DROP .OBJ + .MTL + TEXTURE png/jpg textures matched via mtl map_Kd — drop all files at once
NO MODEL — USING BUILT-IN CAR
SCALE
3.00
POSITION OFFSET
0.00
0.00
0.00
ROTATION OFFSET
0°
0°
0°
FACING PRESETS
AXIS PRESETS
MIRROR
USE IF THE MODEL'S TEXTURE/TEXT READS BACKWARDS — ROTATION ALONE CAN'T FIX A MIRRORED TEXTURE.
PRE-BAKED SPRITES
SAVES THE CURRENT 36-ANGLE BAKE TO models/<CAR>/ — NEXT LOADS SKIP THE OBJ+TEXTURE FETCH AND BAKE ENTIRELY. RE-CLICK AFTER SLIDER CHANGES TO UPDATE. REMOVE = BACK TO LIVE LOAD.
SPRITE CAR
FRAMES FROM car_sprites/<name>/. SIZE & PIVOT SEAT THE CAR; HEADING ◄ ► / ⟳ FIX IT IF IT FACES OR SPINS WRONG. SAVED PER CAR (CARS.JSON).
COLLISION HITBOX
0.00
0.00
0.00
0/0 = POINT COLLISION (NO CAR SIZE — THE ORIGINAL FEEL). DRAG THE BOX ON THE PREVIEW OR USE THE SLIDERS. SAVED PER CAR (CARS.JSON).
BLENDER → FILE → EXPORT → OBJ TICK "TRIANGULATE FACES". FOR COLOURS: ASSIGN MATERIAL WITH PRINCIPLED BSDF → BASE COLOR SET TO SOLID COLOR. EXPORT INCLUDES .MTL FILE. DROP BOTH .OBJ + .MTL HERE.
🗺 SVG TRACK [SHIFT+TAB]● SVG ACTIVE
LOAD SVG CENTRELINE
DROP .SVG FILE HERE single closed path = track loop
USING DEFAULT TRACK
TRACK WIDTH
4.5
GLOBAL SCALE
100
ONE SCALE FOR ALL TRACKS — SVG SIZES STAY RELATIVE TO EACH OTHER. REBUILD TO APPLY.
SPLINE QUALITY
4
AUTO-SCATTER
220
150
180
8
20
6
1.5
RAMPS / JUMPS
0
0.7
RAMPS SPAN THE FULL ROAD AND ONLY GO ON REAL STRAIGHTS — WITH A RUN-UP BEFORE AND ROOM TO LAND AFTER. A TWISTY TRACK PLACES FEWER THAN ASKED RATHER THAN DROPPING ONE IN A BEND. LENGTH FOLLOWS HEIGHT, SO THE LAUNCH ANGLE STAYS THE SAME AT ANY SIZE.
TRACK LIBRARY (SERVER)
HOW TO MAKE A TRACK SVG
INKSCAPE: PEN TOOL → DRAW LOOP
→ FILE → SAVE AS → PLAIN SVG
WORKS WITH: <path> <polyline>
<polygon> <rect> <circle>
DEFAULT FILE: track_basic_01.svg
🏎 CAR SELECT [CTRL+TAB]● CAR LOADED
PRESET CARS (SERVER SCAN)
CLICK A CAR TO LOAD IT. DROP .OBJ FILES NEXT TO INDEX.PHP TO ADD MORE.
NO CAR SELECTED
STAND-IN CAR
CURRENT MODEL ADJUSTMENTS
OPEN THE 3D MODEL WINDOW (TAB) TO ADJUST SCALE, ROTATION & OFFSET AFTER SELECTING A CAR.
🖥 DISPLAY [D]
PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. THIS MACHINE = EVERY PLAYER ON THIS MACHINE. THIS BROWSER = ONLY THE BROWSER YOU ARE IN.
🖼 SCREEN & RESOLUTION
THIS MACHINE
THIS MACHINE
THIS MACHINE
THIS MACHINE
✨ LOOK
THIS MACHINE
THIS MACHINE
THIS MACHINE
⚡ SPEED
THIS BROWSER
THIS MACHINE
🔤 MENU TEXT SIZE
100%THIS MACHINE
NO SETTINGS MATCH.
