\_ALPHAGROW = Like 0, but with alpha blending
2 - FADETECH\_ALPHA = Alpha blends in/out | 0 | | Min-Y
Max-Y | Minimum/maximum appearance level. 0 for no minimum/maximum.
Example: `0, 10` for seagrass under the water level 10 or `10, 0` for grass above the sea level (if the sea level is 10) | Material | Material file for grass appearance | Listed in `/data/paged/grass.material` | @@ -156,27 +156,7 @@ since 0.38.62 it has two more arguments: Races ----- -It's no longer possible to add races to your terrain using the terrn file. You'll need a separate script file. More information can be found here: [Creating Races](Creating_Races "wikilink"). - -Missions --------- - -Missions use triggers which can generate events with [LUA](LUA "wikilink"). For example: - - 1829.785156, 13.413086, 2222.167969, 0.000000, 0.000000, 0.000000, persontrigger trigger mission_aspen_1_start - 1833.785156, 13.413086, 2222.167969, 0.000000, 0.000000, 0.000000, trucktrigger trigger mission_aspen_1_trailer - 2197.2, 16.8624, 1946.06, 0, -100.381, 0, planetrigger trigger mission_aspen_airtutorial_trigger1 - -There are three triggers: - -1. persontrigger -2. trucktrigger -3. planetrigger - - The Format of missions is: *(trigger-type)* `trigger mission_`*(missionname)*`_`*(triggername)* - -- missionname : a lua file must exists for this mission: `/data/mission_`*(missionname)*`.lua` -- triggername : this name can be used inside [LUA](LUA "wikilink") to differentiate the triggers +It's no longer possible to add races to your terrain using the terrn file. You'll need a separate script file. More information can be found here: [Race script generator](race-generator.md) Procedural Roads ---------------- @@ -199,7 +179,7 @@ valid types: - monorail (0.35+) - monorail2 (0.35+) -You can view some [examples of various settings](Procedual_Roads_Examples "wikilink"). +You can view some [examples of various settings](terrn2-subsystem.md#procedural-roads) Mpspawn ------- diff --git a/source/terrain-creation/race-generator.md b/source/terrain-creation/race-generator.md index d9f5d0d7..447724d7 100644 --- a/source/terrain-creation/race-generator.md +++ b/source/terrain-creation/race-generator.md @@ -1769,7 +1769,7 @@ To add the coordinates you retrieved from the log file, edit the lines to match Then paste the lines into the "Checkpoint coordinates" box. Example: -![race-chp-example](/images/race-chp-example.png) +![race-chp-example](../images/race-chp-example.png) A preview of the checkpoint layout will be shown. @@ -1781,7 +1781,7 @@ Each line can have a different checkpoint object. However, for simplicity's sake By default, RoR includes these checkpoint models: -![race-chp](/images/race-chp.png) +![race-chp](../images/race-chp.png) The names for these objects are `chp-start` and `chp-checkpoint`. @@ -1789,13 +1789,13 @@ You can also use a custom object. Here are a few checkpoints you can use, just e ##### F1 Test Track Checkpoint -![race-chp-f1](/images/race-chp-f1.png) +![race-chp-f1](../images/race-chp-f1.png) These are the checkpoints from [F1 Test Track](https://forum.rigsofrods.org/resources/f1-test-track.244/), updated with fixed normals and new textures. Object names: `new-checkpoint-start` and `new-checkpoint`. -Download: [f1_checkpoint.zip](/download/f1_checkpoint.zip) +Download: [f1_checkpoint.zip](../download/f1_checkpoint.zip) ##### Empty Checkpoint @@ -1804,7 +1804,7 @@ or multiple races which share checkpoint locations. Object name: `empty-checkpoint`. -Download: [empty_checkpoint.zip](/download/empty_checkpoint.zip) +Download: [empty_checkpoint.zip](../download/empty_checkpoint.zip) ### Race abort points @@ -1814,7 +1814,7 @@ Optional, defines points which will abort the current race. Use the same coordin Not used by any of the included checkpoints. Defines settings for the `race_penalty` box. -To add a `race_penalty` box, edit the [odef](/terrain-creation/object-format/) file of your checkpoint. (See begin box section) +To add a `race_penalty` box, edit the [odef](object-format.md) file of your checkpoint. (See begin box section) ### General settings @@ -1937,7 +1937,7 @@ To add your generated script to the terrain, copy the script (CTRL+A to select a Save the file with the `.as` file extension: **Make sure to set the file type to "All files"!** -![race-script-save](/images/race-script-save.png) +![race-script-save](../images/race-script-save.png) Place the file into your terrain's zip, then open the terrain's `.terrn2` file. @@ -1954,17 +1954,17 @@ Save your changes and place the edited `terrn2` back into the terrain zip if nec If everything went well, you should now have your race in RoR! -![race-ingame](/images/race-ingame.png) +![race-ingame](../images/race-ingame.png) ## Fine tuning checkpoint locations When testing your race, your checkpoints may not be in the correct location or rotated correctly. -To adjust your checkpoint positions, use the [in-game object editor](/terrain-creation/editing-terrain-objects/#moving-objects). +To adjust your checkpoint positions, use the [in-game object editor](editing-terrain-objects.md#moving-objects). Checkpoints are spawned first, so use `CTRL+[` and `CTRL+]` keys to scroll through each one. -![race-chp-adjust](/images/race-chp-adjust.png) +![race-chp-adjust](../images/race-chp-adjust.png) Once you're done moving your checkpoints. exit editor mode (`CTRL+Y`) then exit the game. diff --git a/source/terrain-creation/scripting.md b/source/terrain-creation/scripting.md index dbbbf391..ea989a10 100644 --- a/source/terrain-creation/scripting.md +++ b/source/terrain-creation/scripting.md @@ -66,9 +66,9 @@ you should see something like this: ![eventbox-debug1] ![eventbox-debug2] -[eventbox-debug1]: /images/scripting-odef-eventbox-debug-1.jpg +[eventbox-debug1]: ../images/scripting-odef-eventbox-debug-1.jpg -[eventbox-debug2]: /images/scripting-odef-eventbox-debug-2.jpg +[eventbox-debug2]: ../images/scripting-odef-eventbox-debug-2.jpg note: We're only interested in the pink boxes here, as they represent event boxes. Light pink boxes do not call back an AngelScript function, while dark pink boxes do call back an AngelScript function when triggered (~when you drive into them). @@ -89,7 +89,7 @@ if you do not see an oil loader, check the AngelScript.log file for errors. With What happens if you drive a truck into the pink event box: -[eventbox-oilrig]: /images/scripting-odef-eventbox-oilrig.jpg +[eventbox-oilrig]: ../images/scripting-odef-eventbox-oilrig.jpg ![eventbox-oilrig] @@ -197,9 +197,9 @@ We will discuss 2 methods to add a race to your terrain: ### Adding a race (fast method) -You can find a race script generator [here](/terrain-creation/race-generator/). +You can find a race script generator [here](race-generator.md). -The checkpoints can be added by specifying the position (x,y,z), rotation (x,y,z) and an object for every checkpoint. This is similar to the [old .terrn file](/technical/old-terrn-subsystem) syntax, but be aware: do NOT add the checkpoint objects to the terrain using the [old .terrn file](/technical/old-terrn-subsystem). The objects will already be spawned by the script. +The checkpoints can be added by specifying the position (x,y,z), rotation (x,y,z) and an object for every checkpoint. This is similar to the [old .terrn file](old-terrn-subsystem.md) syntax, but be aware: do NOT add the checkpoint objects to the terrain using the [old .terrn file](old-terrn-subsystem.md). The objects will already be spawned by the script. A checkpoint object is like every other object, but has beside a visible mesh also a virtual event box. The checkpoint will be marked as passed as soon as you drive through the virtual event box. diff --git a/source/terrain-creation/shadows.md b/source/terrain-creation/shadows.md index 1eb06dc7..f584cd5e 100644 --- a/source/terrain-creation/shadows.md +++ b/source/terrain-creation/shadows.md @@ -55,9 +55,7 @@ As soon as you put all these three, you will get working shadows with a detailed ### Vehicles -For vehicles, you can simply use the [managedmaterials](/vehicle-creation/fileformat-truck/#managedmaterials) section of the truck file, which will give you shadows instantly without any problems. - -If you want to use a material file instead, use the same technique as explained above. +Shadows no longer cast onto vehicles as of version 2022.12+ due to [graphical glitches](../gameplay/common-issues.md#glitchy-vehicle-shadows). ### Misc Other than the `RoR/Managed_Mats/Base` inheritance, you can use all these for each type of texture/model used. diff --git a/source/terrain-creation/terrain-conversion-terrn2.md b/source/terrain-creation/terrain-conversion-terrn2.md index 55b99e52..e7bbfb31 100644 --- a/source/terrain-creation/terrain-conversion-terrn2.md +++ b/source/terrain-creation/terrain-conversion-terrn2.md @@ -5,7 +5,7 @@ Converting terrain to terrn2 format ## Basic (Single-layer) 0.3x terrain to terrn2 conversion -As of version 0.4.0, terrains now use the [terrn2](/terrain-creation/terrn2-subsystem/) file format. +As of version 0.4.0, terrains now use the [terrn2](terrn2-subsystem.md) file format. This page will teach you how to convert a basic terrain to terrn2+. Programs needed: @@ -15,13 +15,13 @@ Programs needed: ### What defines a "Single-layer" terrain? -In the old [.terrn](/terrain-creation/old-terrn-subsystem/) format's .cfg file, you will find a line at the top in this format: +In the old [.terrn](old-terrn-subsystem.md) format's .cfg file, you will find a line at the top in this format: ``` WorldTexture=texture.dds ``` -This is the texture image for this single-layer. A majority of 0.3x terrains only use this layer for their terrain texture. Terrains that have more than one texture layer use [Alpha Splatting](/terrain-creation/custom-texture-splatting/) which is not covered in this tutorial. +This is the texture image for this single-layer. A majority of 0.3x terrains only use this layer for their terrain texture. Terrains that have more than one texture layer use [Alpha Splatting](custom-texture-splatting.md) which is not covered in this tutorial. ### Getting the template I have made and uploaded a template terrain [here](https://forum.rigsofrods.org/resources/template-raw-png-terrains.262/) with the right file structure which will be used throughout this tutorial. @@ -36,21 +36,21 @@ In this tutorial I will be converting the [Cliffdrop](http://archives.rigsofrods Once you've downloaded the template terrain, extract it into a folder using any zipping program (Windows can extract files by default, but I use [7-Zip](http://www.7-zip.org/download.html). It should look like this: -![1.1](/images/terrain-conversion1.png) +![1.1](../images/terrain-conversion1.png) Extract the 0.3x terrain zip into that same folder. Now it should look like this: -![1.2](/images/terrain-conversion2.png) +![1.2](../images/terrain-conversion2.png) Rename the template_04 files to match your terrain's file name **Delete the template_04.raw file first as you will get duplicate errors otherwise!**: -![1.3](/images/terrain-conversion3.png) +![1.3](../images/terrain-conversion3.png) ### Transfering terrain information to terrn2 terrain files Now that you've got both the new terrn2 files and the old terrain files in the zip, I will start out by transfering the information from the .terrn file to the .terrn2 file. If you're using Notepad++, you can open both files and have them side-by-side for easy editing: -![3](/images/terrain-conversion4.png) -![4](/images/terrain-conversion5.png) +![3](../images/terrain-conversion4.png) +![4](../images/terrain-conversion5.png) #### .terrn -> .terrn2 ``` @@ -177,31 +177,31 @@ Using latest version of GIMP, this can be fixed by applying a black layer mask. ##### Open your texture in GIMP (in this case, Cliffdrop.jpg) -![gimp1](/images/terrain-conversiongimp1.png) +![gimp1](../images/terrain-conversiongimp1.png) ##### Go to Layer > Mask > Add Layer Mask... -![gimp2](/images/terrain-conversiongimp2.png) +![gimp2](../images/terrain-conversiongimp2.png) #### Select Black (full transparency) and click 'Add' -![gimp3](/images/terrain-conversiongimp3.png) +![gimp3](../images/terrain-conversiongimp3.png) #### It should now look like this: -![gimp4](/images/terrain-conversiongimp4.png) +![gimp4](../images/terrain-conversiongimp4.png) #### Go to File > Export As... -![gimp5](/images/terrain-conversiongimp5.png) +![gimp5](../images/terrain-conversiongimp5.png) #### Set the file format to .dds -![gimp6](/images/terrain-conversiongimp6.png) +![gimp6](../images/terrain-conversiongimp6.png) #### Set the compression type to 'BC3 / DXT5' and click 'OK' -![gimp5](/images/terrain-conversiongimp7.png) +![gimp5](../images/terrain-conversiongimp7.png) You can now close GIMP. @@ -211,7 +211,7 @@ Now go ahead and zip all the files and place them in your `Documents\My Games\Ri When you load the terrain in Rigs of Rods, You should now have a working terrn2 terrain! -![FinishedMap](/images/terrain-conversionfin.png) +![FinishedMap](../images/terrain-conversionfin.png) #### Download the finished terrain [here.](https://forum.rigsofrods.org/resources/cliff-drop-crash-test-map.66/) @@ -225,15 +225,15 @@ Since paint.net does not have this functionality by default, you also need to in To install the plugins, open the zip file and drag the `.dll` files inside the `dpyplugins8.1` folder into paint.net's Effects folder, usually located in `C:\Program Files\paint.net\Effects`: -![1](/images/remove-alpha-mask1.png) +![1](../images/remove-alpha-mask1.png) Click `Continue` when it asks for administrator permission. Now open your `.dds` file in paint.net and navigate to `Effects -> Color -> Alpha_to_255`. -![2](/images/remove-alpha-mask2.png) +![2](../images/remove-alpha-mask2.png) -![3](/images/remove-alpha-mask3.png) +![3](../images/remove-alpha-mask3.png) That's it! You can now edit the image and re-apply the alpha mask using the above steps once you're done. diff --git a/source/terrain-creation/terrn2-subsystem.md b/source/terrain-creation/terrn2-subsystem.md index 23479d86..ec57ee26 100644 --- a/source/terrain-creation/terrn2-subsystem.md +++ b/source/terrain-creation/terrn2-subsystem.md @@ -13,7 +13,7 @@ Other optional file types used to enhance the terrain's visuals and functionalit * **.os**: Caelum system (sky/weather) config. Visuals only. * **.skx**: SkyX (sky/weather) config. Visuals only. * **.hdx**: Hydrax config (0.4.5.0+). Water display. -* **.as**: Terrain script file, usually used for races. See [this page](http://docs.rigsofrods.org/terrain-creation/scripting/) for more info. +* **.as**: Terrain script file, usually used for races. See [this page](scripting.md) for more info. ## Terrain 2 (.terrn2) @@ -166,7 +166,7 @@ Sets the names of teach terrain object (tobj) file, ending with "=". You can hav ### Scripts section -Sets the names of AngelScript files associated with the map,, ending with "=". Mostly used for races, see the [Race script generator](/terrain-creation/race-generator/) page for more info. +Sets the names of AngelScript files associated with the map,, ending with "=". Mostly used for races, see the [Race script generator](race-generator.md) page for more info. ## Ogre Terrain Config (.otc) @@ -179,7 +179,7 @@ RoR's primary mechanism for shaping a terrain are heightmaps. 8-bit or 16-bit u To use the heightmap in a terrain, you must configure it in a `.otc` and `-page-x-x.otc` file. If you are interested in creating a heightmap, we recommend taking a look at L3DT. -See [this page](/terrain-creation/l3dt-map-making/) for a complete tutorial on getting a L3DT terrain into RoR. +See [this page](l3dt-map-making.md) for a complete tutorial on getting a L3DT terrain into RoR. ``` PagesX=0 @@ -425,7 +425,7 @@ A "load spawner" deck will bring up a menu with trailers and loads. And so on. #### XYZ position -The first three values is the XYZ position of the object. The easiest way to get these values is by using the built-in object editor, see [this page](/terrain-creation/editing-terrain-objects) for more info. +The first three values is the XYZ position of the object. The easiest way to get these values is by using the built-in object editor, see [this page](editing-terrain-objects.md) for more info. #### Rotation @@ -439,7 +439,7 @@ In Blender x is side to side, z is up-down, y is front-back #### Odef name -The name of the `.odef` file without the file extension. See the [Object file format](terrain-creation/object-format/) page for more info. +The name of the `.odef` file without the file extension. See the [Object file format](object-format.md) page for more info. ### Special objects @@ -453,7 +453,7 @@ Static objects can also have extra values after the odef name: The `hotel Elk` line defines the icon and name of the object shown on the overview (TAB) map. -![overview-map-icon](/images/overview-map-icon.png) +![overview-map-icon](../images/overview-map-icon.png) `hotel` is the name of the structure, it also defines the icon type. Valid types: @@ -476,7 +476,7 @@ ship Allows you to add a grid, as shown on the default Simple Terrain: -![simple-terrain](/images/simple-terrain.png) +![simple-terrain](../images/simple-terrain.png) ``` // grid x y z @@ -532,7 +532,7 @@ This enables you to add grass to the terrain. The arguments are (all on one line | Sway Length | Length of sway displacement | 0.05 | | Sway Distribution | How much of the wind wave is distributed | 10 | | Density | Density of grass distribution. Maximum of 3.5 | 0.3 | -| MinX/Y
MaxX/Y | Determine size of grass: ![](/images/terrn-grass-instruction.png) +| MinX/Y
MaxX/Y | Determine size of grass: ![](../images/terrn-grass-instruction.png) | Fade Type | Adjusts method of transition (via distance):
0 - FADETECH\_GROW = Grass will grow out of the ground, looks good with grass that has ground color
1 - FADETECH\_ALPHAGROW = Like 0, but with alpha blending
2 - FADETECH\_ALPHA = Alpha blends in/out | 0 | | Min-Y
Max-Y | Minimum/maximum appearance level. 0 for no minimum/maximum.
