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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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