🔊 SOUND & MUSIC [S]
SOUND (CHIPTUNE SYNTH)
60
MUSIC (🎵 SOUND LIBRARY)
70
35
SFX FILES
60
MUSIC PLAYS FROM THE TITLE SCREEN — MUTE SILENCES IT TOO. UPLOAD TRACKS IN 🎵 SOUND LIBRARY (OR DROP .MP3 FILES INTO /AUDIO). AUDIO STARTS ON INSERT COIN.
🔊 SFX FILES
ONE MP3 / OGG / WAV PER SOUND (MAX 2MB). EMPTY SLOTS PLAY THE BUILT-IN CHIPTUNE. PICK A CATEGORY — SOUNDS ARE LISTED A–Z. HOVER A SOUND TO SEE WHEN IT PLAYS.
NO SOUNDS MATCH.
LOOPS: USE WAV OR OGG — MP3 CLICKS AT EVERY LOOP. FILES LIVE IN /AUDIO/SFX.
🎵 SOUND LIBRARY
EVERY SOUND AND MUSIC TRACK, STORED ONCE. THE SAME FILE UPLOADED AGAIN IS SPOTTED AND THE ENTRY ALREADY HERE IS USED. PICK THEM FOR SOUNDS IN 🎚 SFX FILES (🎵 PICK), FOR THE GAME MUSIC IN 🔊 SOUND, THE STRIKE SANDBOX IN 🚁 -> 🎵 MUSIC AND EACH MISSION IN THE 🎯 MISSION EDITOR. RENAME AN ENTRY BY TYPING IN ITS NAME.
🏁 CHAMPIONSHIP
EACH ROUND IS A SAVED GAME STATE (TRACK + CAR + STAGE), RUN AS A RACE OF THE LENGTH BELOW. TAP A HEADING TO FOLD IT OPEN.
ROUND LENGTH▾
5
BONUS TRACK▾
A 4TH MODE-SELECT CARD, HIDDEN UNTIL A PLAYER FIRST FINISHES THE CHAMPIONSHIP (PER BROWSER). ITS NAME ON THAT CARD IS THE STATE'S OWN NAME BELOW.
NONE SET
WIN SCREEN▾
NO IMAGE ON DISK
ROUNDS (IN ORDER)
➕ SELECT GAME STATE
CLICK A CARD TO ADD IT AS THE NEXT ROUND. KEEP CLICKING TO QUEUE UP MORE — CLOSE WHEN YOU'RE DONE.
1/1
🏆 HIGH SCORES [H]
TOP 10 PER MODE — THIS SERVER
LOADING…
CLEAR WIPES ONE BOARD ON THE SERVER FOR EVERY PLAYER. CLICK TWICE TO CONFIRM. IT CANNOT BE UNDONE.
💾 GAME STATES
SAVE CURRENT SETUP
SAVED STATES
1/1
STATES ARE STORED SERVER-SIDE IN STATES.JSON. LOADING A STATE APPLIES EVERY SETTING AND RESTARTS THE MACHINE.
🧱 SPRITE HITBOXES
PICK A LOCATION OR GROUP — SPRITES ARE LISTED A–Z WITH THEIR ART. SET WHERE EACH PROP MEETS THE GROUND (⌖ ANCHOR) AND ITS COLLISION BOX (▭) BY DRAGGING ON THE PREVIEW OR WITH THE SLIDERS. BOX SIZE IS ×THE PROP'S RADIUS; SIZE SCALES THE ART ONLY. ● = EDITED AWAY FROM DEFAULTS, 🖼 = YOUR OWN ART UPLOADED. SAVED SERVER-SIDE (SPRITES.JSON).
NO SPRITES MATCH.
—
DRAG ON THE PREVIEW OR USE THE SLIDERS. BANNER ALSO GETS 🖼 LOGO — DRAG A BOX ON YOUR ART FOR WHERE LOGOS GO.
CUSTOM ART
ART SIZE & AI ART
DESTRUCTION
EXPLOSIVE & DEMOLISH
BATHER
CARRIER HULL
SIZE & HITBOX
☁ CLOUD CITY
A RIBBON OF ROAD HOVERING IN OPEN SKY. GROUND EXISTS ONLY NEAR THE TRACK — DRIVE OFF EITHER SIDE AND YOU FALL. SET YOUR OWN BACKDROP IN THE ⛰ STAGE MODAL'S BACKGROUND SECTION.