Example: `0, 10` for seagrass under the water level 10 or `10, 0` for grass above the sea level (if the sea level is 10) | Material | Material file for grass appearance | Listed in `/data/paged/grass.material` | diff --git a/source/tools-tutorials/addons.md b/source/tools-tutorials/addons.md index b721d0e5..4211ec3f 100644 --- a/source/tools-tutorials/addons.md +++ b/source/tools-tutorials/addons.md @@ -29,17 +29,17 @@ In this example we will be installing the [Heavy Bumper for the Chevy K3500](htt To begin, download & extract the part zip (in our case, `CHeavyBumper.zip`) into a new folder. The folder should contain the mesh, dds textures, PDN paintkit, and a readme text file: -![1](/images/addon-bumper-folder.png) +![1](../images/addon-bumper-folder.png) Next, browse to `Documents\My Games\Rigs of Rods\mods` and open `ChevyK3500.zip`: -![2](/images/addon-bumper-zip.png) +![2](../images/addon-bumper-zip.png) Find the `.truck` file you want to edit. For this example I'll be editing the `Standard cab Single rear wheels (lift)` version (`1990K3500_STD_LIFT.truck`) Once you've figured out which truck you want the bumper on, drag the `.truck` file from the zip and into the folder containing the part you downloaded earlier: -![3](/images/addon-bumper-truckfolder.png) +![3](../images/addon-bumper-truckfolder.png) ### The truck file @@ -120,7 +120,7 @@ DWindow mesh_standard Dwindow.png Dwindow_S.png CHeavyBumper mesh_standard HeavyBumper.dds HeavyBumper_s.dds ``` -For more info on `managedmaterials`, see: [Managedmaterials](/vehicle-creation/fileformat-truck/#managedmaterials) +For more info on `managedmaterials`, see: [Managedmaterials](../vehicle-creation/fileformat-truck.md#managedmaterials) ### Flexbodies/props @@ -132,7 +132,7 @@ Before we begin, a few notes: In this case you would just copy one of the other placements and change the mesh name to the part. The readme will most likely specify this. - Some parts (such as truck beds) may require you to edit the vehicle model (e.g. Bed is part of cab model) in order to install the part. -To do this, see: [Blender mesh editing](/tools-tutorials/blender-mesh-editing/) +To do this, see: [Blender mesh editing](blender-mesh-editing.md) With that out of the way, search (`CTRL+F`) for `flexbodies`. You will see this: @@ -166,7 +166,7 @@ forset 175-178, 76-79, 28-31 forset 149-160 ``` -For more info on props and flexbodies, see: [Props](/vehicle-creation/fileformat-truck/#props) +For more info on props and flexbodies, see: [Props](../vehicle-creation/fileformat-truck.md#props) You can now save & close the truck file. @@ -180,7 +180,7 @@ If the part includes multiple textures, you can only copy the files required by Now it's time to test your newly installed part in-game. If you followed this tutorial exactly, you should now have a custom bumper on your K3500! -![4](/images/addon-bumper-ingame.png) +![4](../images/addon-bumper-ingame.png) ## Wheels and tires @@ -190,17 +190,17 @@ Keeping with the K3500, in this example we will be installing the [5 Spoke Wheel To begin, download & extract the part zip (in our case, `5SpokeRim.zip`) into a new folder. The folder should contain the mesh, dds textures, PDN paintkit, and a readme text file: -![1](/images/addon-wheel-folder.png) +![1](../images/addon-wheel-folder.png) Next, browse to `Documents\My Games\Rigs of Rods\mods` and open `ChevyK3500.zip`: -![2](/images/addon-bumper-zip.png) +![2](../images/addon-bumper-zip.png) Find the `.truck` file you want to edit. For this example I'll be editing the `Standard cab Single rear wheels (lift)` version (`1990K3500_STD_LIFT.truck`) Once you've figured out which truck you want the wheels on, drag the `.truck` file from the zip and into the folder containing the part you downloaded earlier: -![3](/images/addon-wheel-truckfolder.png) +![3](../images/addon-wheel-truckfolder.png) ### The truck file @@ -279,7 +279,7 @@ MudTerrains mesh_standard MudTerrain.dds MudTerrain_s.dds Hub mesh_standard Hubed.dds - ``` -For more info on `managedmaterials`, see: [Managedmaterials](/vehicle-creation/fileformat-truck/#managedmaterials) +For more info on `managedmaterials`, see: [Managedmaterials](../vehicle-creation/fileformat-truck.md#managedmaterials) ### Meshwheels @@ -287,7 +287,7 @@ Before we continue, a few notes: - Some wheels may include a tire with the wheel mesh, in this case you'll have to set the tire material to `tracks/trans`. The examples below already have it set. -- Some wheels may have the tire as a separate mesh, in this case see: [Flexbody wheels](/vehicle-creation/flexbody-wheels/) +- Some wheels may have the tire as a separate mesh, in this case see: [Flexbody wheels](../vehicle-creation/flexbody-wheels.md) - If the wheel is inside out ingame, swap the `l` and `r` values before the mesh name. The second example below had to be swapped. @@ -313,7 +313,7 @@ meshwheels 0.43, 0.2785, 0.5, 12, 103, 105, 9999, 1, 1, 6, 160.0, 190000.0, 1200.0, r, 5SpokeRim.mesh tracks/trans ``` -For more info on meshwheels, see: [Meshwheels](/vehicle-creation/fileformat-truck/#meshwheels) +For more info on meshwheels, see: [Meshwheels](../vehicle-creation/fileformat-truck.md#meshwheels) You can now save & close the truck file. @@ -327,7 +327,7 @@ If the part includes multiple textures, you can only copy the files required by Now it's time to test your newly installed wheel in-game. If you followed this tutorial exactly, you should now have new wheels on your K3500! -![4](/images/addon-wheel-ingame.png) +![4](../images/addon-wheel-ingame.png) ## Troubleshooting diff --git a/source/tools-tutorials/blender-mesh-editing.md b/source/tools-tutorials/blender-mesh-editing.md index 40e4d183..1f0094fe 100644 --- a/source/tools-tutorials/blender-mesh-editing.md +++ b/source/tools-tutorials/blender-mesh-editing.md @@ -40,17 +40,17 @@ For this reason we recommend using Blender 2.79 to edit meshes. If you're following this tutorial, chances are you probably already have a mesh you want to edit. In this tutorial I'll be editing [Box5Diesel's Ram EXT](https://forum.rigsofrods.org/resources/box-dodge-ram.319/). Open the `.zip` file for the vehicle, and extract the correct `.mesh` file(s) and the textures (`.dds`, `.png`, etc) into a folder you can easily access: -![1](/images/blender-edit-meshandtextures.png) +![1](../images/blender-edit-meshandtextures.png) Next, download the [Ogre Command Line Tools](https://forum.rigsofrods.org/resources/ogre-command-line-tools.967/) and extract the archive into a new folder. Inside you'll find `OgreXMLConverter.exe`. Now simply drag and drop the mesh onto `OgreXMLConverter.exe` to get a `.mesh.xml`: -![2](/images/blender-edit-converting-mesh-to-xml.png) +![2](../images/blender-edit-converting-mesh-to-xml.png) You should now have a `.mesh.xml` file in the same folder: -![3](/images/blender-edit-converted-xml.png) +![3](../images/blender-edit-converted-xml.png) We're ready to launch Blender now. @@ -60,21 +60,21 @@ First, download the latest [Ogre Import/Export add-ons](https://github.com/Curio Now open Blender. Click `File` -> `User Preferences`: -![4](/images/blender-edit-userprefs1.png) +![4](../images/blender-edit-userprefs1.png) Click `Add-ons` -> `Install from File`: -![5](/images/blender-edit-userprefs2.png) +![5](../images/blender-edit-userprefs2.png) Select the `RoR_ImportExport_*.zip` file you downloaded earlier. Type `rigs` into the search bar and both add-ons should appear: -![6](/images/blender-edit-userprefs3.png) +![6](../images/blender-edit-userprefs3.png) Once both add-ons are enabled by clicking the checkbox, select `Save User Settings`: -![7](/images/blender-edit-userprefs4.png) +![7](../images/blender-edit-userprefs4.png) You can now close the `User Preferences` window. @@ -82,29 +82,29 @@ You can now close the `User Preferences` window. Select `File` -> `Import` -> `Ogre3D (.mesh.xml)`: -![8](/images/blender-edit-import1.png) +![8](../images/blender-edit-import1.png) Find & select the `.mesh` file. -![9](/images/blender-edit-import2.png) +![9](../images/blender-edit-import2.png) You should now see something similar to this: -![10](/images/blender-edit-justimported.png) +![10](../images/blender-edit-justimported.png) Press the `Z` key twice to get out of that shading mode. You should now see this: -![11](/images/blender-edit-zkeytwice.png) +![11](../images/blender-edit-zkeytwice.png) !!! warning The importer will automatically separate meshes if the `.mesh.xml` contains multiple materials. The object names match the material name. If there's many objects with the same material name, you should be safe to join them by pressing `CTRL+J`: - ![blender-edit-joiningobjects.png](/images/blender-edit-joiningobjects.png) + ![blender-edit-joiningobjects.png](../images/blender-edit-joiningobjects.png) It should look similar to this now: -![12](/images/blender-edit-objectsjoined.png) +![12](../images/blender-edit-objectsjoined.png) ## Fixing object shading @@ -112,23 +112,23 @@ You'll probably notice that your mesh is very blocky and/or has lots of shading On the left menu (Press `T` if it's not already open) select `Smooth`. You need to be in Object Mode (`TAB` key) for this to appear: -![13](/images/blender-edit-setsmooth.png) +![13](../images/blender-edit-setsmooth.png) Now press the `TAB` key again to go into Edit Mode: -![14](/images/blender-edit-editmode.png) +![14](../images/blender-edit-editmode.png) Select `Remove Doubles` from the `T` menu: -![15](/images/blender-edit-removingdoubles.png) +![15](../images/blender-edit-removingdoubles.png) Now head over to the tool menu on the right and find the blue wrench icon -> `Add Modifier` -> `Edge Split`: -![16](/images/blender-edit-edgesplit1.png) +![16](../images/blender-edit-edgesplit1.png) The `Edge Split` Modifier should now be selected. The default `Split Angle` (30) should be fine in most cases. **Do not apply the modifier. The exporter will do this for you.** -![17](/images/blender-edit-edgesplit2.png) +![17](../images/blender-edit-edgesplit2.png) !!! note For some models just applying edge split won't be enough, further work may be required (such as marking faces sharp).** @@ -137,46 +137,46 @@ The `Edge Split` Modifier should now be selected. The default `Split Angle` (30) Now we can apply the texture. Press the `TAB` key to go into Edit Mode if you're not in it already and click the circle icon on the bottom left -> `UV/Image Editor`: -![18](/images/blender-edit-applyingtexture1.png) +![18](../images/blender-edit-applyingtexture1.png) The `UV/Image Editor` should now be open: -![19](/images/blender-edit-applyingtexture2.png) +![19](../images/blender-edit-applyingtexture2.png) Select `Open` from the bottom bar: -![20](/images/blender-edit-applyingtexture3.png) +![20](../images/blender-edit-applyingtexture3.png) Find & select your texture file: -![21](/images/blender-edit-applyingtexture4.png) +![21](../images/blender-edit-applyingtexture4.png) The texture file should now be open in the `UV/Image Editor`. Now go to the top right and find the little plus icon, or press `N` to open it: -![22](/images/blender-edit-applyingtexture5.png) +![22](../images/blender-edit-applyingtexture5.png) Open the `Shading` menu and click `Textured Solid`: -![23](/images/blender-edit-applyingtexture6.png) +![23](../images/blender-edit-applyingtexture6.png) It should now look similar to this: -![24](/images/blender-edit-applyingtexture7.png) +![24](../images/blender-edit-applyingtexture7.png) ## Editing the mesh You're now ready to start editing the mesh. For this tutorial, I removed the exhaust stacks from the bed: -![25](/images/blender-edit-editedmesh.png) +![25](../images/blender-edit-editedmesh.png) ## Setting the object name In the outliner (object list), double-click the object name to rename it. This will be the name of your mesh when exporting. -![26](/images/blender-edit-naming-mesh2.png) +![26](../images/blender-edit-naming-mesh2.png) In this example, I'll name it `BoxDodgeCummins-NoStacks`. @@ -184,38 +184,38 @@ In this example, I'll name it `BoxDodgeCummins-NoStacks`. Now select the circle icon next to the triangle icon and click `New`: -![27](/images/blender-edit-mat1.png) +![27](../images/blender-edit-mat1.png) The easiest way to find the material name is by opening the `.mesh.xml` file in a text editor and search "material": -![28](/images/blender-edit-finding-mat.png) +![28](../images/blender-edit-finding-mat.png) -![29](/images/blender-edit-mat2.png) +![29](../images/blender-edit-mat2.png) ## Exporting Before we export, if you moved the object while editing it you will need to apply `Location/Rotation/Scale` by pressing `CTRL+A` otherwise it will be placed incorrectly in-game: -![30](/images/blender-edit-ctrla.png) +![30](../images/blender-edit-ctrla.png) Select your mesh then click `File` -> `Export` -> `Ogre3D (.scene and .mesh.xml)`: -![31](/images/blender-edit-export1.png) +![31](../images/blender-edit-export1.png) Change your export settings to match the screenshot (all other settings can be left to their defaults): -![32](/images/blender-edit-export2.png) +![32](../images/blender-edit-export2.png) You should now have a new `.mesh.xml` and `.mesh` file in your folder: -![32.1](/images/blender-edit-exported.png) +![32.1](../images/blender-edit-exported.png) The exporter will automatically convert the `.mesh.xml` to `.mesh` as long RoR is installed to the default location. If you want to preview your exported model, you can use [OgreMeshy](https://forum.rigsofrods.org/resources/ogremeshy.595/) to view it: (You can make a `.material` file if you want it to be textured in OgreMeshy) -![35](/images/blender-edit-preview-ogremeshtool.png) +![35](../images/blender-edit-preview-ogremeshtool.png) ## Testing in-game @@ -226,7 +226,7 @@ Now just edit the vehicle's `.truck` file to match the name of your new mesh and forset 7, 12, 40, 41, 44-66, 69-87, 111 ``` -![35](/images/blender-edit-ingame.png) +![35](../images/blender-edit-ingame.png) Congratulations! @@ -243,7 +243,7 @@ You forgot to convert the `.mesh` to `.mesh.xml`, as described in the [Getting s Change the "swap axis" option in the export settings: -![36](/images/blender-export-swap-axis.png) +![36](../images/blender-export-swap-axis.png) Rigs of Rods meshes require the axis to be swapped to `xz-y` due to differences in the axises between RoR and Blender: diff --git a/source/tools-tutorials/branding.md b/source/tools-tutorials/branding.md index 0753b991..c4523c10 100644 --- a/source/tools-tutorials/branding.md +++ b/source/tools-tutorials/branding.md @@ -7,15 +7,15 @@ Rigs of Rods is a soft-body physics simulator aiming to be as realistic as possi | The Standard Logo | The Logotype | The Symbol | |-------|--------|---------| -| [.svg](/images/branding/RoR_Logo.svg) *or* [.png](/images/branding/RoR_Logo.png) | [.svg](/images/branding/RoR_Logo_Text.svg) *or* [.png](/images/branding/RoR_Logo_Text.png) | ![3](/images/branding/RoR_Logo_TT.png) [.svg](/images/branding/RoR_Logo_TT.svg) *or* [.png](/images/branding/RoR_Logo_TT.png) | +| [.svg](../images/branding/RoR_Logo.svg) *or* [.png](../images/branding/RoR_Logo.png) | [.svg](../images/branding/RoR_Logo_Text.svg) *or* [.png](../images/branding/RoR_Logo_Text.png) | ![3](../images/branding/RoR_Logo_TT.png) [.svg](../images/branding/RoR_Logo_TT.svg) *or* [.png](../images/branding/RoR_Logo_TT.png) | | Logotype reversed to White | The Symbol with Background | The Symbol with Typeface below | |-------|--------|---------| -| ![4](/images/branding/RoR_Logo_Text_Dark.png) | ![5](/images/branding/RoR_Logo_discord_icon.png) | ![6](/images/branding/RoR_Logo_github.png)| +| ![4](../images/branding/RoR_Logo_Text_Dark.png) | ![5](../images/branding/RoR_Logo_discord_icon.png) | ![6](../images/branding/RoR_Logo_github.png)| | The Symbol Alternate | |-------| -| ![7](/images/branding/RoR_Logo_TT_Dark2.png)
[.svg](/images/branding/RoR_Logo_TT_Dark2.svg) *or* [.png](/images/branding/RoR_Logo_TT_Dark2.png) | +| ![7](../images/branding/RoR_Logo_TT_Dark2.png)
[.svg](../images/branding/RoR_Logo_TT_Dark2.svg) *or* [.png](../images/branding/RoR_Logo_TT_Dark2.png) | #### Typeface @@ -25,4 +25,4 @@ We use *Maven Pro* as our typeface font. | RoR Blue | RoR Red | RoR Purple | |-------|--------|---------| -|![8](/images/branding/ror_blue.png)
`#226699`|![8](/images/branding/ror_red.png)
`#882500`|![8](/images/branding/ror_purple.png)
`#3d0155`| +|![8](../images/branding/ror_blue.png)
`#226699`|![8](../images/branding/ror_red.png)
`#882500`|![8](../images/branding/ror_purple.png)
