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Ugaz GT-R
Super Pro Car Thursday, 4th September 2025 |
Super Pro was introduced in a relatively recent RVGL patch. Cars faster than Pro always existed in the custom car scene but there wasn't a "class" to put them in so to speak (this is also why the majority of old content is Pro cars, despite varying wildly in performance). This car was very different originally (in 2011, yikes), with a very unoptimised mesh and 3D wheels among other differences. Thanks for trying it out! :)
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Dev and Demo Pack
Project Sunday, 31st August 2025 |
These were not "recreated", they were found from several sources (old demo discs, development files resurfacing after many years, etc.) and recompiled into a playable compilation in the "regular" Re-Volt. Some had updates or additions because they would've otherwise been unplayable or incomplete, but that's as far as a "recreation" as they go. (You implicitly reminded us that this pack is due for an update, as several new things were found and some cars received updates. Stay tuned...) The bikes are likely Extreme-G models which found their way into the Re-Volt development material - Extreme-G was another Acclaim racing game with futuristic bikes from around the same era as Re-Volt.
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jigebren’s Blender Plugin
Tool Sunday, 3rd August 2025 |
Plugins for 2.73 won't work on 2.79. The description clearly mentions the required version (which is also hosted on Re-Volt World and can be found here: https://www.revoltworld.net/dl/blender273a/). You can have multiple versions of blender installed side by side if you want, the system doesn't prevent you from doing so. Please, consider reading file descriptions more thoroughly - thank you for your understanding.
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Tofas
Super Pro Car Tuesday, 29th July 2025 |
Congratulations on getting your first car approved after a little back-and-forth :) and welcome to the site! Here's a couple suggestions you might find helpful to create even better cars in the future: - Try learning the concept of 3D topology and polygon flow, it will make car reflections appear better through the model. You can see them glitch out on the windshield and around the fenders for example. I also suggest taking a look at how some original RV cars are modelled and how they use sharp edges (essentially duplicate vertices) to clean up the reflections even further. Look at Adeon or Humma and you'll see what I mean... - RV models support "face flags" to give individual polygons special properties, like for example not having reflections (No ENV) or being visible from both sides of the model (double sided). Try playing with those - most RV cars use No ENV on the underside for example. In case you face problems, consider joining one or more RV communities (forums or Discord servers) - there are plenty of talented creators willing to lend a hand. :) Enjoy your stay!
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Kilscience Tormentor
Super Pro Car Saturday, 5th July 2025 |
Probably sinaosal refers to the Launcher's drag/drop functionality (which AFAIK currently only supports zip and 7z) instead of the one-click install through the site. But yeah, it should work with the one-click install button. When I was approving the car I managed to install it just fine through that.
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Next-Gen Face-Off – Announcement
Wednesday, 11th June 2025 |
Hello everyone. After seeing several submissions coming in (especially for category 2, which surprised me!) I figured I'd add some extra information that might've been lost or misinterpreted when writing the ruleset... 1) Neither category 1 nor category 2 are about mixing more cars into one. Start from ONE stock car and ONE real car respectively. 2) Please, please, PLEASE be creative with category 2. Submitting a "GTA style" clone of a real car was NOT the task, ESPECIALLY SO if the car itself is already relatively new or if it is a "retro modern" reboot of something older. (I feel like this is partially on me for linking e.g. Paxen as an example, but I'm sure you understand what I mean) 3) Most importantly, if you were unsure about any of the points in the ruleset, this comment section has always been open since the event was announced, and even if it wasn't there's always the Contact Form - don't be afraid, we don't bite :P Almost two full weeks left - keep submitting and have fun!
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TC Plus Project
Project Saturday, 24th May 2025 |
@lugia This is likely caused by bent/non planar quads, but it shouldn't be an issue if you're using the Shaders build of RVGL. Is Shaders set to 1 in your rvgl.ini? If your RVGL version is new enough it should be 1 by default - please check and let us know. It can also be fixed on the legacy renderer (Shaders = 0) by triangulating the bodies of the affected cars - which is technically the cleanest way to deal with such issues. We will update the package with the fixed bodies, thanks for your comment!
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TC Plus Project
Project Friday, 21st March 2025 |
@Vroom_Boi We've found the issue - apparently Top Glow tries to load the shadow from Bully XL's folder. It normally shouldn't be a problem as all TCP cars are provided in a single package - did you (mistakenly or voluntarily) delete Bully XL from your RV installation? As per the AI issues, that sounds weird. I myself have never seen anything of the sort before. I'll try to look for the issue when I have some more time. The pack will be updated with the shadow hotfix soon. Thanks for the report!
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LMS Sealand
Misc. Track Thursday, 13th February 2025 |
Correct, that's how LMS arenas are meant to be played.
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Improved AI Nodes
Track Mod Thursday, 13th February 2025 |
@Correction If you unpack this normally the AI nodes should be plug and play with no renaming involved, I've just checked the foldering and naming and see nothing wrong... (Granted you need the "original tracks" zip for your usage case, but point still holds)