THE DECK
HOW MUCH CLOUD SITS PAST THE ROAD EDGE BEFORE THE DROP. PROPS ARE PULLED IN TO FIT, SO A THIN DECK HUGS ITS CONES CLOSER RATHER THAN LOSING THEM.
THE ROAD
SATURATION IS THE "LESS GREY" KNOB. EDGE SHADE LIFTS OR DARKENS THE EDGE LINE RELATIVE TO THE ROAD, SO THE TWO STAY IN KEY.
ROAD OPACITY BLENDS INTO THE DECK BENEATH IT. DECK OPACITY IS THE ONE THAT LETS YOUR BACKDROP THROUGH THE TRACK — THE EDGE CLOUD SHOWS THROUGH IT TOO.
EDGE FRINGE
THE CLOUD THE TRACK RESTS ON. SPACING IS IN WORLD UNITS ALONG EACH EDGE — THE COUNT IS SHOWN IN THE SCATTER LINE OF THE 🗺 PANEL. USES THE SAME ART AS THE SKY CLOUDS, SO CLOUD_01.PNG REPLACES BOTH AT ONCE.
SKY CLOUDS
OVERHEAD CLOUDS, SEPARATE FROM THE MOUNTAIN'S OWN — THIS THEME SITS IN THEM, SO IT WANTS ITS OWN DENSITY AND ALTITUDE.
FALLING OFF
🕹 ARCADE MODE
CABINET SKIN
OFF
SCREEN AREA FINE-TUNE
0%
0%
0%
0%
DROP arcade_*.PNG (TRANSPARENT SCREEN CUTOUT) INTO /images. CUTOUT IS AUTO-DETECTED; TRIM HERE IF NEEDED (SAVED PER SKIN).
⛰ STAGE
PICK A CARD. 🖼 TEXTURE LIBRARY SHOWS EVERY LOCATION'S GROUND, ROAD, VERGE AND BACKDROP AT ONCE — CLICK A TILE TO UPLOAD OR REPLACE IT, WITHOUT LEAVING THE LOCATION THE GAME IS SET TO.
NO SETTINGS MATCH.
🖼 TEXTURE LIBRARY
—
🗺 LOCATION & CONDITIONS
LOCATION
TIME OF DAY
WEATHER
STAGE ITEMS
16
NIGHT = HEADLIGHTS ON. RAIN = PUDDLES AQUAPLANE! PHOTOGRAPHERS FLASH ON NIGHT STAGES ONLY. ALL SAVED.
🏘 STREET STAGE (SUBURB)
COURSE
CLOSED ROADS
CORNERS & CROWD
LAYOUT
SUBURB AND CITY. THE BUILDINGS, FENCES, LAMPPOSTS AND PARKS ARE THE STRIKE LOCATION'S OWN (STRIKE CHOPPER PANEL: STREETS / PARKS). CLOSED ROADS ARE SOLID. SAVED WITH THE STAGE, SO A SAVED GAME STATE KEEPS ITS LAYOUT.
🪖 MILITARY BASE & AREA 51
MILITARY BASE
AREA 51 SECRETS
LAYOUT
🚁 TV HELICOPTERS
THIS STAGE (SAVED WITH THE GAME STATE)
TO SAVE IT IN A GAME STATE: LOAD THE STATE, SET THESE, THEN SAVE THE STATE AGAIN IN 💾 GAME STATES.
🛹 RAMPS
LOOK (THIS MACHINE, EVERY RAMP IN EVERY GAME)
PREVIEW
THE SPONSOR BOARD WEARS THE LOGOS IN banner_logos/ (THE TRACK'S A-FRAME BANNERS). HOW LONG, HIGH AND FAST A RAMP IS IS SET WHERE ITS RAMPS ARE: 🚧 TEST TRACK (PARKING LOT) AND 🗺 TRACK (JUMPS).
🌗 SHADOWS
LOOK (THIS MACHINE, EVERY STAGE AND LEVEL)
PREVIEW (THIS LOCATION, AT THE GAME'S ZOOM)
EACH SPRITE CAN TURN ITS CAST SHADOW OFF OR NUDGE ITS LENGTH IN 🧱 SPRITE HITBOXES (SHADOW, CAST LENGTH).