`#3d0155`| diff --git a/source/tools-tutorials/contributing-github.md b/source/tools-tutorials/contributing-github.md index b6dcc56a..48c9dddc 100644 --- a/source/tools-tutorials/contributing-github.md +++ b/source/tools-tutorials/contributing-github.md @@ -13,19 +13,19 @@ This tutorial assumes you already have: Go to the [Rigs of Rods community website on GitHub](https://github.com/RigsOfRods-Community). Click on the project you want to work on (`baker-ranch-v2` in this example). -![1](/images/github-1.png) +![1](../images/github-1.png) You will now see the projects repository. The repository contains all assets bound to this project (e.g. terrain configuration files, textures and meshes for maps). -![2](/images/github-2.png) +![2](../images/github-2.png) Click the `Fork` button at the top right -![3](/images/github-3.png) +![3](../images/github-3.png) The repository should now fork to your profile. Once it's done, you should be redirected to your new fork: -![4](/images/github-4.png) +![4](../images/github-4.png) Verify you are viewing your own repository (indicated by `your username`/`project name` with `forked from ...` subtitle) @@ -33,7 +33,7 @@ Verify you are viewing your own repository (indicated by `your username`/`projec Click on `Clone or download` then `Open in Desktop`: -![5](/images/github-5.png) +![5](../images/github-5.png) After you click on `Open in Desktop` a dialog will appear. This dialog will be different depending on the web browser you are using. @@ -41,21 +41,21 @@ Make sure `GitHubDesktop.exe` is highlighted and hit `Open link`. If you have no option here you need to install GitHub Desktop (see [Preparation](#preparation)). -![6](/images/github-6.png) +![6](../images/github-6.png) GitHub Desktop will open and ask you where it should put the files so you can work on them. Select the place where you'd like to have them (Desktop in this example). -![7](/images/github-7.png) +![7](../images/github-7.png) Click `Clone` then wait for the download to finish. -![8](/images/github-8.png) +![8](../images/github-8.png) After the download is finished, open the project's folder by clicking `Repository` -> `Show in Explorer` -![9](/images/github-9.png) +![9](../images/github-9.png) ## Making changes @@ -73,11 +73,11 @@ So far all changes are offline on your computer. To contribute to the project yo 3. Click on `Commit to master` -![10](/images/github-10.png) +![10](../images/github-10.png) Your changes are now saved into the git subsystem but they are still offline... -![11](/images/github-11.png) +![11](../images/github-11.png) ## Uploading to GitHub @@ -85,7 +85,7 @@ You'll see a confirmation that your commit has been saved. Notice your changes a To upload your changes click on `Push origin`: -![12](/images/github-12.png) +![12](../images/github-12.png) ## Creating a pull request @@ -101,17 +101,17 @@ Notice it's telling you your branch is `x commits ahead of y`. This means you ha 3. Click on `New pull request` -![13](/images/github-13.png) +![13](../images/github-13.png) On the next page you can review your changes again and start a pull request. Click `Create pull request` -![14](/images/github-14.png) +![14](../images/github-14.png) 1. Enter a description for your pull request 2. Since pull request can contain multiple commits and changes you may want to deliver more information in the description section (optional) 3. Click "Create pull request" -![15](/images/github-15.png) +![15](../images/github-15.png) You just created a pull request. @@ -136,11 +136,11 @@ To do this, go to the repository you forked from (In this example `RigsOfRods-Co The url that appears under `Clone with HTTPS` is the url. Save this as you'll need it later. -![16](/images/github-16.png) +![16](../images/github-16.png) In GitHub Desktop, click `Repository` -> `Open in Command Prompt` -![17](/images/github-17.png) +![17](../images/github-17.png) A Command Prompt window will open. @@ -160,7 +160,7 @@ The `master` branch name might be different depending on the repository. For exa Then in GitHub Desktop click `Push to origin`. After it's done, when you check your repository on GitHub it should now say `This branch is even with RigsOfRods-Community:master.`: -![18](/images/github-18.png) +![18](../images/github-18.png) diff --git a/source/tools-tutorials/docs-contributing-guide.md b/source/tools-tutorials/docs-contributing-guide.md index 6a18c572..cdca5335 100644 --- a/source/tools-tutorials/docs-contributing-guide.md +++ b/source/tools-tutorials/docs-contributing-guide.md @@ -10,12 +10,12 @@ Interested in updating existing pages or writing your own page? Here you'll lear - [Python](https://www.python.org/downloads/) (Make sure the "Add to PATH" option is selected in the installer) ## Forking the repository -To begin, head over to the [docs.rigsofrods.org GitHub repository](https://github.com/RigsOfRods/docs.rigsofrods.org) and click the ![github-fork](/images/github-fork.png) button at the top right. This will create a copy of the repository on your GitHub account where your changes will be made. +To begin, head over to the [docs.rigsofrods.org GitHub repository](https://github.com/RigsOfRods/docs.rigsofrods.org) and click the ![github-fork](../images/github-fork.png) button at the top right. This will create a copy of the repository on your GitHub account where your changes will be made. ## Using GitHub Desktop After installing GitHub Desktop, launch the app and sign into your GitHub account. After signing in, it'll ask you to clone a repository. Select the repository you forked earlier along with where you want the repository to be stored locally: -![github-desktop-clone](/images/github-desktop-clone.png) +![github-desktop-clone](../images/github-desktop-clone.png) When the cloning process is finished, it will ask how you plan on using this repository. I recommend selecting "For my own purposes" as this will prevent confusion between your fork and the main repository. @@ -35,7 +35,7 @@ pip install mkdocs-git-revision-date-localized-plugin These packages can also be found in the `requirements.txt` file in the root of the repository. Once everything is installed, you should now be able to view a local version of the docs by running `mkdocs serve`. Your command prompt window should now look like this: -![powershell-mkdocs](/images/powershell-mkdocs.png) +![powershell-mkdocs](../images/powershell-mkdocs.png) The documentation should now be viewable in your browser at `http://127.0.0.1:8000/` @@ -48,11 +48,11 @@ Pages are written in Markdown, the same formatting syntax used on GitHub. See [t ### Adding images To add a new image to a page, add the image to the `source\images` folder: -![explorer-images-folder](/images/explorer-images-folder.png) +![explorer-images-folder](../images/explorer-images-folder.png) Give the image a name that describes what the image is of (example for the above image: `explorer-images-folder.png`) Then reference the image in the page using this syntax: ``` - ![explorer-images-folder](/images/explorer-images-folder.png) + ![explorer-images-folder](../images/explorer-images-folder.png) ``` **Note:** It seems in recent versions of MkDocs, the `mkdocs serve` command can crash after adding an image to the folder. Just run it again if this happens to you. @@ -75,7 +75,7 @@ Incorrect: ## Making a pull request Once you're finished editing, your GitHub Desktop app will probably look similar to this: -![github-desktop-docs](/images/github-desktop-docs.png) +![github-desktop-docs](../images/github-desktop-docs.png) Write a title and description for your changes, then click "Commit to branch" to add your changes to the branch. When ready, select `Branch -> Create pull request` to create a pull request on the main repository, and if everything goes well, it'll be merged! diff --git a/source/tools-tutorials/modding-suspension.md b/source/tools-tutorials/modding-suspension.md index aa23f016..3edd83ff 100644 --- a/source/tools-tutorials/modding-suspension.md +++ b/source/tools-tutorials/modding-suspension.md @@ -9,7 +9,7 @@ This page will teach you how to lift or lower, change track/wheel width, and add ### Precomp -The simple (and lazy) way of lifting or lowering a vehicle is by simply changing the precomp value in the [shocks](/vehicle-creation/fileformat-truck/#shocks) section. +The simple (and lazy) way of lifting or lowering a vehicle is by simply changing the precomp value in the [shocks](../vehicle-creation/fileformat-truck.md#shocks) section. ``` shocks @@ -43,7 +43,7 @@ The effectiveness of this method depends on the suspension geometry. Solid axles Changing precomp forces the shock to expand or compress. This can cause beams to deform or break on weaker (deformable) N/Bs. -![precomp-lift](/images/precomp-lift.gif) +![precomp-lift](../images/precomp-lift.gif) ### Moving nodes with Blender @@ -57,7 +57,7 @@ We'll be using the latest version (4.0 at the time of writing) but most steps sh - [Blender N/B Import/Export Plugin](https://forum.rigsofrods.org/resources/blender-n-b-import-export-plugin.25/) -Install the 2.8+ version of the N/B plugin using [these instructions](/tools-tutorials/visual-editors/#28-and-newer). +Install the 2.8+ version of the N/B plugin using [these instructions](visual-editors.md#28-and-newer). - [Notepad++](https://notepad-plus-plus.org/downloads/) @@ -67,7 +67,7 @@ We'll be using some Notepad++ features to assist. For this tutorial, we'll be lowering the [Gavril G2S](https://forum.rigsofrods.org/resources/gavril-g2.274/). and lifting the [Box Dodge Ram EXT](https://forum.rigsofrods.org/resources/box-dodge-ram.319/). These are two very commonly modified vehicles. -![G2S](/images/g2s-ram.jpg) +![G2S](../images/g2s-ram.jpg) We need to prepare the files to be correctly imported into Blender. @@ -75,7 +75,7 @@ Begin by opening the vehicle zip file (`gavril23.zip` or `BoxDodgeRam.zip`) and Move the truck file into a new folder. Now create a copy in the folder: -![truck-file-copy](/images/truck-file-copy.png) +![truck-file-copy](../images/truck-file-copy.png) We'll be editing this copy to preserve the original truck file. @@ -87,21 +87,21 @@ We'll be editing this copy to preserve the original truck file. Open the copied truck file in Notepad++ and scroll down to the nodes section: G2S: -![Notepad-nodes](/images/notepad-nodes-g2s.png) +![Notepad-nodes](../images/notepad-nodes-g2s.png) Ram EXT: -![Notepad-nodes](/images/notepad-nodes-ram.png) +![Notepad-nodes](../images/notepad-nodes-ram.png) The G2S nodes section is organized with comment lines. We'll convert the comments to groups so they'll become vertex groups when imported into Blender. Find the axle nodes, for this vehicle they are found under the running gear section: -![Notepad-axle-nodes](/images/notepad-axle-nodes.png) +![Notepad-axle-nodes](../images/notepad-axle-nodes.png) Rename `front`/`rear` to `front axle`/`rear axle`. Doing this will prevent conflicts with other Blender vertex groups. -![Notepad-axle-nodes-renamed](/images/notepad-axle-nodes-renamed.png) +![Notepad-axle-nodes-renamed](../images/notepad-axle-nodes-renamed.png) Now press `CTRL+H` to open the Replace window and set the following: @@ -109,16 +109,16 @@ Find what: `;` Replace with: `;grp:` -![Notepad-replace-comments](/images/notepad-replace-comments.png) +![Notepad-replace-comments](../images/notepad-replace-comments.png) Click `Replace All`. All comment lines are now a node group. -![Notepad-node-groups](/images/notepad-node-groups.png) +![Notepad-node-groups](../images/notepad-node-groups.png) ##### Detacher group workaround The G2S features `detacher_group` sections. -Due to a bug with the Blender RoR importer, [detacher groups](/vehicle-creation/fileformat-truck/#detacher_group) cause beams to be missing on import. +Due to a bug with the Blender RoR importer, [detacher groups](../vehicle-creation/fileformat-truck.md#detacher_group) cause beams to be missing on import. To work around this, we need to comment all `detacher_group` lines. Do a replace all again, this time use the following: @@ -126,7 +126,7 @@ Find what: `detacher_group` Replace with: `;detacher_group` -![notepad-detacher-comment](/images/notepad-detacher-comment.png) +![notepad-detacher-comment](../images/notepad-detacher-comment.png) The file is now ready to be imported into Blender. @@ -139,18 +139,18 @@ The file is now ready to be imported into Blender. This setup only needs to be performed once. -Open Blender and install the N/B plugin if you haven't already from the [prerequisites](/tools-tutorials/modding-suspension/#prerequisites). +Open Blender and install the N/B plugin if you haven't already from the [prerequisites](#prerequisites). Once the N/B plugin is installed, click `Edit` -> `Preferences` -> `Interface` and enable Developer Extras, this enables the ability to toggle indices (nodes) visualization. -![blender-edit-dev-extras-4.0](/images/blender-edit-dev-extras-4.0.png) +![blender-edit-dev-extras-4.0](../images/blender-edit-dev-extras-4.0.png) By default indices are a blue color which is difficult to read. It is highly recommended to change the color by going to: `Edit` -> `Preferences` -> `Themes` -> `3D Viewport`: -![blender-change-node-color](/images/blender-change-node-color.png) +![blender-change-node-color](../images/blender-change-node-color.png) Scroll until you find `Face Angle Text`. Change it to white or another an easier to see color. @@ -160,59 +160,59 @@ Close Preferences. Click `File` -> `Import` -> `Truck` -![blender-file-truck-import](/images/blender-file-truck-import.png) +![blender-file-truck-import](../images/blender-file-truck-import.png) Select the copied truck file, in this case `gavril - Copy.truck` or `BoxDodgeRamEXT - Copy.truck`. The N/B is now imported: -![blender-gavril-nb](/images/blender-gavril-nb.png) +![blender-gavril-nb](../images/blender-gavril-nb.png) -![blender-ram-nb](/images/blender-ram-nb.png) +![blender-ram-nb](../images/blender-ram-nb.png) Enter edit mode with Tab, then click `Mesh Edit Mode Overlays` at the top right and enable Indices: -![blender-indices-4.0](/images/blender-indices-4.0.png) +![blender-indices-4.0](../images/blender-indices-4.0.png) Also click `Viewport Gizmos` and enable the move object gizmo: -![blender-enable-gizmos](/images/blender-enable-gizmos.png) +![blender-enable-gizmos](../images/blender-enable-gizmos.png) Node IDs should now appear when selecting: -![blender-nb-nodevisuals](/images/blender-nb-nodevisuals.png) +![blender-nb-nodevisuals](../images/blender-nb-nodevisuals.png) ##### Selecting axle nodes Press Numpad 3 to change view to right orthographic: -![blender-right-ortho](/images/blender-right-ortho.png) +![blender-right-ortho](../images/blender-right-ortho.png) Now select the axle nodes. For vehicles without node groups, press `C` for circle select or `B` for box select. For truck files with node groups, click the data properties tab (green triangle icon), you should see a list of vertex groups: -![blender-data-tab](/images/blender-data-tab.png) +![blender-data-tab](../images/blender-data-tab.png) Find the axle groups on the list, click on each axle group then click the Select button: -![blender-select-vertex-groups](/images/blender-select-vertex-groups.gif) +![blender-select-vertex-groups](../images/blender-select-vertex-groups.gif) (Open in new tab to view full size) The axle nodes are now selected. Enable wireframe mode with `Z` for a better view: -![blender-nb-wireframe-axles.png](/images/blender-nb-wireframe-axles.png) +![blender-nb-wireframe-axles.png](../images/blender-nb-wireframe-axles.png) -![blender-ram-nb-selected](/images/blender-ram-nb-selected.png) +![blender-ram-nb-selected](../images/blender-ram-nb-selected.png) ##### Moving nodes With the axle nodes selected, click and drag the blue arrow to move the nodes up to lower or down to lift: -![blender-moving-nodes-lower](/images/blender-moving-nodes-lower.gif) +![blender-moving-nodes-lower](../images/blender-moving-nodes-lower.gif) -![blender-moving-nodes-lift](/images/blender-moving-nodes-lift.gif) +![blender-moving-nodes-lift](../images/blender-moving-nodes-lift.gif) Alternatively, press `G` then `Z` to move on the Z axis. @@ -220,7 +220,7 @@ Alternatively, press `G` then `Z` to move on the Z axis. Once finished, click `File` -> `Export` -> `Truck` - ![blender-export-truck](/images/blender-export-truck.png) + ![blender-export-truck](../images/blender-export-truck.png) Export to the copied truck file, in this case `gavril - Copy.truck` or `BoxDodgeRamEXT - Copy.truck`. @@ -228,33 +228,33 @@ Alternatively, press `G` then `Z` to move on the Z axis. Due to a bug with the 2.8+ plugin, you will find it exported to a blank file. Right click -> Edit with Notepad++ -![blender-plugin-bug](/images/blender-plugin-bug.png) +![blender-plugin-bug](../images/blender-plugin-bug.png) Open the original truck file (`gavril.truck`, `BoxDodgeRamEXT.truck`) as well. Both files should now be open in tabs. Now right click the original truck file tab and click `Move Document` -> `Move to Other View`: -![notepad-otherview](/images/notepad-otherview.png) +![notepad-otherview](../images/notepad-otherview.png) The original and exported files should now be displayed in split view: -![notepad-splitview](/images/notepad-splitview.png) +![notepad-splitview](../images/notepad-splitview.png) -![notepad-splitview-ram](/images/notepad-splitview-ram.png) +![notepad-splitview-ram](../images/notepad-splitview-ram.png) Find the axle node groups, then copy and paste the new node positions into the original truck file like so: -![notepad-copy-nodes](/images/notepad-copy-nodes.gif) +![notepad-copy-nodes](../images/notepad-copy-nodes.gif) For the Ram EXT, copy and paste the entire nodes section. You can use `Begin/End Select` for this: -![notepad-copy-nodes-whole](/images/notepad-copy-nodes-whole.gif) +![notepad-copy-nodes-whole](../images/notepad-copy-nodes-whole.gif) Finally, save the truck file and drag it back into the zip file. If successful, your vehicle should now be lowered or lifted! -![g2s-ram-edited](/images/g2s-ram-edited.jpg) +![g2s-ram-edited](../images/g2s-ram-edited.jpg) You may need to go back to Blender for further adjustments. Repeat the above exporting steps. @@ -264,15 +264,15 @@ To change a vehicle's track width: In edit mode, click `Mesh` -> `Transform` -> ` Push/Pull` -![blender-pushpull](/images/blender-pushpull.png) +![blender-pushpull](../images/blender-pushpull.png) Press `X` to enable X axis, then move the mouse left or right: -![blender-pushpull-nb](/images/blender-pushpull-nb.gif) +![blender-pushpull-nb](../images/blender-pushpull-nb.gif) Export and test in-game: -![g2s-widetrack](/images/g2s-widetrack.jpg) +![g2s-widetrack](../images/g2s-widetrack.jpg) ## Camber and wheel width @@ -280,7 +280,7 @@ Changing camber and wheel width can be done without Blender. Press `K` to enable skeleton view in-game, then go to top Tools menu and click `Node details`. Optionally enable `Hide wheels`. -![ror-wheelnodes](/images/ror-wheelnodes.png) +![ror-wheelnodes](../images/ror-wheelnodes.png) Now find the outer wheel nodes. For the G2S: @@ -319,7 +319,7 @@ Camber example: 91, 1.632, 0.309, 1.037, l 12 ``` -![g2s-camber](/images/g2s-camber.jpg) +![g2s-camber](../images/g2s-camber.jpg) Wheel width example: @@ -333,7 +333,7 @@ Wheel width example: 91, 1.632, 0.289, 1.057, l 12 ``` -![g2s-wheelwidth](/images/g2s-wheelwidth.jpg) +![g2s-wheelwidth](../images/g2s-wheelwidth.jpg) The wheel no longer fits the tire due to the increased width. diff --git a/source/tools-tutorials/visual-editors.md b/source/tools-tutorials/visual-editors.md index 