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You may download MODs content  here

MODs

OverShoot Mods Example

Below you will have a guide to create and instal your own MOD

 

Creating MOD

Step 1     Download zip file into following link with MOD project example

 

 Download : OverShoot Mod Package Example

 

Step 2    Unpack in any folder into your computer 

 

Step 3    Run OverShoot and click into the botton left icon to select mod file

Step 4    If MOD file was correct loaded a message shall appear at botton of game

 

Editing MOD file

** This section will allow to create your own mod using example mod as start, nonetheless, the same principies can be applied to create your own MOD from scratch 

 

MOD Folder  structure

 

./ImageCharacters

 This folder store all image used to reaplace default character images. The files shall be on PNG format with transparent background

 

./SoundCharacters 

 This folder store all audio sources ( current supported formar are MP3 and WAV ) used by narrator when he speak any phrase that must be preceded by character name, such as :

   - "Skynny Cat is in first place"

On this case the audio containing "Skynny Cat" or any other modified name shall be stores on this folder.

How define sounds will be explained on detais in the "MOD project file structure" section.

 

./SoundNarration

       This folder store all audio sources used by narrator when he speak any phrase trigerred by any game event, and current supported format are MP3 and WAV.

       How define sounds will be explained on detais in the "MOD project file structure" section.

 

./SoundTracks

       This folder store all audio sources used to replace default game soundtrack, and supported format are MP3 and WAV ( any number of song can be used ).

       How define sounds will be explained on detais in the "MOD project file structure" section.

 

./Vehicles

       This folder store all 3D model files used to replace default vehicles ( or parts ). Currently the MOD support WaveFront ( .OBJ ) format only.

       How define and customize models will be explained on detais in the "MOD project file structure" section.

  

***Note  The example package also contains a folder called "Vehicle 3D Model [ Reference Only ]" witch contains blender file to be used as reference to create and adjust your own models.   

              

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MOD project file structure 

Mod project file use a json structure to define witch parts of game that will be modified by this MOD.

This section explain the main points that you need to take into account when you create your own MOD.

 

[ ModName ]: The name that will appear when mod was loaded

[ Mechanics ]: This sub-section define how you can you modify the default game mechanics.

TimeSpeed: The speed time factor that game race will run, 1.0 means that game  will run at default time speed, and tis value represent a 100% witch meens that 2.0 will make game run 2x of speed.

 

[ Characters ]: List of all characters that must be modified by this MOD.

CharacterCode: Internal game character code

CharacterName: New name used by this character

CharacterOrigin: Planet of origin

CharacterDescription: Character desciption used on selection slot

CharacterComment: Character comment

CharacterPhoto: File name used to replace this character photo on all slots

 

[ CharactersImagePath ]: Folder where character images is stored 

 

[ SoundTrackPath ] : Folder where music files is stored, this sounds will replace default game soundtrack 

 

[ CharactersSoundPath ]: Folder where character names audio is stored, this audios will replace default names spoken by narrator when some event is destinated to this character.

 

[ NarrationSoundPath ]: Folder where narration phrases audio is stored, this audios will replace default narration when event associated to this audio occurs.

 

[ VehiclesPath ]: Folder where 3D models for vehicle and parts are located.

 

[ SoundTracks ]: This section list all songs used to replace default game soundtrack

AudioFile: Audio file name with extension ( MP3 and WAV supported only )

StartTime: Time in seconds where this sound will start when played. 

Volume: Volume percent applied to this sound ( 100% means 100% of volume )

 

[ CharactersNarration ]: This section allow to replace characters audio used by narrator when some triggered event is destinated to this character

CharacterCode: Internal game character code

AudioClip:  Audio file name with extension ( MP3 and WAV supported only )

 

[ Phrases ]: This section allow to repalce default audio phrases speach by narrator during gameplay

RaceEvent: Game event that trigger this audio

StartDelay: Delay in seconds to wait before start to play audio, this can be used to make sound more natural

Percentage: Percentage of occurence 

[ AudioClips ]: This section list all audio files assocated with this event

StartDelay: Delay in seconds to wait before start to play audio, this can be used to make sound more natural

Percentage: Percentage of occurence 

DontUseDuringRace: Dont use this audio during race ( used for for final and initial events ).