✨ SPECIAL STAGES
SEPARATE STAGE EDITORS
MOUNTAIN AND CLOUD CITY ARE BUILT FROM THE RACE SPLINE AND HAVE THEIR OWN DECK, FRINGE AND SKY SETTINGS. SUPERLIGHTS IS THE PICKUP AND HUD MARK.
🎨 ART FOR ONE LOCATION
GROUND TEXTURE — FOREST
8 WU
GROUND TEXTURE APPLIES TO THE LOCATION SELECTED ABOVE. NO TEXTURE = THE CLASSIC CHECKER FLOOR. USE SEAMLESS / TILEABLE SQUARE ART — IT REPEATS. TILE SIZE IS IN WORLD UNITS (THE ROAD IS 9 WIDE). SAVED FOR THE WHOLE MACHINE.
ROAD & VERGE — FOREST
PAINTS THE ROADS OF THE LOCATION SELECTED ABOVE — RACE TRACKS AND THE STRIKE STREETS ALIKE. NO TEXTURE = TODAY'S FLAT TARMAC. USE SEAMLESS SQUARE ART; IT IS TILED ACROSS THE WORLD, SO CORNERS AND JUNCTIONS LINE UP ON THEIR OWN. AUTHOR THE GRAIN RUNNING LEFT-TO-RIGHT AND KEEP MARKINGS OUT OF IT (THE GAME DRAWS THOSE). HOVER A ROW FOR WHAT IT DOES.
BACKGROUND — FOREST
0.35
FILLS THE WHOLE SCREEN BEHIND THE STAGE, IN PLACE OF THE FLAT SKY COLOUR. MOST VISIBLE ON THE MOUNTAIN, WHERE THERE IS REAL SKY AROUND THE MESA.
PARALLAX IS HOW FAR IT DRIFTS AS YOU DRIVE ROUND THE LAP — 0 PINS IT STILL. IT NEVER TILES OR RUNS OUT, SO ANY PHOTO WORKS.
SAVED FOR THE WHOLE MACHINE.
⚙ SETTINGS
PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. RALLY + STRIKE = BOTH GAMES USE IT. RALLY ONLY = STRIKE NEVER USES IT.
MORE SETTINGS
🏁 RACE RULES
30sRALLY ONLY
RALLY ONLY
RALLY ONLY
RALLY ONLY
3 LAPSRALLY ONLY
RALLY ONLY
RALLY ONLY
RALLY ONLY
🎥 CAMERA & ZOOM
0.35×RALLY ONLY
RALLY + STRIKE
100%RALLY + STRIKE
📱 PHONE & TOUCH
RALLY + STRIKE
RALLY ONLY
RALLY + STRIKE
RALLY + STRIKE
NO SETTINGS MATCH.
🎲 RANDOM RALLY
THE RANDOM RALLY CARD ROLLS A THEME, A TIME OF DAY, THE WEATHER AND A TRACK. MACHINE-WIDE, SAVED ON THE SERVER — NOT PART OF A SAVED GAME STATE.
ODDS
EACH SLIDER IS THE CHANCE OF THE SECOND OPTION: 0 = NEVER, 100 = ALWAYS. THEY ROLL INDEPENDENTLY, SO THE CHANCE OF A WET NIGHT IS THE TWO MULTIPLIED — THE LINE ABOVE WORKS IT OUT FOR YOU.
BOTH USED TO BE A COIN FLIP, WHICH PUT HALF OF ALL RALLIES IN THE WET.
THEME POOL
TICK THE THEMES THE ROLL MAY DRAW. NONE SELECTED = EVERY THEME, WHICH IS THE DEFAULT. UNTICK TEST LAB OR CIRCUIT HERE IF THEY DO NOT BELONG IN YOUR RALLY.
THE REEL ON THE REVEAL SCREEN SPINS THIS POOL, SO IT NEVER TEASES A THEME THAT CANNOT LAND.
TRACK POOL
TICK THE TRACKS RANDOM RALLY MAY DRAW FROM. NONE SELECTED = EVERY TRACK, WHICH IS THE DEFAULT. A TRACK YOU LATER DELETE JUST DROPS OUT OF THE POOL.
RACE AGAIN NEVER DRAWS THE SAME TRACK TWICE IN A ROW WHILE THERE IS MORE THAN ONE TO PICK FROM.