0fc31446..9b5230f1 100644 --- a/source/tools-tutorials/visual-editors.md +++ b/source/tools-tutorials/visual-editors.md @@ -17,7 +17,7 @@ To help you get started with creating a new node/beam, you can download this tru As of November 2018, Blender supports creating/editing Node/Beam structures with a plugin created by Ulteq. -![blender](/images/blender-nb.png) +![blender](../images/blender-nb.png) Features: @@ -52,17 +52,17 @@ For Blender 2.8 and newer, download `blender_NB_plugin_2.8.zip`. Go to `File` -> `User Preferences`: -![bnb1](/images/blender-edit-userprefs1.png) +![bnb1](../images/blender-edit-userprefs1.png) Click `Add-ons` -> `Install from File`: -![bnb2](/images/blender-edit-userprefs2.png) +![bnb2](../images/blender-edit-userprefs2.png) Select the `blender_NB_plugin_2.79.zip` file you downloaded earlier. Type "RoR" into the search bar and both add-ons should appear: -![bnb3](/images/blender-nb-addoninstall.png) +![bnb3](../images/blender-nb-addoninstall.png) Once both plug-ins are enabled by clicking the checkbox, select `Save User Settings`. @@ -74,17 +74,17 @@ The plugins are now available in `File` -> `Import` and `Export` -> `Truck (.tru Go to `Edit` -> `Preferences`: -![bnb28-1](/images/blender-edit-userprefs1-2.8.png) +![bnb28-1](../images/blender-edit-userprefs1-2.8.png) Click `Add-ons` -> `Install`: -![bnb28-2](/images/blender-edit-userprefs2-2.8.png) +![bnb28-2](../images/blender-edit-userprefs2-2.8.png) Select the `blender_NB_plugin_2.8.zip` file you downloaded earlier. Type "RoR" into the search bar and both add-ons should appear: -![bnb28-3](/images/blender-edit-userprefs3-2.8.png) +![bnb28-3](../images/blender-edit-userprefs3-2.8.png) Enable both `RoR Exporter` and `RoR Importer` addons, then close the Preferences window. @@ -98,19 +98,19 @@ To view the node numbers, follow the steps below for your Blender version. By default, the plugin will enable Blender's debug mode which provides node ID visualization, however they are usually difficult to read. -To fix this, download [this plugin by GitHub user zeffii](https://gist.github.com/zeffii/9451340) ([mirror](/download/view3d_idx_view.py)) +To fix this, download [this plugin by GitHub user zeffii](https://gist.github.com/zeffii/9451340) ([mirror](../download/view3d_idx_view.py)) Install it following the above instructions: -![bnb4](/images/blender-nb-nodev-install.png) +![bnb4](../images/blender-nb-nodev-install.png) To enable it, go to the top right and find the little plus icon, or press `N` to open it: -![bnb4](/images/blender-edit-applyingtexture5.png) +![bnb4](../images/blender-edit-applyingtexture5.png) While in edit mode, open the `Mesh Display` menu and select `Visualize indices`: -![bnb5](/images/blender-nb-nodev.png) +![bnb5](../images/blender-nb-nodev.png) You should now have readable node IDs. @@ -118,19 +118,19 @@ You should now have readable node IDs. Make sure `Developer Extras` is enabled in `Edit` -> `Preferences` -> `Interface`: -![bnb28-4](/images/blender-edit-devextras-2.8.png) +![bnb28-4](../images/blender-edit-devextras-2.8.png) Now open the Overlays menu, located in the top right: -![bnb28-5](/images/blender-edit-overlays-location-2.8.png) +![bnb28-5](../images/blender-edit-overlays-location-2.8.png) Enable `Indices` under `Developer`: -![bnb28-5](/images/blender-edit-overlays-indices-2.8.png) +![bnb28-5](../images/blender-edit-overlays-indices-2.8.png) Node numbers should now be visible. -![bnb28-6](/images/blender-edit-indices-2.8.png) +![bnb28-6](../images/blender-edit-indices-2.8.png) ### Notes and known issues @@ -139,7 +139,7 @@ Node numbers should now be visible. Known issues: -- If the `.truck` file contains [detacher_group](/vehicle-creation/fileformat-truck/#detacher_group) sections, they must be commented `;` out +- If the `.truck` file contains [detacher_group](../vehicle-creation/fileformat-truck.md#detacher_group) sections, they must be commented `;` out otherwise not all beams will import correctly. See this [GitHub issue ticket](https://github.com/RigsOfRods/rigs-of-rods/issues/3002) for more information. @@ -147,7 +147,7 @@ otherwise not all beams will import correctly. See this [GitHub issue ticket](ht A Java program made by Gouranga designed for viewing a node/beam structure. -![truckviewer](/images/truckviewer.png) +![truckviewer](../images/truckviewer.png) Pros: @@ -173,7 +173,7 @@ Cons: This program is very old and thus shouldn't be used to edit existing vehicles. It is recommended to create N/Bs using [Blender](#blender) instead. -![Editorizer](/images/editorizer.png) +![Editorizer](../images/editorizer.png) The Editorizer is a free program written by Ben for making vehicles. Contributions: Tuusita (Comments, Structure, Connect To). @@ -188,7 +188,7 @@ Pros: Cons: -- Does not support newer [truck](/vehicle-creation/fileformat-truck/) sections (such as `set_node_defaults`). These sections will have to be commented out otherwise the Editorizer fails to open the file. +- Does not support newer [truck](../vehicle-creation/fileformat-truck.md) sections (such as `set_node_defaults`). These sections will have to be commented out otherwise the Editorizer fails to open the file. It is recommended to make a copy of the truck file made for editing, then copy the changes over to your main truck file. @@ -201,7 +201,7 @@ Run as administrator! (only needed on the first run or if you move Editorizer's #### Troubleshooting If you don't run Editorizer as administrator for the first time, or you subsequently move it's directory, you may encounter this error: -![](/images/editorizer-error-comdlg32ocx.jpeg) +![](../images/editorizer-error-comdlg32ocx.jpeg) To resolve this, try running as administrator again, and if it doesn't help, try these steps: @@ -247,7 +247,7 @@ To adjust blueprints, click on _Place Blueprints_ on the far right, and place yo When you want to add nodes, just click on _Add Nodes_ up in the right. Click where you want the node to go, either in the Top Left, Bottom Left or Botton Right areas. If you want to make the node only get placed on the "grid" that divides the areas up-check the "snap nodes to grid" box. Special Nodes -Check [truckfile reference](technical/fileformat-truck) for special node types. +Check [truckfile reference](../vehicle-creation/fileformat-truck.md) for special node types. If you want to give your nodes these special options, just click on the _Nodes_ tab, pick the one you want to change, and put the corresponding node option in the options part. @@ -255,7 +255,7 @@ If you want to give your nodes these special options, just click on the _Nodes_ When you want to add beams, just click on the _Add Beams_ up in the right. Click the first node where you want the beam to start. Click the second node which is where you want the beam to end. -Check [truckfile reference](technical/fileformat-truck) for special beam types. +Check [truckfile reference](../vehicle-creation/fileformat-truck.md) for special beam types. If you want to give your beams these special options, just click on the _Beams_ tab, pick the beam you want to change, and put the corresponding beam option in the options box, along with any variables for that type of beam. diff --git a/source/vehicle-creation/aircraft-and-aerodynamics.md b/source/vehicle-creation/aircraft-and-aerodynamics.md index b8829d99..3295614b 100644 --- a/source/vehicle-creation/aircraft-and-aerodynamics.md +++ b/source/vehicle-creation/aircraft-and-aerodynamics.md @@ -33,7 +33,7 @@ style from MacOS to Windows using an advanced text editor, or RoR will crash. ### Example Wing Here's an example: -![](/images/aerial-wing-example.jpg) +![](../images/aerial-wing-example.jpg) And the corresponding wings section : @@ -69,7 +69,7 @@ An air brake is a moving panel used to slow down an airplane. It is positioned similarly to a "props", with `noderef, nodex, nodey, nodea, offsetx, offsety, offsetz` -![](/images/aerial-airbrake-reference.jpg) +![](../images/aerial-airbrake-reference.jpg) The airbrake needs 4 nodes (noderef, nodex, nodey, nodea) to position it. pick 4 nodes that form a square or rectangle at the position you want your airbrake. @@ -100,14 +100,14 @@ node and beam part of the engine (its the same for either type of engine, turbop You start off by making a diamond shape with one node in the middle, like so: -![](/images/aerial-propellers-softbody1.png) +![](../images/aerial-propellers-softbody1.png) Make sure that all the nodes are evenly placed so that when they're spinning at high RPM's they won't get out of balance. (You can get them spot on in the editorizer if you use the "snap nodes to grid" option). Now you need to add another node in the center of that diamond but this one needs to be a bit behind the first middle node. Like so: -![](/images/aerial-propellers-softbody2.png) +![](../images/aerial-propellers-softbody2.png) now just connect all the nodes together with beams but make sure you only connect the diamonds four outer edge nodes (in this case nodes 1,2,3 and 4) @@ -134,7 +134,7 @@ props 0,1,5, 0.0, 0.0, 0.0, 0, 0, 0, spinprop.mesh ``` -![](/images/aerial-propellers-softbody3.png) +![](../images/aerial-propellers-softbody3.png) The next thing we need to add to the props section is the propellers mesh. Its the same as for the "spinprop.mesh" you just need one for every visible propeller you want. @@ -155,7 +155,7 @@ props 0,5,4, 0.0, 0.0, 0.0, 180, 0, 90, pale.mesh ``` -![](/images/aerial-propellers-softbody4.png) +![](../images/aerial-propellers-softbody4.png) ### Turboprops section diff --git a/source/vehicle-creation/alternate-skins.md b/source/vehicle-creation/alternate-skins.md index 9c66636c..77be33e2 100644 --- a/source/vehicle-creation/alternate-skins.md +++ b/source/vehicle-creation/alternate-skins.md @@ -9,7 +9,7 @@ This page serves as an overview page on how to create and modify custom skins. Skins are matched against vehicles via GUID (Globally-Unique-IDentifier). -Make sure the vehicle you want to skin has one: [Truck file format - GUID](/vehicle-creation/fileformat-truck/#guid) +Make sure the vehicle you want to skin has one: [Truck file format - GUID](fileformat-truck.md/#guid) Ideally, all vehicles should have one. You might need to regen the cache, so the GUID will be in the cache as well. @@ -38,7 +38,7 @@ There are 2 ways how to replace the original vehicle graphics with yours: * **Image substitution** - The simple one, you name an existing texture file and a replacement file. In this example, - 'blansjaar41.jpg' is replaced with 'blansjaar41_sarens.jpg'. **This only works with [managedmaterials](/vehicle-creation/fileformat-truck/#managedmaterials)**. + 'blansjaar41.jpg' is replaced with 'blansjaar41_sarens.jpg'. **This only works with [managedmaterials](fileformat-truck.md/#managedmaterials)**. * **Material substitution** - More complex, you need to know the .material file format of OGRE3D engine. For an example, see the "antonov" tutorial @@ -84,7 +84,7 @@ Sarens Skin for Sennebogen 5500 `replaceTexture` - Defines the texture replacements, its first argument is the original texture name, the second argument is the texture name of the skin. Please note that those must be different, or you will get a file collision. -You can use this line as much as you like. As noted earlier, this only works with [managedmaterials](/vehicle-creation/fileformat-truck/#managedmaterials). +You can use this line as much as you like. As noted earlier, this only works with [managedmaterials](fileformat-truck.md/#managedmaterials). `preview` - The "mini" image that will appear on the skin selector window. @@ -98,7 +98,7 @@ You can use this line as much as you like. As noted earlier, this only works wit `5831` would be the ID. -`GUID` - The GUID that matches the GUID in the `.truck` file. See [Step 1 - GUID](#step-1---guid). +`GUID` - The GUID that matches the GUID in the `.truck` file. See [Step 1 - GUID](#step-1-guid). ## Replacing OGRE Materials (.material) @@ -106,7 +106,7 @@ If your vehicle uses a `.material` file for its textures, you will have to use ` So for an example we will just do this now for the an-12.airplane. -![antonov-thumb](/images/skins-example-antonov.png) +![antonov-thumb](../images/skins-example-antonov.png) ### Step 1 - The material diff --git a/source/vehicle-creation/boats.md b/source/vehicle-creation/boats.md index 2b8816b5..bd4597a3 100644 --- a/source/vehicle-creation/boats.md +++ b/source/vehicle-creation/boats.md @@ -9,7 +9,7 @@ You can make many different shaped hulls, they will affect the performance of th Try your best to use the least amount of nodes as possible, For a typical hull, you should use from 10-30 nodes at the most. -Step2: When you finish your softbody, you need to [submesh](/technical/fileformat-truck#submesh) it. +Step2: When you finish your softbody, you need to [submesh](fileformat-truck.md#submesh) it. Submeshing it will allow the boat to float, instead of sinking. Step3: try it out ingame. It should float nicely. @@ -24,7 +24,7 @@ and stabilizing it with beams, The picture illustrates the setup. Please imagine the box is actually a boat-hull :) -![](/images/nautical-screwprop.png) +![](../images/nautical-screwprop.png) Step2: You should enter the "screwprops" section into your .boat file. diff --git a/source/vehicle-creation/engine.md b/source/vehicle-creation/engine.md index bdbd26ef..69d445de 100644 --- a/source/vehicle-creation/engine.md +++ b/source/vehicle-creation/engine.md @@ -110,7 +110,7 @@ Engine dying in idle and first gear? Just define a single higher peak value wher ... ``` -![torquecurve-example](/images/truckfile-torquecurve.png) +![torquecurve-example](../images/truckfile-torquecurve.png) To the example above in the right spot will result the engine idle a little bit higher then 800 rpm in first gear. diff --git a/source/vehicle-creation/fileformat-addonpart.md b/source/vehicle-creation/fileformat-addonpart.md index 27fe333f..9bacca26 100644 --- a/source/vehicle-creation/fileformat-addonpart.md +++ b/source/vehicle-creation/fileformat-addonpart.md @@ -3,7 +3,7 @@ Addonpart file format This page serves as a technical overview of the `.addonpart` file format. It is a new text-based file format that enables easy vehicle customization without manually editing a `.truck` file. -For an overview of the Tuning menu, see: [Tuning](/gameplay/tuning) +For an overview of the Tuning menu, see: [Tuning](../gameplay/tuning.md) ## Features @@ -44,7 +44,7 @@ Required, addon description. Shown in part selector. #### addonpart_guid -The [GUID](/vehicle-creation/fileformat-truck/#guid) of the truck the addonpart is intended for. Parts that match the GUID of the current active vehicle are shown in the Tuning menu. +The [GUID](fileformat-truck.md#guid) of the truck the addonpart is intended for. Parts that match the GUID of the current active vehicle are shown in the Tuning menu. Multiple GUIDs can be defined, these are only hints as players can force installation of any addon to any vehicle. @@ -69,7 +69,7 @@ addonpart_filename "1994DodgeRam12VGuard.truck" #### Managedmaterials -Materials can be defined in two ways, either through the [managedmaterials](/vehicle-creation/fileformat-truck/#managedmaterials) section or with a [material file](https://wiki.ogre3d.org/Materials). +Materials can be defined in two ways, either through the [managedmaterials](fileformat-truck.md#managedmaterials) section or with a [material file](https://wiki.ogre3d.org/Materials). ``` managedmaterials @@ -82,7 +82,7 @@ Addon meshes that share a managedmaterial with the base mod do not need to be re #### Props and flexbodies -Props and flexbodies are defined using the same syntax as in a [truck file](/vehicle-creation/fileformat-truck/#props). +Props and flexbodies are defined using the same syntax as in a [truck file](fileformat-truck.md#props). In order to be parsed correctly, flexbody forset lines **MUST** be surrounded by quotes , mesh will not appear otherwise! @@ -99,7 +99,7 @@ flexbodies #### Flares -Flares are defined using the same syntax as in a [truck file](/vehicle-creation/fileformat-truck/#flares). All flares sections (`flares`/`flares2`/`flares3`) are supported. +Flares are defined using the same syntax as in a [truck file](fileformat-truck.md#flares). All flares sections (`flares`/`flares2`/`flares3`) are supported. ``` flares @@ -195,7 +195,7 @@ addonpart_tweak_node 5, 0.63, 0.36, 1.84 #### addonpart_tweak_prop -Enables the moving or replacing of props. Shares most syntax with [props](/vehicle-creation/fileformat-truck/#props). +Enables the moving or replacing of props. Shares most syntax with [props](fileformat-truck.md#props). - **Prop ID**: The prop number, starting at `0`. - **x\_offset**: The amount the prop should be moved in the X direction from the **reference node**. The distance it is moved depends on the distance between the **Reference node** and the '''X direction node '''(it's proportional): (0) leaves the prop on the reference node, (1) moves it all the way to the **X direction node**, and (0.5) puts the prop half-way between the two @@ -205,7 +205,7 @@ Enables the moving or replacing of props. Shares most syntax with [props](/vehic - **y\_axis\_rotation**: The amount the prop should be rotated about the Y axis - **z\_axis\_rotation**: The amount the prop should be rotated about the 'straight up' axis - **mesh\_name\_or\_special\_prop**: The name of the Ogre3D mesh object used for the prop. - If the mesh name starts with one of the keywords defined on the [truck file format page](/vehicle-creation/fileformat-truck/#props), it will have special behavior. + If the mesh name starts with one of the keywords defined on the [truck file format page](fileformat-truck.md#props), it will have special behavior. !!! note To move an existing mesh, the name MUST contain an empty string `""`! This tells the game to use the existing mesh from the base mod. @@ -222,7 +222,7 @@ addonpart_tweak_prop 0 0, 0.38, -0.06, -10, 0, 180, "",DB_classic_swheel.me #### addonpart_tweak_flexbody -Enables the moving or replacing of flexbodies. Shares