CharacterCodeBefore: The character name must be spoken before to play this audio. 

DontUseOnNpc: This audio will not be player for NPC characters.

[ AudioVariations ] : This section allows to include multiple track atudios for the same audio information ( used to create variations of same clip )

AudioClipMale: Audio clip used for male characters 

AudioClipFemale: Audio clip used for female characters ( In case of use same audio, this field is not needed to be filled )

Percentage: Percentage used to play this audio against other of same event

 

[ Vehicles ]: This section allows to reaplace default vehicle models, parts and some other aspects

VehicleCode: Internal game vehicle code

BodyFile: File name and extension of 3D model that will replace vehicle 3D body ( current only OBJ file are supported )

BodyTextureFile: Image file name and extension of texture to be applied on vehicle body 3D model ( current only PNG and JPG file are supported )

BodyColorPartName: 3D object name name of car bodywork ( this part will have his color modified accordign user color selection ) 

BodyScale: X, Y and Z scales applied at vehicle body

BodyPosition: X, Y and Z applied to the body position, this value is used to adjust any vehicle model offset

BodyRotation: X, Y and Z angles in degrees used to rotate vehicle body model around his own axys, this value can be used to align vehicle body

TireFile: File name and extension of 3D model used to replace vehicle tire ( current only OBJ file are supported )

TireTextureFile: Image file name and extension of texture to be applied on tire 3D model ( current only PNG and JPG file are supported )

 

[ TireModelPosition ]: This structure store each individual tire offset adjust model position ( this position may affect the wheel twist )

LeftFront: X, Y and Z of left front tire

RightFront: X, Y and Z of right front tire

LeftBack :X, Y and Z of left back tire

RightBack: X, Y and Z of right front tire

 

[ TireModelRotation ]: This structure store each individual tire rotation adjust

LeftFront: X, Y and Z of left front tire

RightFront: X, Y and Z of right front tire

LeftBack :X, Y and Z of left back tire 

RightBack: X, Y and Z of right front tire

 

[ TireModelScale ]: This structure store each individual tire scale

LeftFront: X, Y and Z of left front tire

RightFront: X, Y and Z of right front tire

LeftBack :X, Y and Z of left back tire

RightBack: X, Y and Z of right front tire

 

[ TireOffsets ]: This structure store each individual offset position reference where tire is placed ( this is thewhe root axys where model is placed, this means that this is where whell is positioned relative to the vehicle and not affect the twist of the wheell )

LeftFront: X, Y and Z of left front tire

RightFront: X, Y and Z of right front tire

LeftBack :X, Y and Z of left back tire

RightBack: X, Y and Z of right front tire

 

HideChassis: Hide default vehicle chassis

HideTires: Hide vehicle tires ( used in case to create some vehicle that not use wheels, like tanks and hovers )

DisableDriftSmoke: Disable the drift smoke effect  when this vehicle make some curve

TireRadiusAdjust: Adjust the radius of tire ( used to adjust vehicle suspension )

ReplaceCollider: This option allows to create a collider using some mesh inside 3D model ( used when model is bigger or smaller of standard vehicle ) 

HideCollider3DModel: Hide mesh used to create a custom collider

ColliderMeshName: Mesh name used to create a custom collider

 

Character Codes:

SkinnyCat

WBogus

Erik

Cassandra

Lankron

Jaden

MrManjo

Valery

CaptainJ

Johnny

Barry

Frostine

Cyrus

Talus

DogHunter

Arnold

Griffin

Boris 

Trigger

 

Vehicle Codes:

Invasor

T900

Salt

Pointer

Hybrid

Colosus

Jalopy

Rugged

FireFly

GT800 

Interceptor

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