YOUR GHOST IS REMEMBERED PER TRACK AND PER ROLLED COMBINATION, FOR THE SESSION ONLY — IT NEVER TOUCHES A SAVED TIME ATTACK RECORD.
🎯 GAME FEEL
MACHINE-WIDE, SAVED ON THE SERVER: NOT PART OF A STAGE OR A GAME STATE, AND APPLIED LIVE EVEN MID-RACE. PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. ↺ PUTS ONE SETTING BACK TO ITS DEFAULT.
RALLY + STRIKE = THE STRIKE GAME USES THIS SETTING TOO (MOSTLY WHEN YOU DRIVE ITS CAR).
RALLY ONLY = STRIKE NEVER USES IT (NO PICKUPS, PADS OR RIVAL CAR THERE).
NO SETTINGS MATCH.
🎨 PAINTBALL AIR ATTACK
THE PARTY GAME WHERE A CAR ESCAPES A PAINTBALL CHOPPER. MACHINE-WIDE, SAVED ON THE SERVER: NOT PART OF A STAGE OR A GAME STATE. PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. ↺ PUTS ONE SETTING BACK TO ITS DEFAULT. SETTINGS MARKED NEXT COURSE APPLY WHEN THE NEXT GAME STARTS (OR PLAY AGAIN); THE REST APPLY LIVE.
NO SETTINGS MATCH.
🖼 SCREENS & SPONSORS
YOUR LOGO SCREEN, THE SPONSOR SCREEN, THE TITLE SCREEN'S LINE AND A BACKGROUND FOR EVERY MENU PAGE. MACHINE-WIDE, SAVED ON THE SERVER. PICTURES: JPG OR PNG. A PAGE WITH NO PICTURE OF ITS OWN USES THE MAIN MENU'S. NO SPONSOR LOGOS = NO SPONSOR SCREEN.
🟡 DOT DASH
THE PARTY MAZE GAME: EAT THE DOTS, DODGE THE CHASER CAR. MACHINE-WIDE, SAVED ON THE SERVER: NOT PART OF A STAGE OR A GAME STATE. PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. ↺ PUTS ONE SETTING BACK TO ITS DEFAULT. SETTINGS MARKED NEXT GAME APPLY WHEN THE NEXT GAME STARTS (OR PLAY AGAIN); THE REST APPLY LIVE.
NO SETTINGS MATCH.
🐑 ROUND 'EM UP
THE PARTY HERDING GAME: STEER THE FLOCK INTO THE PEN WITH THE CAR. MACHINE-WIDE, SAVED ON THE SERVER: NOT PART OF A STAGE OR A GAME STATE. PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. ↺ PUTS ONE SETTING BACK TO ITS DEFAULT.
NO SETTINGS MATCH.
🎃 GHOST HUNT
THE PARTY MONSTER HUNT: RUN DOWN THE GHOSTS AND ZOMBIES IN A STORMY FOREST. MACHINE-WIDE, SAVED ON THE SERVER: NOT PART OF A STAGE OR A GAME STATE. PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. ↺ PUTS ONE SETTING BACK TO ITS DEFAULT.
NO SETTINGS MATCH.
🏁 DRIVING SCHOOL
MORE -> DRIVING SCHOOL: NEELS VOSLOO'S TEN LESSONS IN THE SCHOOL FOREST, THE FINAL TEST, THE GRAVEL GAZETTE AND THE RALLY LICENCE. MACHINE-WIDE, SAVED ON THE SERVER. PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. ↺ PUTS ONE SETTING BACK. THE PARKING LOT IS ⚙ SETTINGS -> 🚧 TEST TRACK.
NO SETTINGS MATCH.
🤖 CPU RIVAL
THIS RIVALSAVED WITH THE GAME STATE: SAVE IT IN 💾 GAME STATES TO KEEP THIS RIVAL ON THIS MAP / CHAMPIONSHIP ROUND.
PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. ↺ PUTS ONE SETTING BACK TO ITS DEFAULT. VERSUS CPU RACES ONLY (⚙ SETTINGS → 🏁 RACE RULES → GAME MODE → VS CPU).
🏎 RIVAL
🧠 BEHAVIOUR
SWITCH TO AWARE CPU FOR COLLISION AND AVOIDANCE
🎯 ADAPTIVE RIVAL
🛞 DRIVING
🌧 WET / ICE
NO SETTINGS MATCH.