most syntax with [flexbodies](/vehicle-creation/fileformat-truck/#flexbodies). +Enables the moving or replacing of flexbodies. Shares most syntax with [flexbodies](fileformat-truck.md#flexbodies). - **Flexbody ID**: The flexbody number, starting at `0`. - **x\_offset**: The amount the prop should be moved in the X direction from the **reference\_node**. @@ -247,7 +247,7 @@ addonpart_tweak_flexbody 22 -0.165, 0.5, -0.21, 0.0, 90.0, 0.0, spoiler-wing.mes Allows for replacing managedmaterial textures. This can be used to override a vehicle's skin (e.g. a taxi sign addon could add a taxi livery). - **Name**: The material name. -- **Type**: The name of the effect you want to use. Valid names are defined in the [truck file format page](/vehicle-creation/fileformat-truck/#managedmaterials). +- **Type**: The name of the effect you want to use. Valid names are defined in the [truck file format page](fileformat-truck.md#managedmaterials). - **Media1-3**: Diffuse, specular, damage texture filenames. ``` @@ -291,7 +291,7 @@ flexbodies "forset 222-237" ``` -![mv4-db-spoiler](/images/mv4-db-spoiler.jpg) +![mv4-db-spoiler](../images/mv4-db-spoiler.jpg) ### Tweaking existing flexbodies @@ -334,7 +334,7 @@ addonpart_tweak_flexbody 17 0.5,-4.45,0.08,-90,180,0, Bandit_daytona_nose.mesh addonpart_tweak_flexbody 24 0.5,-4.45,0.08,-90,180,0, Bandit_daytona_wing.mesh ``` -![bandit_daytona](/images/bandit_daytona.jpg) +![bandit_daytona](../images/bandit_daytona.jpg) ### Moving nodes @@ -378,7 +378,7 @@ addonpart_tweak_node 102, 3.500, 0.343, 0.626 addonpart_tweak_node 103, 3.500, 0.243, 0.626 ``` -![mazda626_lowered](/images/mazda626_lowered.gif) +![mazda626_lowered](../images/mazda626_lowered.gif) ### Wheels @@ -405,7 +405,7 @@ ATSCup mesh_standard ATSCup.png ATSCup_s.png Tire mesh_standard Tire.png ``` -![accord_626_atscup_wheels](/images/accord_626_atscup_wheels.jpg) +![accord_626_atscup_wheels](../images/accord_626_atscup_wheels.jpg) Advanced wheel example, specifically made to fit the Gavril MV4S. Features `addonpart_tweak_prop` to move the brakes and calipers: @@ -448,6 +448,6 @@ managedmaterials MotoMetal mesh_standard MotoMetal_962.dds MotoMetal_962_s.dds ``` -![motometal_mv4s](/images/motometal_mv4s.jpg) +![motometal_mv4s](../images/motometal_mv4s.jpg) diff --git a/source/vehicle-creation/fileformat-soundscript.md b/source/vehicle-creation/fileformat-soundscript.md index f56b1e9c..86e7a24e 100644 --- a/source/vehicle-creation/fileformat-soundscript.md +++ b/source/vehicle-creation/fileformat-soundscript.md @@ -7,7 +7,7 @@ This format is text-based and files must have the extension ".soundscript". Each soundscript file can contain the description of many sound scripts. Each sound script defines how to play one or many audio files -in the context of the vehicle where it is used (using the [soundsources section](/vehicle-creation/fileformat-truck)). +in the context of the vehicle where it is used (using the [soundsources section](fileformat-truck.md)). A sound script is defined by a line with his name (which is the name you use in the soundsource section of your vehicle description file), diff --git a/source/vehicle-creation/fileformat-truck.md b/source/vehicle-creation/fileformat-truck.md index 514413e0..3dbc39c3 100644 --- a/source/vehicle-creation/fileformat-truck.md +++ b/source/vehicle-creation/fileformat-truck.md @@ -11,7 +11,7 @@ Comment lines can be inserted by putting `;` or `//` at the beginning of the lin ## Building Philosophy -See [Vehicle Concepts](/vehicle-creation/vehicle-concepts) to understand the building philosophy. +See [Vehicle Concepts](vehicle-concepts.md) to understand the building philosophy. ## Is It a Truck, Plane, Train or Boat? @@ -20,7 +20,7 @@ Before we start, let's ask an important question: **Is it a truck, plane, train, - A truck is a description file containing an **engine** section - A plane is a description file containing a **turboprops**, **turbojets**, or **pistonprops** section - A boat is a description file containing a **screwprops** section -- A train is a vehicle that drives on a rail (see [Building rail vehicles](/vehicle-creation/rail-vehicles)) +- A train is a vehicle that drives on a rail (see [Building rail vehicles](rail-vehicles.md)) Also, notice that: @@ -178,7 +178,7 @@ nodes You can debug your truck's node masses by enabling `Debug actor mass` in settings: -![massdebug](/images/fileformat-truck-massdebug.png) +![massdebug](../images/fileformat-truck-massdebug.png) Look into your `RoR.log` after spawning and you could see something like this: @@ -288,7 +288,7 @@ The three parameters are node numbers. The first is the reference node and may b Correct relative placement of these nodes is important, or it may break the inside camera view. -![Cameras](/images/truckfile-cameras.gif) +![Cameras](../images/truckfile-cameras.gif) ``` cameras @@ -354,7 +354,7 @@ These sections are not required, but will make it easier to locate your file or You should use the guid feature to allow RoR to recognize your truck uniquely. -This section is required for [skins](/vehicle-creation/alternate-skins). +This section is required for [skins](alternate-skins.md). ``` ;guid @@ -495,7 +495,7 @@ help tracks/semihelp ``` -![imgui-commands-panel](/images/imgui-commands-panel.png) +![imgui-commands-panel](../images/imgui-commands-panel.png) This is optional. (But it looks cool, so use it!) @@ -739,10 +739,10 @@ This section is important: it defines the wheels! Parameters are: - **Node 1** - Node number or name;The node on the axle where the one side of the wheel starts. - **Node 2** - Node number or name;The node on the axle where one side of the wheel ends. To clarify, if you imagine a beam that goes right through the middle of the wheel along the axis of rotation, Node 1 and Node 2 would be at the intersection between one side of the wheel and the beam and the intersection between other side of the wheel and the beam. -- **Rigidity Node** - Node number or name; The number of a special rigidity node (see explanation about [Axle Rigidity](https://docs.rigsofrods.org/vehicle-creation/wheels-axles-steering/#axle-rigidity)). Use `9999` if there is no rigidity node. +- **Rigidity Node** - Node number or name; The number of a special rigidity node (see explanation about [Axle Rigidity](wheels-axles-steering.md#axle-rigidity)). Use `9999` if there is no rigidity node. - **Wheel Braking** - Positive real number from range <0 - 4>; `0` for unbraked wheels, `1` for braked wheels. For directional braking, as found in airplanes, use `2` for a left wheel, `3` for a right wheel. In 0.37+, `4` is used for a wheel with a footbrake, but no parking brake. - **Wheel Drive** - Positive real number from range <0 - 2>; `0` for undriven wheels, `1` for wheels driven forwards, `2` for wheels driven backwards -- **Reference arm node** - Node number or name; The [reference arm node](https://docs.rigsofrods.org/vehicle-creation/wheels-axles-steering/#reference-arm-node) for the wheel. This is where reaction torque is applied to the chassis. Set it to a node in front of the wheel for more traction and behind the wheel for less traction. Setting the reference arm node to the same node as **Node 1** or **Node 2** gets rid of the effects of the Reference Arm Node. +- **Reference arm node** - Node number or name; The [reference arm node](wheels-axles-steering.md#reference-arm-node) for the wheel. This is where reaction torque is applied to the chassis. Set it to a node in front of the wheel for more traction and behind the wheel for less traction. Setting the reference arm node to the same node as **Node 1** or **Node 2** gets rid of the effects of the Reference Arm Node. - **Mass** - Real number; Mass of the wheel, in kilograms. - **Springiness** - Real number; The stiffness of the wheel, somewhat equivalent to tire pressure. Having too much spring will make the steering wheels bounce back and forth during understeer, sending vibrations through the entire vehicle. - **Damping** - Real number; The rebound rate of the wheel @@ -772,10 +772,10 @@ This section improves wheels by simulating both wheel tires and rims. The player - **Number of rays** - Real number The number of 'pie pieces', or corners, that make up the wheel. For reference, `3` makes the wheel triangular, and `4` makes the wheel square. Recommended values are between `10` and `16`. - **Node 1** - Node number/name The node where the wheel starts. - **Node 2** - Node number/name The node where the wheel ends. (See [Wheels](#wheels) for an explanation of how this works.) -- **Rigidity Node** - Node number/name The number of a special rigidity node (see [Axle Rigidity explanation](https://docs.rigsofrods.org/vehicle-creation/wheels-axles-steering/#axle-rigidity)). Use `9999` if there is no rigidity node. +- **Rigidity Node** - Node number/name The number of a special rigidity node (see [Axle Rigidity explanation](wheels-axles-steering.md#axle-rigidity)). Use `9999` if there is no rigidity node. - **Wheel Braking** - Positive real number from range <0 - 4>; `0` for unbraked wheels, `1` for braked wheels. For directional braking, as found in airplanes, use `2` for a left wheel, `3` for a right wheel. In 0.37+, `4` is used for a wheel with a footbrake, but no parking brake. - **Wheel Drive** - Positive real number from range <0 - 2>; `0` for an undriven wheel, `1` for a wheel driven forwards, `2` for a wheel driven backwards. -- **Reference arm node** - Node number/name The [reference arm node](https://docs.rigsofrods.org/vehicle-creation/wheels-axles-steering/#reference-arm-node) for the wheel. This is where reaction torque is applied to the chassis. Set it to a node in front of the wheel for more traction and behind the wheel for less traction. +- **Reference arm node** - Node number/name The [reference arm node](wheels-axles-steering.md#reference-arm-node) for the wheel. This is where reaction torque is applied to the chassis. Set it to a node in front of the wheel for more traction and behind the wheel for less traction. - **Mass** - Real number Mass of the wheel in kilograms. - **Rim springiness** - Real number The stiffness of the wheel rim. - **Rim damping**- Real number The rebound rate of the wheel rim. @@ -798,11 +798,11 @@ wheels2 Mesh wheels allows you to do very nice wheels. It takes an Ogre3D mesh of a rim (the rim only, without the tire!). The mesh should be centered, and of the right size for the wheel you want to do: its outer diameter should be the same as the "rim\_radius" parameter, and its width should be the same as the distance between node1 and node2. The other parameters are similar to the [wheels](#wheels) section, though there are a few differences. -The side value should be `l` or `r` depending on the side of the wheel, and the final parameters are the mesh name and the material for the tire. The mapping of the texture should look something like this: ![Meshwheel tire texture](/images/truckfile-meshwheel-tire-texture.jpg) +The side value should be `l` or `r` depending on the side of the wheel, and the final parameters are the mesh name and the material for the tire. The mapping of the texture should look something like this: ![Meshwheel tire texture](../images/truckfile-meshwheel-tire-texture.jpg) Here is an example picture of a rim mesh, as it should be modeled. The tire geometry is added dynamically afterward by the game, and will flex like a real tire. -![Rim mesh](/images/truckfile-meshwheel-rim-mesh.jpg) +![Rim mesh](../images/truckfile-meshwheel-rim-mesh.jpg) ``` meshwheels @@ -1225,7 +1225,7 @@ The parameters are: - **Affects engine?** (optional): \[ Version 0.4.0.5+ \]; Positive real number; default = 1.0; 0 means that moving this command won't affect engine RPM, so it is independent. Value larger than 0 specifies how much engine power will be needed for this command to move. - **Needs engine?** (optional): \[ Version 0.4.0.5+ \]; Boolean; default = true; value of "true" means that the command only works with a running engine. "False" means engine is not needed. -![Inertia models](/images/truckfile-inertia-models.png) +![Inertia models](../images/truckfile-inertia-models.png) ``` commands2 @@ -1308,7 +1308,7 @@ New in \[ Version 0.4+ \] - engine\_coupling. Real, default `1.0` - needs\_engine. Boolean, default false -Rotators can use [inertia](#inertia). +Rotators can use [inertia](#set_inertia_defaults). The reference nodes for the baseplate and rotator plate must also match each other in order. (i.e. if you start at the front left for the base plate and work clockwise, do the same for the rotator plate!) See the example rotators code and attached picture. Both plates must be identical! @@ -1318,7 +1318,7 @@ rotators 29, 30, 31, 32, 34, 33, 37, 38, 36, 35, 0.1, 1, 2, 1, 1, smooth, smooth, 0.5, true ``` -![Rotators](/images/truckfile-rotators.jpg) +![Rotators](../images/truckfile-rotators.jpg) ### Rotators2 @@ -2020,7 +2020,7 @@ Engine dying in idle and first gear? Just define a single higher peak value wher ... ``` -![Torque curve](/images/truckfile-torquecurve.png) to the example above in the right spot will result the engine idle a little bit higher then `800` rpm in first gear. +![Torque curve](../images/truckfile-torquecurve.png) to the example above in the right spot will result the engine idle a little bit higher then `800` rpm in first gear. The example to the left shows a screenshot of a torquecurve made for a small diesel engine: @@ -2285,7 +2285,7 @@ set_managedmaterials_options 1 Flares allow you to add lights to your truck. They work as light sources in OGRE and will illuminate other objects (if enabled in settings). -See also: [Flares Tutorial](/vehicle-creation/flares) +See also: [Flares Tutorial](flares.md) Required parameters: @@ -2318,7 +2318,7 @@ Optional parameters: - **Control number**: Integer; default = -1 For `u` flares, enter value 1-10: `1` would be `CTRL+1`, `2` would be `CTRL+2`, and so on. For other flare types, enter -1. - Special value: `12` - Parking brake indicator -- **Dashboard input source**: String Enter an input source from the [dashboard system](/vehicle-creation/making-custom-hud/#input-sources). This enables flares to toggle based on dashboard UI status, such as engine ignition or locked state. +- **Dashboard input source**: String Enter an input source from the [dashboard system](making-custom-hud.md#input-sources). This enables flares to toggle based on dashboard UI status, such as engine ignition or locked state. - **Blink delay (ms)**: Integer; default = -2; Delay between on/off change, in milliseconds. A value of 500 means that the light is 500ms on and 500ms off. Use a value of 0 to create a non-blinking light. - Special value: `-1` to use the default value of 500ms. @@ -2381,7 +2381,7 @@ set_inertia_defaults 0.4, 0.8, linear, linear ### Materialflarebindings -See also: [Flares Tutorial](/vehicle-creation/flares) +See also: [Flares Tutorial](flares.md) This can bind a material to a flare, so that the material changes with the flare's on/off status. @@ -2733,7 +2733,7 @@ Specials: Limits do not apply for **mode:sequential**. In this case the options *event:* -- **rorkeypressevent** - All RoR keypress events. ([A list of valid RoR events](/gameplay/controls-config/#keypress-events).) +- **rorkeypressevent** - All RoR keypress events. ([A list of valid RoR events](../gameplay/controls-config.md#keypress-events).) **How to use:** @@ -3024,8 +3024,8 @@ By using this section you can set some parameters of the Truck GUI. This can be Format: keyword value -- **dashboard**: \[ Version 0.38.66+ \] [Custom HUD layout](/vehicle-creation/making-custom-hud) that should be used for this truck. You can use multiple lines. -- **texturedashboard**: \[ Version 0.38.66+ \] [Custom HUD layout](/vehicle-creation/making-custom-hud) that should be used for the RTT for this truck. You can use multiple lines. RTT means Real Time-generated Texture, you can use it as material for your custom dashboard mesh. +- **dashboard**: \[ Version 0.38.66+ \] [Custom HUD layout](making-custom-hud.md) that should be used for this truck. You can use multiple lines. +- **texturedashboard**: \[ Version 0.38.66+ \] [Custom HUD layout](making-custom-hud.md) that should be used for the RTT for this truck. You can use multiple lines. RTT means Real Time-generated Texture, you can use it as material for your custom dashboard mesh. - **interactiveOverviewMap**: \[ Version 0.36+ \]; off / simple / zoom - Enables/disables the activation of the interactive map for the truck. Legacy parameters (not affecting the v0.4 custom HUD system). Will be restored or removed soon. @@ -3148,11 +3148,11 @@ videocamera **UV Mapped mirror mesh:** -![videocamera-uv-blender](/images/videocamera-uv-blender.png) +![videocamera-uv-blender](../images/videocamera-uv-blender.png) **You can use this texture to help UV map your mirror mesh:** -![vidscreen-disabled](/images/vidscreen-disabled.png) +![vidscreen-disabled](../images/vidscreen-disabled.png) **`.material` file:** @@ -3174,13 +3174,13 @@ material Quattro_LM **Node position reference:** -![videocamera-nodes](/images/videocamera-nodes.png) +![videocamera-nodes](../images/videocamera-nodes.png) Make sure `vidscreen-disabled.png` is in your truck zip. **Use your own texture and material names to avoid conflicts!** You can enable videocamera debug in settings (Diagnostic tab) which activates helpful meshes which show position and orientation of the video-cameras set up: -![videocamera-debug-ingame](/images/videocamera-debug-ingame.png) +![videocamera-debug-ingame](../images/videocamera-debug-ingame.png) Notes: @@ -3293,7 +3293,7 @@ Adds a sound source to your vehicle. Parameters: - **node**: Node number; The place where your sound will come from. Doesn't support named nodes. -- **sound\_script\_name**: String; Sound scripts are defined in [soundscript files](/vehicle-creation/fileformat-soundscript/). You can use game-defined sound scripts or your own sound scripts. +- **sound\_script\_name**: String; Sound scripts are defined in [soundscript files](fileformat-soundscript.md). You can use game-defined sound scripts or your own sound scripts. ``` soundsources @@ -3313,7 +3313,7 @@ Parameters: - **-1**: Enabled in external camera only - **0 (or higher)**: Enabled for cinecamera number specified. Note: for backwards compatibility, the parser will read invalid values as `0` and emit a warning. -- **sound\_script\_name**: String; Sound scripts are defined in [soundscript files](/vehicle-creation/fileformat-soundscript). You can use game-defined sound scripts or your own sound scripts. +- **sound\_script\_name**: String; Sound scripts are defined in [soundscript files](fileformat-soundscript.md). You can use game-defined sound scripts or your own sound scripts. ``` soundsources2 @@ -3486,9 +3486,9 @@ soundsources ### Wings -**Please see [this page](/vehicle-creation/aircraft-and-aerodynamics/) for more information** +**Please see [this page](aircraft-and-aerodynamics.md) for more information** -![Wing reference](/images/truckfile-wing.png) +![Wing reference](../images/truckfile-wing.png) The wings parameters are: @@ -3752,7 +3752,7 @@ pistonprops ## Boats -See: [Boats](/vehicle-creation/boats) +See: [Boats](boats.md) ### Screwprops diff --git a/source/vehicle-creation/flares.md b/source/vehicle-creation/flares.md index ba97c97a..9438f895 100644 --- a/source/vehicle-creation/flares.md +++ b/source/vehicle-creation/flares.md @@ -56,7 +56,7 @@ number of nodes, number of flares, etc. You've been warned. ## Preparing the chassis -Before we begin, you'll absolutely need a truck editor, such as the [Editorizer](/tools-tutorials/visual-editors). +Before we begin, you'll absolutely need a truck editor, such as the [Editorizer](../tools-tutorials/visual-editors.md). This will allow you to see where each node is placed in relationship to the coordinate plane (X,Y,Z). @@ -88,7 +88,7 @@ and/or another editor, that's fine, as long as it can save in ANSI format--it'll Whatever you do, do not use MS Word/Wordpad/OpenOffice/AbiWord etc. You'll need to open up the vehicle or load of choice with the aforementioned application -(notepad or compliant editor). Here, you'll need to add a [flare](/vehicle-creation/fileformat-truck#flares) section +(notepad or compliant editor). Here, you'll need to add a [flare](fileformat-truck.md#flares) section Once the line "flares" is added, you'll need to hit enter once, starting a new section, where it's advised you paste the syntax: @@ -113,21 +113,21 @@ flares The first node (`219`) is where the flare comes from and the other 2 (`218`, `220`) determine whether it faces front or back of the plane. -![1](/images/flares-tutorial-pic1.png) +![1](../images/flares-tutorial-pic1.png) The 1st image shows my plane nodes `0`, `1`, `217`, `218` -![2](/images/flares-tutorial-pic2.png) +![2](../images/flares-tutorial-pic2.png) The 2nd image shows the nodes where my flares are going to be placed (optional to have them or not, just there to make things more precise and save time). -![3](/images/flares-tutorial-pic3.png) +![3](../images/flares-tutorial-pic3.png) The 3rd image shows the placement for the left headlight, the first node `219` is where the flare comes from and `217`, `218` makes it face frontwards, if I did `218`, `217` the flare would face the other way. -![4](/images/flares-tutorial-pic4.png) +![4](../images/flares-tutorial-pic4.png) The 4th image shows the placement for the right headlight, the first node `220` is where the flare comes from and `219`,`217` makes it face frontwards. @@ -159,7 +159,7 @@ Same thing apply for rear lights, top lights, side lights, just needs to have a ## Syntax -Borrowed from [Truck file format](/vehicle-creation/fileformat-truck#flares): +Borrowed from [Truck file format](fileformat-truck.md#flares): - **Reference node**: Node ID; Node which defines origin of flare-placement coordinate system - **X axis node**: Node ID; Node which defines X-axis of flare-placement coordinate system @@ -242,11 +242,11 @@ If you want to make your own custom flare textures, you will need a decent photo Open up a new document in your photo-editing software. Make the background transparent, and make it 40 pixels wide and 40 pixels high. -![5](/images/flares-custom-01-new.png) +![5](../images/flares-custom-01-new.png) Right after that, pick a color for your flare. I will do blue, because I want blue flashers on my vehicle. So I will select the gradient tool and make a small light effect. (Note I zoomed in a little bit) -![6](/images/flares-custom-02-source.png) +![6](../images/flares-custom-02-source.png) Remember to save your textures as Portable Network Graphics (PNG) @@ -331,14 +331,14 @@ Save your `.material` file after completing this. ### Editing the truck file -Open the `.truck` file, and find the [flares](/vehicle-creation/fileformat-truck#flares) section. To test these flashes, I would use the headlights as an example. So copy the headlight codes, and paste them below. You may have to change them from headlights, to custom flares. So if you see this in the headlight line: f, -1, you need to change that to: u, 1 because that makes it a user controlled flare (A flare you activate by pressing Ctrl+1) +Open the `.truck` file, and find the [flares](fileformat-truck.md#flares) section. To test these flashes, I would use the headlights as an example. So copy the headlight codes, and paste them below. You may have to change them from headlights, to custom flares. So if you see this in the headlight line: f, -1, you need to change that to: u, 1 because that makes it a user controlled flare (A flare you activate by pressing Ctrl+1) Then, instead of end of the headlight code saying default, change it to: tracks/Flash1 so it flashes your custom flare pattern. -![7](/images/flares-custom-03-text.png) +![7](../images/flares-custom-03-text.png) Once you test it in game, it is a simple on/off flashing pattern. -![8](/images/flares-custom-04-1stgen.png) +![8](../images/flares-custom-04-1stgen.png) ### Lets go one step further @@ -346,15 +346,15 @@ Now that you can easily make an off/on flashing pattern, let's get more complex. Get back into the `.material` file, copy the custom flare section, and paste it below. Now switch/reverse the and image, and call the pattern Flash2. -![8](/images/flares-custom-05-text.png) +![8](../images/flares-custom-05-text.png) Now, open up the .truck file, and look at only ONE of the new flashing headlights, and change it's material name to tracks/Flash2. -![9](/images/flares-custom-06-text.png) +![9](../images/flares-custom-06-text.png) Now, see it ingame, it will be a wig-wag pattern. -![10](/images/flares-custom-07-1stgen.png) +![10](../images/flares-custom-07-1stgen.png) Easy as that. There is a rule when it comes to making custom flashes: diff --git a/source/vehicle-creation/flexbody-deforming-detaching-parts.md b/source/vehicle-creation/flexbody-deforming-detaching-parts.md index d1530ee9..f2c7953f 100644 --- a/source/vehicle-creation/flexbody-deforming-detaching-parts.md +++ b/source/vehicle-creation/flexbody-deforming-detaching-parts.md @@ -6,31 +6,31 @@ This is pretty simple, actually. I prefer to use notepad with the Editorizer jus First start by making a grid of nodes however many segments long and wide you need it to be (recommend at least 4 nodes wide and 4 nodes long for a hood) and fitting the shape of your body panel (this is for a hood or trunk; I'll talk about bumpers in a bit). Connect all of them together lengthwise/widthwise only. Give them a set_beam_defaults such that they can't deform or break at all (make the deform and break thresholds very high). These define the basic shape of the body part so they can't deform or break or you'll get weird glitchy stuff going on. -![](/images/flexbody_deform_tut1.png) +![](../images/flexbody_deform_tut1.png) Then make the 'crossing' beams. These are the beams that form an X inside each square and keep the shape together. These should have a set_beam_defaults making them unbreakable and hard to deform (deform value in the hundreds of thousands range for light cars) -![](/images/flexbody_deform_tut2.png) +![](../images/flexbody_deform_tut2.png) Now make the deformer beams. These hold the shape together rigidly and also keep it in a deformed shape when it bends. Do them like this, lengthwise and widthwise, between every other node and also between the back and front nodes. Set them to be unbreakable but with a pretty low deformation threshold. It'd be a good idea to put the lengthwise and widthwise deformers under separate set_beam_defaults values, so you can tweak individually the strength in both directions. -![](/images/flexbody_deform_tut3.png) +![](../images/flexbody_deform_tut3.png) Now if your body panel is pretty flat, like this, it's going to flop all over the place unless you support it from underneath. The best way to fight this is with stabilization nodes. Usually two nodes floating about 0.3 meters above or below are a good way to do it. Connect both of those nodes to every single node of your body panel and each other, and make those beams unbreakable but easy to deform. I haven't drawn about half of them because the image would get too cluttered. You can also get away with having just one stabilization node. -![](/images/flexbody_deform_tut4.png) +![](../images/flexbody_deform_tut4.png) Next is the hinge. Attach all of the nodes of the back two rows (closest to the hinge) to two nodes you can hinge from on your main body. Set these beams to be fairly stiff but also breakable (deform & break values in the hundred thousand range for light cars). -![](/images/flexbody_deform_tut5.png) +![](../images/flexbody_deform_tut5.png) Now you need to support the hood/trunk from underneath so it doesn't fall inwards. Make beams going downwards from each hood node to the bottom of your frame/body, and give them the "s" flag so they resist compression but not extension. This allows the hood/trunk/whatever to push upwards/pop open but doesn't let it fall inwards into the body. Make sure the set_beam_defaults damping is set to 1 or 0 for the support beams, so when a part detaches it doesn't get dragged along with the car for a ways until the support beams break. These should be pretty easy to deform (around 50000) but harder to break (they break automatically when they reach 4x their length, so if your hood or whatever falls off, you don't need to worry about making these easy to break). -![](/images/flexbody_deform_tut6.png) +![](../images/flexbody_deform_tut6.png) Finally, the latch. This will keep the hood (or whatever it is you're doing) completely locked in place to the body until the latch breaks, at which point it'll pop open and swing on its hinges. Make downwards beams attaching the frontmost nodes of the panel to the closest frame/body nodes. These should be easy to deform and have a break threshold only slightly above the deform. These might not be rigid unless you also attach them to a second segment of nodes (either the next one on the hood or a segment below on the body). -![](/images/flexbody_deform_tut7.png) +![](../images/flexbody_deform_tut7.png) Bumpers are a similar deal, but the 'hinges' should be at both corners, and the node/beam should obviously be shaped like a bumper. Bumpers should also be less susceptible to deformation, since they're usually made of plastic or spring steel. diff --git a/source/vehicle-creation/flexbody-wheels.md b/source/vehicle-creation/flexbody-wheels.md index 093cd9b3..e7d5a1cc 100644 --- a/source/vehicle-creation/flexbody-wheels.md +++ b/source/vehicle-creation/flexbody-wheels.md @@ -188,11 +188,11 @@ Flexbody wheels ## What is this? -By default, Rigs of Rods's [meshwheels](/vehicle-creation/fileformat-truck/#meshwheels) sections generate a tire using a texture. In order to use a 3D tire mesh, you have to place the tire meshes using [flexbodies](/vehicle-creation/fileformat-truck/#flexbodies) or [props](/vehicle-creation/fileformat-truck/#props). This tool simplifies that process by generating the flexbody code for you. +By default, Rigs of Rods's [meshwheels](fileformat-truck.md/#meshwheels) sections generate a tire using a texture. In order to use a 3D tire mesh, you have to place the tire meshes using [flexbodies](fileformat-truck.md/#flexbodies) or [props](fileformat-truck.md/#props). This tool simplifies that process by generating the flexbody code for you. Some addon parts require you to generate flexbody wheels as the tire mesh is separate. -Not to be confused with [flexbodywheels](/vehicle-creation/fileformat-truck/#flexbodywheels), which provides this feature. +Not to be confused with [flexbodywheels](fileformat-truck.md/#flexbodywheels), which provides this feature. ## Instructions @@ -215,9 +215,9 @@ Explanation of each option: `Wheel rays` - The number of ‘pie pieces’, or corners, that make up the wheel. In the above example, `numrays` is set to `14` . -`Chassis nodes` - Amount of nodes the vehicle has. Just set the last node ID at the bottom of the [nodes](/vehicle-creation/fileformat-truck/#nodes) section. +`Chassis nodes` - Amount of nodes the vehicle has. Just set the last node ID at the bottom of the [nodes](fileformat-truck.md/#nodes) section. -`Cameras before wheel section` - Amount of [cameras](/vehicle-creation/fileformat-truck/#cameras) the vehicle has. Most only have 1, while others (such as the Gavrils) have 3. +`Cameras before wheel section` - Amount of [cameras](fileformat-truck.md/#cameras) the vehicle has. Most only have 1, while others (such as the Gavrils) have 3. `Inside axle node` - The inner axle node. In the above example, the first wheel's `node1` is `32` . @@ -267,7 +267,7 @@ enough for development purposes. ## Troubleshooting -* If the tire sticks too far out/in, adjust the [X offset](/vehicle-creation/fileformat-truck/#flexbodies). In the above Burnside Race example, the offset is set to `0.5` . +* If the tire sticks too far out/in, adjust the [X offset](fileformat-truck.md/#flexbodies). In the above Burnside Race example, the offset is set to `0.5` . * If the tire glitches/isn't attached to the wheel, you have set the wrong node/camera count and/or wheel nodes. diff --git a/source/vehicle-creation/making-custom-hud.md b/source/vehicle-creation/making-custom-hud.md index 1823c784..cd037d0b 100644 --- a/source/vehicle-creation/making-custom-hud.md +++ b/source/vehicle-creation/making-custom-hud.md @@ -30,7 +30,7 @@ NOTE: some animations will not work exactly like in RoR yet. We are working on f 1. Create graphics of gauges and needles 2. Start GUIEditor and create the controls using your graphics -3. Save the .layout and image files in your truck zip and use [`guisettings`](/vehicle-creation/fileformat-truck#guisettings) to integrate it with your vehicle. +3. Save the .layout and image files in your truck zip and use [`guisettings`](fileformat-truck.md#guisettings) to integrate it with your vehicle. 4. Test in RoR and fix in GUIEditor ## Available animations diff --git a/source/vehicle-creation/motorbikes.md b/source/vehicle-creation/motorbikes.md index 3cb632dd..727cc2ac 100644 --- a/source/vehicle-creation/motorbikes.md +++ b/source/vehicle-creation/motorbikes.md @@ -9,16 +9,16 @@ Based off [this archived forum thread](http://archives.rigsofrods.net/old-forum/ ## Theory -Motorbikes are counter-intuitive, to turn left, you must steer right a little first and vice-versa. It is because of this that the player cannot control the steering directly (with hydros) because the response time is too long and there is no feedback like when you ride a bicycle. So you must use [animators](/vehicle-creation/fileformat-truck#animators) and the `roll` option. This is what we use to turn the front wheel. +Motorbikes are counter-intuitive, to turn left, you must steer right a little first and vice-versa. It is because of this that the player cannot control the steering directly (with hydros) because the response time is too long and there is no feedback like when you ride a bicycle. So you must use [animators](fileformat-truck.md#animators) and the `roll` option. This is what we use to turn the front wheel. The roll means the angle between the camera plane and the ground plane, so you can adjust it by rotating the camera. This is the main way of controlling the bike, you essentially trick the bike into thinking its falling onto one side and it will always try to be level. In other words, you're not steering, just controlling the lean angle. -![motorbike](/images/motorbike-scheme.png) +![motorbike](../images/motorbike-scheme.png) ## Construction To make a motorcycle or similar you need to have good knowledge about node-beam systems and have experience of vehicle creation. A lot of details will not be covered because it should be obvious to an experienced user. -The image above shows how the motorbike operates, note how the front wheel is able to slide up and down on four [slidenodes](/vehicle-creation/fileformat-truck#slide-nodes). +The image above shows how the motorbike operates, note how the front wheel is able to slide up and down on four [slidenodes](fileformat-truck.md#slide-nodes). ## Wheels @@ -43,7 +43,7 @@ wheels ### How to only power the rear wheel -This bit is important, you **must** define an [axle](/vehicle-creation/fileformat-truck#axles), +This bit is important, you **must** define an [axle](fileformat-truck.md#axles), making sure the differentials are set to split "d(s)" and only the rear wheel is powered. ``` axles @@ -64,11 +64,11 @@ There are four animators that form a sort to diamond shape they are defined some Note how the short and long limit are quite small, you don't need a large number because the castor angle on the front wheel helps the bike turn when it is in a lean. -See [animators](/vehicle-creation/fileformat-truck#animators). +See [animators](fileformat-truck.md#animators). ## Camera -You can control the lean angle of the bike by controlling the lean angle of the camera, and you do this using [hydros](/vehicle-creation/fileformat-truck#hydros) as usual, just make sure they turn the camera assembly the opposite