🚧 TEST TRACK
THE PARKING LOT (DRIVING SCHOOL) DEMO PAD. THESE ARE MACHINE-WIDE SETTINGS, SAVED ON THE SERVER — THEY ARE NOT PART OF A SAVED GAME STATE.
ARENA
CROWD
STANDS TILE ALONG THE TWO FAR EDGES AND FILL THEM. THEY STAY OFF THE NEAR EDGES ON PURPOSE — TALL SCENERY THERE WOULD DRAW OVER YOUR CAR.
PROPS
BILLBOARDS USE YOUR OWN BANNER ART AND LOGOS, AND STAND IN A RING AROUND THE EDGE OF THE PAD — CLEAR OF THE RAMPS, BUT CLOSE ENOUGH TO FLATTEN.
BOOST
SECONDS BEFORE THE BOOST PICKUP REAPPEARS AFTER IT'S TAKEN. SET TO 0 FOR ONE PICKUP ONLY.
RAMPS
RAMPS SIT EVENLY AROUND A RING AND FACE ALONG IT, SO ONE LAP OF THE PAINTED LOOP LINES YOU UP WITH EACH IN TURN. ANGLE ROTATES THEM ALL OFF THAT LINE. GUIDES DRAW THE FOOTPRINT, THE ZERO-HEIGHT EDGE (GREEN), THE PEAK (RED) AND THE LIVE CAR HEIGHT.
KEEP RAMPS LOW. THE CAR'S SPRITE ATLAS HAS NO PITCH, SO IT CANNOT NOSE UP OR DOWN — A SHORT HOP READS FINE, BIG AIR SHOWS THE SEAM.
🚁 STRIKE CHOPPER
QUICK TEST
MACHINE-WIDE, SAVED ON THE SERVER. PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES. ↺ PUTS ONE SETTING BACK TO ITS DEFAULT.
NO SETTINGS MATCH.
🎯 MISSION EDITOR
🎯 ROTOR ALIGN
1. SET THE MAST AND TAIL SLIDERS UNTIL MOST FRAMES LINE UP. 2. STEP THROUGH THE FRAMES AND DRAG THE YELLOW (MAIN) OR CYAN (TAIL) DOT ON ANY FRAME THAT IS STILL OFF. SAVES AUTOMATICALLY, FOR THIS MODEL ONLY.
✎ THIS FRAME
🎉 PARTY MODE
THE BULLSEYE DROP ARENA. MACHINE-WIDE SETTINGS, SAVED ON THE SERVER — NOT PART OF A SAVED GAME STATE.
🖼 PARTY POSTERS
THE POSTER EACH PARTY GAME SHOWS ON THE PARTY SCREEN (ONE GAME AT A TIME). EVERY GAME HAS A BUILT-IN POSTER PAINTED FROM ITS OWN ART; UPLOAD OR PICK YOUR OWN PICTURE, AND SET ITS TITLE. SAVED FOR THIS MACHINE.
NO SETTINGS MATCH.
🎰 MAIN MENU
HOW THE GAME'S MENUS LOOK. CLASSIC = THE MENUS AS THEY WERE. ARCADE POSTERS = THREE BIG POSTER CARDS (SOLO PLAYER, PARTY, MORE) LIKE A 90S ARCADE RACER, SMALLER CARDS BEHIND THEM, WIDE MENUS ON A DESKTOP AND NO CABINET OVERLAY. MACHINE-WIDE, SAVED ON THE SERVER. PICK A CATEGORY. HOVER ANY SETTING TO SEE WHAT IT DOES.
NO SETTINGS MATCH.
💡 HELLA POWER-UPS
SPOTLIGHTS: THE NIGHT-STAGE LIGHT POWER-UP. WIPERS (FURTHER DOWN): THE RAIN ONE. PICK THE MARK ON THE FLOATING PICKUP AND THE MARK ON THE HUD BADGE SEPARATELY. MACHINE-WIDE, SAVED ON THE SERVER — NOT PART OF A SAVED GAME STATE.