way from where you want the bike to go. I recommend trying about 20 deg then gradually increasing until a balance between control and stability is found. Offroad bikes should have less because of lower grip. +You can control the lean angle of the bike by controlling the lean angle of the camera, and you do this using [hydros](fileformat-truck.md#hydros) as usual, just make sure they turn the camera assembly the opposite way from where you want the bike to go. I recommend trying about 20 deg then gradually increasing until a balance between control and stability is found. Offroad bikes should have less because of lower grip. ## Mass @@ -99,9 +99,9 @@ Should be quite stiff with high damping to stop the bike bouncing and jiggling a ## Example Bike -![motorbike-example-ingame](/images/motorbike-example-ingame.png) +![motorbike-example-ingame](../images/motorbike-example-ingame.png) -[Polaris_GP2.5.0.truck](/download/Polaris_GP2.5.0.truck) +[Polaris_GP2.5.0.truck](../download/Polaris_GP2.5.0.truck) ## Conclusion diff --git a/source/vehicle-creation/rail-vehicles.md b/source/vehicle-creation/rail-vehicles.md index 065af4ad..e614a2c2 100644 --- a/source/vehicle-creation/rail-vehicles.md +++ b/source/vehicle-creation/rail-vehicles.md @@ -5,13 +5,13 @@ In this tutorial you will learn how to build a small locomotive and wagon. Apart from the meshbuilding, it covers everything needed to build a working train. All sizes must be exactly as shown in this tutorial! -![railrunner](/images/rail-vehicles-tutorial-railrunner.jpg) +![railrunner](../images/rail-vehicles-tutorial-railrunner.jpg) What you need for this tutorial: * Some basic knowledge of building objects for RoR * A text editor, e.g. Notepad -* [A visual editor](/tools-tutorials/visual-editors/) for watching the node and beam structure +* [A visual editor](../tools-tutorials/visual-editors.md) for watching the node and beam structure Please note that this train does not work as well as expected. Main reasons are the low mass of the train, the really short wheelbase and the fact @@ -25,10 +25,10 @@ The bogie is the main part of our train. It holds the wheels and avoids the train from sliding off the rails. It has the shape of a trapezoid prism, the lower side is smaller than the upper. The 4 upper nodes are for the wheels, the four lower nodes are the guidance nodes. -Those need to have low friction ( `set_node_defaults -1, 0, -1, -1` ) and need to be [contacters](/vehicle-creation/fileformat-truck/#contacters). +Those need to have low friction ( `set_node_defaults -1, 0, -1, -1` ) and need to be [contacters](fileformat-truck.md/#contacters). Give them a mass of `50` kg using the `l` -option in the nodes section. -![bogie](/images/rail-vehicles-tutorial-bogie.png) +![bogie](../images/rail-vehicles-tutorial-bogie.png) ### Step 2: Placement node @@ -37,7 +37,7 @@ node `0` needs to be in the center of the train, `0.53` meters below the lowest For our tutorial train, we set node `0` in the middle of the bogie. Node `0` needs to have the `c` -option in the nodes section for no ground detection. -![fig2-node0](/images/rail-vehicles-tutorial-placement-node.png) +![fig2-node0](../images/rail-vehicles-tutorial-placement-node.png) ### Step 3: Wheels @@ -45,32 +45,32 @@ Now it's time to place the wheels between the upper nodes of the bogie. Remember to set the radius correctly. Fig. 4 ("front view") shows the important sizes of what we have so far -![fig3-wheels](/images/rail-vehicles-tutorial-wheels.png) +![fig3-wheels](../images/rail-vehicles-tutorial-wheels.png) -![fig4-front-view](/images/rail-vehicles-tutorial-wheels-front-view.png) +![fig4-front-view](../images/rail-vehicles-tutorial-wheels-front-view.png) ### Step 4: Chassis It's time to build a chassis and, on this train, connect it directly to the bogie. -![fig5-chassis](/images/rail-vehicles-tutorial-chassis.png) +![fig5-chassis](../images/rail-vehicles-tutorial-chassis.png) ### Step 5: Couplers Now we add simple couplers to the front and back of the train. We are using hooknodes with the auto-lock option. -![fig6-couplers](/images/rail-vehicles-tutorial-couplers.png) +![fig6-couplers](../images/rail-vehicles-tutorial-couplers.png) ### Step 6: Support beams -The last step is to add more beams to make the structure stable. We can also add [contacters](/vehicle-creation/fileformat-truck/#contacters) and [ropables](/vehicle-creation/fileformat-truck/#ropables). +The last step is to add more beams to make the structure stable. We can also add [contacters](fileformat-truck.md/#contacters) and [ropables](fileformat-truck.md/#ropables). -![fig7-support-beams](/images/rail-vehicles-tutorial-support-beams.png) +![fig7-support-beams](../images/rail-vehicles-tutorial-support-beams.png) -![fig8-support-beams-view-right](/images/rail-vehicles-tutorial-support-beams-view-right.png) +![fig8-support-beams-view-right](../images/rail-vehicles-tutorial-support-beams-view-right.png) -![fig9-support-beams-view-front](/images/rail-vehicles-tutorial-support-beams-view-front.png) +![fig9-support-beams-view-front](../images/rail-vehicles-tutorial-support-beams-view-front.png) @@ -89,10 +89,10 @@ Please note the comments in there! The bogie is the main part of our wagon. It holds the wagon on the rails. It has the shape of a trapezoid prism, the lower side is smaller than the upper. The 4 upper nodes slide on top of the rail, the four lower nodes are the guidance nodes. -Make them all low friction ( `set_node_defaults -1, 0, -1, -1` ). The four lower nodes need to be [contacters](/vehicle-creation/fileformat-truck/#contacters). +Make them all low friction ( `set_node_defaults -1, 0, -1, -1` ). The four lower nodes need to be [contacters](fileformat-truck.md/#contacters). Give them a mass of `50` kg using the "l"-option in the nodes section. -![fig10-wagon-bogie](/images/rail-vehicles-tutorial-wagon-bogie.png) +![fig10-wagon-bogie](../images/rail-vehicles-tutorial-wagon-bogie.png) ### Step 2: Placement node @@ -100,29 +100,29 @@ In order to spawn the wagon correctly in the train spawner, node `0` needs to be in the center of the train, `0.53` meters below the upper four nodes of our bogie. Node `0` needs to have the "c"-option in the nodes section for no ground detection. -![fig11-wagon-node0](/images/rail-vehicles-tutorial-wagon-node0.png) ![fig12-wagon-sizes](/images/rail-vehicles-tutorial-wagon-sizes.png) +![fig11-wagon-node0](../images/rail-vehicles-tutorial-wagon-node0.png) ![fig12-wagon-sizes](../images/rail-vehicles-tutorial-wagon-sizes.png) ### Step 4: Chassis We add the chassis. -![fig13-wagon-chassis](/images/rail-vehicles-tutorial-wagon-chassis.png) +![fig13-wagon-chassis](../images/rail-vehicles-tutorial-wagon-chassis.png) ### Step 5: Couplers Now we add simple couplers to the front and back of the wagon. We are using hooknodes with the auto-lock option (Attention: disable high quality reflective effects in RoR, otherwise it will crash). -![fig14-wagon-couplers](/images/rail-vehicles-tutorial-wagon-couplers.png) +![fig14-wagon-couplers](../images/rail-vehicles-tutorial-wagon-couplers.png) ### Step 6: Support beams The last step is to add more beams to make the structure stable. We can also add contacters and ropables. -![fig15-wagon-supports](/images/rail-vehicles-tutorial-wagon-supports.png) +![fig15-wagon-supports](../images/rail-vehicles-tutorial-wagon-supports.png) -![fig16-wagon-supports-right](/images/rail-vehicles-tutorial-wagon-supports-right.png) +![fig16-wagon-supports-right](../images/rail-vehicles-tutorial-wagon-supports-right.png) -![fig17-wagon-supports-front](/images/rail-vehicles-tutorial-wagon-supports-front.png) +![fig17-wagon-supports-front](../images/rail-vehicles-tutorial-wagon-supports-front.png) ### Step 7: Tweaking the truckfile @@ -155,7 +155,7 @@ triggers 44, 165, 0.05, 0.1, -55, -56, ih ``` -![fig18-wagon-supports-front](/images/rail-vehicles-tutorial-auto-coupler.png) +![fig18-wagon-supports-front](../images/rail-vehicles-tutorial-auto-coupler.png) ### Buffers and chain coupling @@ -166,7 +166,7 @@ As this is quite complicated and hard to rebuild, please use the node and beam o #### Chain coupling -![fig19-eu-chain-coupling](/images/rail-vehicles-tutorial-eu-chain-coupling.png) +![fig19-eu-chain-coupling](../images/rail-vehicles-tutorial-eu-chain-coupling.png) First image shows standard position of the couplers. When a trigger is activated, it disengages a hook on the left and lets the chain piece swing down. Another hook is engaged, connecting the chain to the other coupling. @@ -175,7 +175,7 @@ When a trigger is activated, it disengages a hook on the left and lets the chain ![fig21-eu-locking-position] (/images/rail-vehicles-tutorial-eu-locking-position.png) ![fig22-eu-connected] (/images/rail-vehicles-tutorial-eu-connected.png) -![fig23-eu-hooks-lockgroups](/images/rail-vehicles-tutorial-eu-hooks-lockgroups.png) +![fig23-eu-hooks-lockgroups](../images/rail-vehicles-tutorial-eu-hooks-lockgroups.png) Trigger code: @@ -198,11 +198,11 @@ triggers The European coupling system needs buffers to absorb collisions between the wagons. -![fig24-eu-buffers-height](/images/rail-vehicles-tutorial-eu-buffers-height.png) +![fig24-eu-buffers-height](../images/rail-vehicles-tutorial-eu-buffers-height.png) One side has a contactable slidenode connected to a shock. The other side has a contactable submesh plane that is also movable and connected to a shock. The submesh collides with the contacter and absorbs the collisions. Try it out ingame to see how it works! -![fig25-eu-buffers-principle](/images/rail-vehicles-tutorial-eu-buffers-principle.png) +![fig25-eu-buffers-principle](../images/rail-vehicles-tutorial-eu-buffers-principle.png) ## Troubleshooting diff --git a/source/vehicle-creation/special-components.md b/source/vehicle-creation/special-components.md index bafcd4d6..6ce9a942 100644 --- a/source/vehicle-creation/special-components.md +++ b/source/vehicle-creation/special-components.md @@ -3,7 +3,7 @@ Special components ## Command hydraulics - `commands` -[Documentation](/vehicle-creation/fileformat-truck/#commands) +[Documentation](fileformat-truck.md/#commands) A command is a beam  that has "Commands" that make it extend/retract and so forth, The command beam has many uses, From being a Hydraulic arm to a destruction tool, @@ -18,7 +18,7 @@ Some of the things you can do with commands... One example (in picture below) - all of the moving parts are made by using Commands: -![commands-wrecker](/images/commands-example-t800-wrecker.jpg) +![commands-wrecker](../images/commands-example-t800-wrecker.jpg) ## Connection utilities @@ -30,11 +30,11 @@ This is a guide how you can use the different connection methods in RoR. ### Ropables -The documentation about ropables [can be found here](/vehicle-creation/fileformat-truck/#ropables) +The documentation about ropables [can be found here](fileformat-truck.md/#ropables) ### Ties -The documentation about ties [can be found here](/vehicle-creation/fileformat-truck/#ties) +The documentation about ties [can be found here](fileformat-truck.md/#ties) Ties (as commands) can only work over an RPM of 800 and might request more power from the engine when being used. @@ -42,7 +42,7 @@ So basically define a tie on the transport truck and a ropable on the load you w ### Hooks -The documentation about hooks [can be found here](/vehicle-creation/fileformat-truck/#hooks) +The documentation about hooks [can be found here](fileformat-truck.md/#hooks) Hooks lock against nodes in a search area of 40 centimeters. diff --git a/source/vehicle-creation/suspension.md b/source/vehicle-creation/suspension.md index 5588fbd6..0c296561 100644 --- a/source/vehicle-creation/suspension.md +++ b/source/vehicle-creation/suspension.md @@ -5,13 +5,13 @@ Suspension Suspension is a flexible component which connects a car's body to its wheels. because of its flexibility, suspension components soften out bumps in the road and make the truck's ride smoother. -For syntax, see [truckfile reference](/vehicle-creation/fileformat-truck#shocks). +For syntax, see [truckfile reference](fileformat-truck.md#shocks). ## Example trucks -A package containing all example trucks featured can be downloaded [here](/download/Suspension-examples.zip). +A package containing all example trucks featured can be downloaded [here](../download/Suspension-examples.zip). -![Suspension-examples](/images/Suspension-examples.jpg) +![Suspension-examples](../images/Suspension-examples.jpg) ## Types @@ -28,7 +28,7 @@ So, for soft suspension you would want low spring and relatively low damp, and t ### Leaf springs -![leafspring](/images/softbody-suspension-leafspring-ingame-tn.jpg) +![leafspring](../images/softbody-suspension-leafspring-ingame-tn.jpg) Leaf spring suspension is a very simple (in real life; it is much harder to model in RoR) and efficient design found on almost all trucks using beam axles. The design consists of a spring and a shackle, the spring is a long metal arc that bend when a force is exerted on the spring. One end of the spring is securely mounted to the frame and the other to a shackle. The shackle allows for one end of the spring to move back and forth as the spring straightens out under force. @@ -38,7 +38,7 @@ The wheels of each axle are securely connected to each other using non independe ### Beam axle -![beamaxle](/images/softbody-suspension-beamaxle-ingame.jpg) +![beamaxle](../images/softbody-suspension-beamaxle-ingame.jpg) Beam axles are an extremely simple form of suspension, almost always seen on the back axles of vans and semi trailers. The wheels are directly attached to the axles, and cannot change their angle to it. @@ -57,7 +57,7 @@ Example using a beam axle on the rear, with simple truss for lateral location. ### Watt's linkage -![wattslinkage](/images/softbody-suspension-watts-linkage.jpg) +![wattslinkage](../images/softbody-suspension-watts-linkage.jpg) Example using Watt's linkage method of lateral location. @@ -73,7 +73,7 @@ Watt's Linkage: ### Panhard rod -![panhardrod](/images/softbody-suspension-panhard-rod.jpg) +![panhardrod](../images/softbody-suspension-panhard-rod.jpg) Panhard rod: @@ -84,7 +84,7 @@ Panhard rod: ### De Dion tube -![dediontube](/images/softbody-suspension-dedion-tube.jpg) +![dediontube](../images/softbody-suspension-dedion-tube.jpg) De Dion tube suspension is a relatively complex form of suspension, which falls in between the categories of independent and non independent suspension: The wheels are directly connected to each other using a sliding tube, forcing them to stay parallel to each other, but this tube is not connected to any other part of the vehicle. each wheel is actually held to the truck by a single A-arm @@ -92,7 +92,7 @@ Due to their complexity, De Dion tubes are uncommon on modern vehicles. Example using a de Dion tube on the rear. Since a telescoping tube cannot be directly modeled in RoR, a Sarrus Linkage has been used instead. It provides exactly the same effect. -![dediontube2](/images/softbody-suspension-dedion-tube-wonky.jpg) +![dediontube2](../images/softbody-suspension-dedion-tube-wonky.jpg) The wheels connected to the tube are kept parallel, regardless of body roll or suspension travel on either side... The tube's length can change. @@ -104,7 +104,7 @@ The wheels connected to the tube are kept parallel, regardless of body roll or s ### Walking beam -![walkingbeam1](/images/softbody-suspension-walking-beam.png) +![walkingbeam1](../images/softbody-suspension-walking-beam.png) Walking beam is a special form of suspension: It solidly links two axles together, meaning that all four wheels on those axles must move in unison. Indeed, the setup is know as walking beam due to the way that trucks are see to 'walk' over obstacles. This design allows the tires to conform to the landscape, evening out the pressure on each tire. @@ -115,15 +115,15 @@ Example using extremely simple walking beam suspension on the rear. - Green: simple truss for lateral location. - Yellow: Frame for walking beam -![walkingbeam2](/images/softbody-suspension-walking-beam-frame.png) +![walkingbeam2](../images/softbody-suspension-walking-beam-frame.png) The bogie that holds the truck's four back wheels together. -![walkingbeam3](/images/softbody-suspension-walking-beam-ingame.jpg) +![walkingbeam3](../images/softbody-suspension-walking-beam-ingame.jpg) A concept vehicle in game. -![walkingbeam4](/images/softbody-suspension-walking-beam-diagram.jpg) +![walkingbeam4](../images/softbody-suspension-walking-beam-diagram.jpg) - Black: Structural beams - Green: The suspension @@ -135,7 +135,7 @@ There are no significant connections between wheels in independent suspension se ### Swing axle -![swingaxle](/images/softbody-suspension-swing-axle.jpg) +![swingaxle](../images/softbody-suspension-swing-axle.jpg) The swing axle is a small step up from the beam axle. Although it is the most common form of suspension on Pricorde's trucks, it probably produces the worst handling vehicles in the game, due to the way the camber changes when going over bumps. @@ -151,7 +151,7 @@ Example using swing axles on the rear. The axles on this truck are quite short, ### Double wishbone -![doublewishbone](/images/softbody-suspension-double-wishbone.jpg) +![doublewishbone](../images/softbody-suspension-double-wishbone.jpg) Double wishbone suspension is most common in racing cars and larger passenger cars. The wheels are kept perpendicular to the road through the use of two A-arms, one above the other. It is relatively easy to tune for handling. @@ -170,7 +170,7 @@ By far and away the most common form of front suspension for passenger cars, the #### Example 1 -![mcph](/images/softbody-suspension-mcpherson.jpg) +![mcph](../images/softbody-suspension-mcpherson.jpg) Old-style example using McPherson strut suspension on the front. The straight line mechanism has been hidden on the right hand side to provide a better view of the overall setup. @@ -184,13 +184,13 @@ Old-style example using McPherson strut suspension on the front. The straight li #### Example 2 -![mcphslidenodes](/images/softbody-suspension-mcpherson-slidenodes.jpg) +![mcphslidenodes](../images/softbody-suspension-mcpherson-slidenodes.jpg) An example truck using slidenodes to keep the beam count down. No beams in the suspension mechanism have been hidden, the shocks are hold in line with slidenodes. ### Torsion bar -![torsionbar](/images/suspension-torsion-bar.jpg) +![torsionbar](../images/suspension-torsion-bar.jpg) A torsion bar is a simple form of independent suspension that uses a flexible rod to provide spring force instead of a coil spring. It can be found on many vehicles from the VW beetle, to light trucks and SUVs, or even trailers. @@ -213,7 +213,7 @@ Example using torsion bar suspension front and rear. You will notice the wheels ### Anti roll bars -![antiroll](/images/softbody-suspension-anti-roll-bars.jpg) +![antiroll](../images/softbody-suspension-anti-roll-bars.jpg) Anti roll bars are stiff beams which run across vehicle axles to lessen body roll when cornering. This makes vehicles hold the road much better when cornering. @@ -233,7 +233,7 @@ Liftable axles have been implemented in a couple of ways in RoR. #### Example 1 -![liftaxle](/images/softbody-suspension-liftable-axle-diagram.jpg) +![liftaxle](../images/softbody-suspension-liftable-axle-diagram.jpg) Creating a basic liftable axle is as easy as replacing part of the supporting beams with commands. Note that if your commands are too long/too short, your shocks will break. In the picture above, the commands lift the node that the shock is attached to, effectively moving the axle. @@ -244,7 +244,7 @@ Creating a basic liftable axle is as easy as replacing part of the supporting be Another way of accomplishing this same concept without stressing the axles is to lift the shocks, instead of the wheel. The commands will lift the shock and, consequently, the wheel will travel with the shock thus lifting the axle without stressing the shocks. This allows you to have very stiff shocks without fear of breaking. -![liftaxle2](/images/softbody-suspension-liftable-axle.jpg) +![liftaxle2](../images/softbody-suspension-liftable-axle.jpg) - Top image: Axle lowered. - Bottom image: Axle raised. diff --git a/source/vehicle-creation/tracked-vehicles.md b/source/vehicle-creation/tracked-vehicles.md index ed185d0b..ab03131b 100644 --- a/source/vehicle-creation/tracked-vehicles.md +++ b/source/vehicle-creation/tracked-vehicles.md @@ -42,8 +42,8 @@ editor (View> Wheels) and remove the wheel when you are done. **Red dots** = crawler frame nodes, **Black tubes** = crawler frame beams -![1-frame](/images/caterpillar-slidenodes-01-frame.png) -![2-frame-3d](/images/caterpillar-slidenodes-02-frame-3d.png) +![1-frame](../images/caterpillar-slidenodes-01-frame.png) +![2-frame-3d](../images/caterpillar-slidenodes-02-frame-3d.png) ## Step 2: Making the track links @@ -65,15 +65,15 @@ doesn't matter, but avoid larger differences. There are some methods for this: placing the nodes with the ruler. When the nodes are placed, it's time to define the -[slidenodes and rails](/technical/fileformat-truck#slide-nodes) +[slidenodes and rails](fileformat-truck.md#slide-nodes) in the truck file. And don't forget to make all track nodes contactable, in order to be driven by the submesh in the sprockets **Blue dots** = track nodes -![3-tracknodes](/images/caterpillar-slidenodes-03-track-nodes.png) -![4-tracknodes-3d](/images/caterpillar-slidenodes-04-track-nodes-3d.png) +![3-tracknodes](../images/caterpillar-slidenodes-03-track-nodes.png) +![4-tracknodes-3d](../images/caterpillar-slidenodes-04-track-nodes-3d.png) **Beams or shocks?** In some cases the track links need to change length *in order to keep in place on the sliderail, and in most cases it's only about @@ -82,8 +82,8 @@ And don't forget to make all track nodes contactable, in order to be driven by t **Purple lines** = shocks -![5-tracklinks](/images/caterpillar-slidenodes-05-track-links.png) -![6-tracklinks-3d](/images/caterpillar-slidenodes-06-track-links-3d.png) +![5-tracklinks](../images/caterpillar-slidenodes-05-track-links.png) +![6-tracklinks-3d](../images/caterpillar-slidenodes-06-track-links-3d.png) The shocks don't need to be able to extend or retract much at all, Maximum contraction and extension values like 0.05 for the shocks should work well. @@ -107,18 +107,18 @@ In the example below, the size of the sprocket compared to the "bending frame" t How many sections that are needed depends on size of the track and the length of the track links. When you have built the basic structure of the sprocket, add the contactable -[submesh](/technical/fileformat-truck#submesh) and use the "U" option for contact. +[submesh](fileformat-truck.md#submesh) and use the "U" option for contact. Since the submesh is supposed to be invisible, simply skip the "texcoords" lines and add only "cab" lines. **"Light pink" dots and lines** = sprocket nodes and beams -![7-sprocket](/images/caterpillar-slidenodes-07-sprocket.png) -![8-sprocket-3d](/images/caterpillar-slidenodes-08-sprocket-3d.png) +![7-sprocket](../images/caterpillar-slidenodes-07-sprocket.png) +![8-sprocket-3d](../images/caterpillar-slidenodes-08-sprocket-3d.png) Also keep in mind that the sprocket always need to be wider than the track itself. -![9-sprocket-w](/images/caterpillar-slidenodes-09-sprocket-3d-width.png) +![9-sprocket-w](../images/caterpillar-slidenodes-09-sprocket-3d-width.png) **One or two sprockets?** @@ -131,11 +131,11 @@ see further down for how to make the rotators). In the example with the 6-section sprocket, it can be done easily by connect three beams per side like the picture shows: -![10-2sprockets](/images/caterpillar-slidenodes-10-double-sprocket-3d.png) +![10-2sprockets](../images/caterpillar-slidenodes-10-double-sprocket-3d.png) ## Step 4: Making the rotator for the driving sprocket -Now it's time to define [rotator](/technical/fileformat-truck#rotators) for the sprocket. +Now it's time to define [rotator](fileformat-truck.md#rotators) for the sprocket. The size of the rotator can without problems be about the same size *as the sprocket itself, But it's recommended that you don't make the rotators *too small, for this matter: ((TODO: fix link)) @@ -147,19 +147,19 @@ The size of the rotator can without problems be about the same size **Green**: Rotator, **Olive green**: beams connecting the rotator to the sprocket **Orange**: beams connecting the rotator to the crawler frame. -![11-rotator](/images/caterpillar-slidenodes-11-rotator.png) -![12-rotator-3d](/images/caterpillar-slidenodes-12-rotator-3d.png) -![13-rotator-front](/images/caterpillar-slidenodes-13-rotator-3d-front.png) +![11-rotator](../images/caterpillar-slidenodes-11-rotator.png) +![12-rotator-3d](../images/caterpillar-slidenodes-12-rotator-3d.png) +![13-rotator-front](../images/caterpillar-slidenodes-13-rotator-3d-front.png) The finished result looks something like this (track link beams are left out). The yellow planes in the 2nd picture are the submesh (will be invisible ingame). -![14-final](/images/caterpillar-slidenodes-14-final.png) -![15-submesh](/images/caterpillar-slidenodes-15-final-submesh.png) +![14-final](../images/caterpillar-slidenodes-14-final.png) +![15-submesh](../images/caterpillar-slidenodes-15-final-submesh.png) This is the right track of my crawler crane, viewed in Blender with plugins: -![16-blender](/images/caterpillar-slidenodes-16-blender.png) +![16-blender](../images/caterpillar-slidenodes-16-blender.png) Hope it was helpful! diff --git a/source/vehicle-creation/vehicle-concepts.md b/source/vehicle-creation/vehicle-concepts.md index ec5cf23f..162ced00 100644 --- a/source/vehicle-creation/vehicle-concepts.md +++ b/source/vehicle-creation/vehicle-concepts.md @@ -19,7 +19,7 @@ Also, if you want to "dress" the chassis with a texture, you can "fill" any node One important thing is that the interconnection of beams to nodes uses what is known as a ball joint. That means that no force opposes a change of angles between two beams connected to the same node. It may sound abstract, but in practice you will immediately see the result : anything that is not triangulated will fold. To design rigid bodies you must have triangles everywhere, in any direction. So for example, if you have a cubic structure, you must add diagonal rods in all the faces. If you let a square somewhere it will fold, or it will be a soft zone (it will stay rigid because of other parts of the geometry, adding strains to this part). -![Ball joint concept](/images/concepts-ball-joint.png) +![Ball joint concept](../images/concepts-ball-joint.png) Why did we chose ball joints? Because: diff --git a/source/vehicle-creation/weight-tuning.md b/source/vehicle-creation/weight-tuning.md index 215353a7..94bea9a6 100644 --- a/source/vehicle-creation/weight-tuning.md +++ b/source/vehicle-creation/weight-tuning.md @@ -22,11 +22,11 @@ Since the new physics support this, here is your tutorial: Here we go...first of all a template truck: -![Lightweight-truck](/images/lightweight-truck.png) +![Lightweight-truck](../images/lightweight-truck.png) 300 kg... RoR's first working 200 km/h light weight truck -[Download here](/download/lightweight.truck) +[Download here](../download/lightweight.truck) Its a truck featuring independent suspended front wheels and a rigid rear axle, it has a realistic steering geometry and is basically built for baja(gravel) terrains. diff --git a/source/vehicle-creation/wheels-axles-steering.md b/source/vehicle-creation/wheels-axles-steering.md index 792983cf..d94fc50d 100644 --- a/source/vehicle-creation/wheels-axles-steering.md +++ b/source/vehicle-creation/wheels-axles-steering.md @@ -2,9 +2,9 @@ ## Wheels -wheels are simply structures that the game creates automatically out of standard features to make creating vehicles easier. They are simply [nodes](/vehicle-creation/fileformat-truck#nodes) connected by [beams](/vehicle-creation/fileformat-truck#beams) with a contactable [submesh](/vehicle-creation/fileformat-truck#submesh). They are unique in that they will rotate when given input to accelerate. +wheels are simply structures that the game creates automatically out of standard features to make creating vehicles easier. They are simply [nodes](fileformat-truck.md#nodes) connected by [beams](fileformat-truck.md#beams) with a contactable [submesh](fileformat-truck.md#submesh). They are unique in that they will rotate when given input to accelerate. -[Wheels](/vehicle-creation/fileformat-truck#wheels) are the most basic wheels in the game. The width of a wheel is determined by the distance between the two reference nodes and is composed of pie slices known as rays. The more rays a wheel has, the smoother it will be but will also contain more nodes and beams and consequently lower performance. It is considered good form to keep your rays between 10 and 20. +[Wheels](fileformat-truck.md#wheels) are the most basic wheels in the game. The width of a wheel is determined by the distance between the two reference nodes and is composed of pie slices known as rays. The more rays a wheel has, the smoother it will be but will also contain more nodes and beams and consequently lower performance. It is considered good form to keep your rays between 10 and 20.

@@ -51,7 +51,7 @@ Now all nodes will be on one level / line even node 1 and 4 aren't mounted prima ## Wheels2

This feature improves the default wheels section by splitting wheels into rims and tires. This allows the player to set tire pressure with the keyboard.

-[Wheels2](/vehicle-creation/fileformat-truck#wheels2) (also known as the "complex wheel model") allows you to separate the wheel [rim] from the tire (tyre). This requires extra syntax, namely specifying the characteristics of the wheel versus the tire. Traditionally the wheel will be very rigid with the tire being much less so. The rigidity of wheels2 tires can be altered by holding [ and ] ingame, resulting in this: +[Wheels2](fileformat-truck.md#wheels2) (also known as the "complex wheel model") allows you to separate the wheel [rim] from the tire (tyre). This requires extra syntax, namely specifying the characteristics of the wheel versus the tire. Traditionally the wheel will be very rigid with the tire being much less so. The rigidity of wheels2 tires can be altered by holding [ and ] ingame, resulting in this: @@ -70,7 +70,7 @@ Now all nodes will be on one level / line even node 1 and 4 aren't mounted prima ## Meshwheels -[Meshwheels](/vehicle-creation/fileformat-truck#meshwheels) takes advantage of a mesh's static nature. It also creates a smoother tire. The wheel rim is a standard Ogre3D mesh. +[Meshwheels](fileformat-truck.md#meshwheels) takes advantage of a mesh's static nature. It also creates a smoother tire. The wheel rim is a standard Ogre3D mesh.

Meshwheels are very similar to normal wheels, but require specification of the wheel rim radius. Likewise, the direction the wheel is facing must be specified in order for the mesh to be rotated properly.1

Inflated tire
@@ -139,7 +139,7 @@ w1(5 6), w2(7 8), d(l) ## Axle Rigidity -See Also: [Suspension](/vehicle-creation/suspension) +See Also: [Suspension](suspension.md) The Axle Rigidity keeps the wheel aligned with the axle of the vehicle. It is used to avoid having to make a complex structure in order to hold the wheel in place. In fact, it keeps the two wheel nodes and the defined node in a straight line. This is intended to use with solid non-steerable axles. However, you probably can devise a way to use this as independent suspension. @@ -161,7 +161,7 @@ The Axle Rigidity keeps the wheel aligned with ### How it is Implemented -The arm node is implemented through the [wheels](/vehicle-creation/fileformat-truck#wheels) section of a `.truck` file. +The arm node is implemented through the [wheels](fileformat-truck.md#wheels) section of a `.truck` file. ### Example Vehicle @@ -173,11 +173,11 @@ A good example vehicle that shows how the arm node works is box5diesel's [Baja T In the top diagram, the arm node is behind the wheel, so as the wheel spins counterclockwise, it applies upward force to the node(red) in the blue circle, therefore imparting less traction as the chassis is pushed upward.In the bottom diagram, the arm node is in front of the wheel, so as the wheel spins counterclockwise, it applies downward force to the circled node, therefore imparting more traction as the chassis is pushed downward.

-![arm-node](/images/wheels-reference-arm-node.jpg) +![arm-node](../images/wheels-reference-arm-node.jpg) ## Steering -Steering is made possible with the use of [hydros](/vehicle-creation/fileformat-truck#hydros). A proven steering set up which involves a diamond wheel support and a small chassis which the suspension is attached to. When this concept is realized, steering is not too difficult. +Steering is made possible with the use of [hydros](fileformat-truck.md#hydros). A proven steering set up which involves a diamond wheel support and a small chassis which the suspension is attached to. When this concept is realized, steering is not too difficult. ### Wheel Mount @@ -187,11 +187,11 @@ Steering is made possible with the use of [hydros](/vehicle-creation/fileformat- Oktraeder.png

-The "wheel" nodes labeled here will become the position for the [wheels](/vehicle-creation/fileformat-truck#wheels). The distance between the two nodes will determine the wheel width. It is wise to make the diamond symmetrical for stability (that is, the height equals the width). You will need one of these for every wheel that is steerable. +The "wheel" nodes labeled here will become the position for the [wheels](fileformat-truck.md#wheels). The distance between the two nodes will determine the wheel width. It is wise to make the diamond symmetrical for stability (that is, the height equals the width). You will need one of these for every wheel that is steerable. -If you find your nodes are contacting the ground and obstructing movement, you can make specific nodes non-contactable. See the [nodes](/vehicle-creation/fileformat-truck#nodes) syntax. +If you find your nodes are contacting the ground and obstructing movement, you can make specific nodes non-contactable. See the [nodes](fileformat-truck.md#nodes) syntax. -![wheelhub-wheel](/images/wheels-steering-wheelhub.jpg) +![wheelhub-wheel](../images/wheels-steering-wheelhub.jpg) ### Axle @@ -207,7 +207,7 @@ If you find your nodes are contacting the ground and obstructing movement, you c ### Hydros -After the steering chassis is completed, the [hydros](/vehicle-creation/fileformat-truck#hydros) can be added. Hydros are simply beams that change length when you press the right and left arrow keys, and are typically used for steering (although you can use them for other purposes if you so wanted). +After the steering chassis is completed, the [hydros](fileformat-truck.md#hydros) can be added. Hydros are simply beams that change length when you press the right and left arrow keys, and are typically used for steering (although you can use them for other purposes if you so wanted).

In order to define a hydro, some specific information is needed.

    @@ -244,10 +244,10 @@ hydros The finished axle can look like this: -![finished-axle](/images/wheels-steering-complete.png) +![finished-axle](../images/wheels-steering-complete.png) Don't forget to add suspension (as covered in the previous chapter) ## Braked Steering -It is possible to have a steering system that only turns one side of wheels. In the [wheels](/vehicle-creation/fileformat-truck#wheels) section, set the `Wheel Braking` value to 2 or 3 for left or right wheel respectively. This works well for emulating tracked vehicles such as bulldozers. These usually do not work well at high speed. +It is possible to have a steering system that only turns one side of wheels. In the [wheels](fileformat-truck.md#wheels) section, set the `Wheel Braking` value to 2 or 3 for left or right wheel respectively. This works well for emulating tracked vehicles such as bulldozers. These usually do not work well at high speed.