PREVIEW
PICKUP
HUD BADGE
SIZE
HUD SIZE IS IN DESIGN PIXELS, SO IT LOOKS THE SAME AT EVERY RENDER RESOLUTION AND INSIDE AN ARCADE CUTOUT. PICKUP SIZE SCALES THE WHOLE FLOATING BADGE — GLOW AND ALL. IT IS COSMETIC: THE COLLECT RADIUS DOES NOT CHANGE.
PICKUP LOGO
HUD BADGE LOGO
🌧 HELLA WIPERS (RAIN)
RAIN MISTS THE LENS AND BEADS IT WITH DROPS. THE WIPERS PICKUP (TWO ON THE TRACK'S CENTRE LINE, RAIN STAGES ONLY) ADDS A BIG WIPER THAT SWEEPS THERE AND BACK: ITS ARC STAYS CLEARER THAN THE CORNERS. MIST 0 + DROPS 0 = RAIN AS BEFORE.
PICKUP
HUD BADGE
WIPER PICKUP LOGO
WIPER BADGE LOGO
LOGO LIBRARY
DROP A LOGO IMAGE HERE PNG / JPG / SVG — SAVED AS PNG
UPLOADS JOIN THE LIBRARY ABOVE, SO YOU CAN KEEP SEVERAL AND SWITCH AT ANY TIME. FILES DROPPED INTO THE HELLA_LOGOS FOLDER BY HAND SHOW UP THE SAME WAY. TRANSPARENT PNG WITH A LIGHT MARK READS BEST AT NIGHT.
⛰ MOUNTAIN
THE MESA STAGE. MACHINE-WIDE, SAVED ON THE SERVER — NOT PART OF A SAVED GAME STATE. APPLIES LIVE.
SERVICE PADDOCK
PADDOCK CARS
TICK THE CARS ALLOWED TO STAND IN THE SERVICE AREA. EACH BAY PICKS ONE AT RANDOM FROM YOUR SELECTION. NONE SELECTED = ANY CAR, WHICH IS THE ORIGINAL BEHAVIOUR. A CAR YOU LATER DELETE JUST DROPS OUT.
MOUNTAIN BASE
SHEER DROP IS HOW FAR THE SIDES FALL STRAIGHT DOWN BEFORE THEY START TO SPREAD. ONLY THE TOP OF THE FALL IS EVER ON SCREEN, SO RAISING THIS IS WHAT LETS THE BACKGROUND SHOW AT THE LEFT AND RIGHT EDGES OF THE MESA.
FLARE IS HOW WIDE THE FOOT GETS BELOW THAT. 0 = A PURE MESA WITH VERTICAL WALLS ALL THE WAY DOWN.
IT ALWAYS RUNS OFF THE BOTTOM OF THE SCREEN AT ANY ZOOM — THERE IS NO DEPTH TO SET, ONLY THE SHAPE.
CLOUDS
CLOUDS SIT IN THE WORLD, NOT ON THE SCREEN — THEY DRIFT OVER THE TRACK AND YOU DRIVE PAST THEM. DENSITY IS PER AREA, SO A BIGGER TRACK GETS MORE OF THEM; THE COUNT IS SHOWN IN THE SCATTER LINE OF THE 🗺 PANEL. DROP A CLOUD_01.PNG NEXT TO INDEX.PHP TO REPLACE THE DRAWN ONE.
FALLING OFF
THE CAR SPINS AWAY AND RECEDES TO NOTHING OVER "FALL TIME", THEN IS PUT BACK ON THE LAST STRETCH OF ROAD IT WAS ACTUALLY ON, FLASHING. SHRINK IS THE CURVE: LOW = FADES AWAY EVENLY, HIGH = SHOOTS AWAY FAST THEN LINGERS SMALL.
THE CLOCK KEEPS RUNNING THROUGH ALL OF IT — THAT LOST TIME IS THE WHOLE PENALTY FOR GOING OVER.
📺 TV HELICOPTERSTHE RALLY'S CAMERA CHOPPERS. APPLIES LIVE, SAVED FOR THIS MACHINE (NOT PART OF A GAME STATE).
CUSTOM MODEL: DRAG THE YELLOW (MAIN) OR CYAN (TAIL) DOT TO PLACE IT. HEIGHT IS ITS SLIDER. A MODEL ALIGNED IN THE ROTOR EDITOR SHOWS ITS ALIGNED ROTORS INSTEAD (NO DOTS).