*******************************************************************************
                      Volvo 242 Lightspeed Edition 2007
                                    by RTS
                                     v1.1
*******************************************************************************

Changelog
---------
2023-03-30 v1.1 WorkerBee
* fixed animated suspension parts to fit true NGP RWD
* fixed deform/damage maps

2008-01-30 v1.0 RTS rts013@hotmail.com
* original model


CarName = Volvo 240 Turbo GrpA
FileName 	= "Cars\Volvo242LE\Volvo242LE.sgc"
IniFile 	= "Cars\Volvo242LE\Volvo242LE.ini"
ShaderFile	= "Cars\Volvo242LE\Volvo242LE_shaders.ini"
ShaderSettings 	= "Cars\Volvo242LE\Volvo242LE_shader_settings"
TexturePath	= "Cars\Volvo242LE\Textures\"


======================================================================

Excerpt from ReadMe_v10.txt:


*************************************************************************

Options:

When the car is installed you can choose between various equipment, for
example if the light pod is to be mounted or not, by running the program
"...Volvo242LE\program\My3DManager.exe". Start by choosing language. Then
go to the first tab and choose "Volvo242LE.set". Then just klick the
equipment you would like to use under the three option tabs and hit the 
green button. Options that are left unmarked will stay the way they where 
before.

ATTENTION! Some of the options are mostly intended for those that want to 
make new skins as some of the available changes to the model will not look 
good without adapting the texture!


*************************************************************************

Additional information for modders:

You can get quite far by just using the program, but for those that still
want to make changes by hand here is a deeper explanation of things worth
thinking about.



In "Volvo242LE.ini" all the parts of the model are listed and can there be 
turned on or off with a few relatively simple adjustments. Most parts have 
two versions, one when seen from outside the car (the part name begins 
with "e_") and one when seen from inside (the part name begins with  "i_").
Make sure you always modify both versions in the same way. Under the name 
of the part there are a couple of variables controlling how it is shown 
in the game. Here is an explanation of what you need to care about:

Switch = true 
  "true" makes this part invisible in game
  "false" makes this part visible in game



The lights, that can be both turned on and off, are a bit more complicated.
Each light have two versions, one turned on and one turned off, where the 
name of the one that is turned on ends with "_lit". These two versions are 
always listed directly after each other and you should always modify them 
together.

If there is a light that you do not want to use at all, only make it 
invisible, you set both versions like this:
  Switch = true
  Predicate = NotUsed

A light that is used is set up like this:
  [e_nameoflight]
  Switch = true
  Predicate = off

  [e_nameoflight_lit]
  Switch = true
  Predicate = on

And finally, a light that is used but always turned off:
  [e_nameoflight]
  Switch = false
  Predicate = NotUsed

  [e_nameoflight_lit]
  Switch = true
  Predicate = NotUsed



Following now is a list of extra parts with a short description. 
Remember there is usually an "i_" version of the same part that also 
needs modifying!

[e_body_toweye]
  The tow eye at the front of the car. This must be made invisible
  if you want to use [e_bumper_f_nohole] as they otherwise intersect.

[e_bumper_f_small]
  Front bumper without the lower lip. Remember to make [e_bumper_f]
  and [e_bumper_f_nohole] invisible if you want to use this part.

[e_bumper_f_nohole]
  Front bumper without the hole for the tow eye. Remember to make
  [e_body_toweye], [e_bumper_f] and [e_bumper_f_small] invisible if 
  you want to use this part.

[e_bumper_b]
  TRUNK of the newer design. Used from the beginning. Remember to make 
  [e_bumper_b_v2] invisible if you want to use this part. You should 
  also make sure the skin uses the correct shading, there is an option 
  for that in the template.

[e_bumper_b_v2]
  TRUNK of the older design. Remember to make [e_bumper_b] invisible if 
  you want to use this part. You should also make a new skin to get the 
  correct shading, there is an option for that in the template.

[e_wing]
  Rear bumper. Used from the beginning.

[e_carbonwing]
  Wing to be used in combination with [e_bumper_b]. You should also 
  make a new skin to get the shadow from the wing, there is an option 
  for that in the template.

[e_carbonwing_v2]
  Wing to be used in combination with [e_bumper_b_v2]. You should also 
  make a new skin to get the shadow from the wing, there is an option 
  for that in the template.

[e_mirror_l_std] and [e_mirror_r_std]
  Door mirrors, original design. Remember to make [e_mirror_l] and 
  [e_mirror_r] invisible if you want to use this part.

[e_intakeroof]
  Roof scoop. Used from the beginning.

[e_light_brake_lb] and [e_light_brake_rb]
  The rear lights consist of 6 different lights, these are the ones in
  the LOWER row at the very corner of the car. Used as brake lights 
  from the beginning. Remember to also change in "Volvo242LE_settings.ini" 
  to get the correct flare-point (Car Part = Point_light_brake_lb).

[e_light_brake2_lb] and [e_light_brake2_rb]
  The rear lights consist of 6 different lights, these are the ones in
  the UPPER row closest to the center of the car. Used as brake lights 
  on some cars. Remember to also change in "Volvo242LE_settings.ini" 
  to get the correct flare-point (Car Part = Point_light_brake2_lb).

[e_light_lf_std] and [e_light_rf_std]
  Head lights, original design. Remember to also change 
  [e_lightglass_lf_std], [e_lightglass_rf_std], [e_lightplastic_lf_std]
  and [e_lightplastic_rf_std] that goes with them. You also need to make 
  all the parts for the round head lights invisible, that is [e_light_lf], 
  [e_light_rf], [e_lightcarbon_lf], [e_lightcarbon_rf], [e_lightglass_lf] 
  and [e_lightglass_rf].
  There are also "_lit" and "i_" versions of some of these parts!
  Remember to also change in "Volvo242LE_settings.ini" to get the correct 
  flare-point (Car Part = Point_light_lf_std).


*************************************************************************

Versions:

vBeta (2007 10 05)
* Limited release for testing purposes only. Work in progress.
* No damage models.
* No scrapemaps.
* No dirtmaps.
* All textures need final touches, especially alpha channels.
* Physics in development.
* etc.

vBeta2 (2007 12 02)
* Limited release for testing purposes only. Work in progress.
* Updates in both physics, textures and .ini-files.
* Added new sounds, not perfect but a bit more fun.
* Waiting for a new graphics card for the computer with the right version 
  of Max so that I can fix the remaining 3D stuff.
* A lot remains, almost only small things, but many.

vBeta3 (2007 12 16)
* Limited release for testing purposes only. Work in progress.
* Updates in both physics, textures and .ini-files.
* Added more polygons on the windscreen.
* Have split the rear lights into one more part so that it's now possible
  to choose between two different configurations of the brake lights using 
  the .ini-files.
* All decals are in place.
* Remaining now is mud-maps, scrape-maps and damage models. And probably
  some more details.

v1.0 (2008 01 30)
* First official release!
* Damage models included.
* Mud-maps and scrape-maps included.
* New lightmaps merged into the textures, plus a lot of fixes.
* The steering wheel now moves when seen from outside the car. 
  (thanks eddy3spain)
* Adjusted IK-targets for the drivers hands and refined light points.
* Updated physics with more values from real measurements of the car, 
  including MoI and CoG. Less bump-steer.
* Default setups for all surfaces now included.
* Setup options are now limited to avoid unrealistic changes.
* Info about all the modding options included.
* There is now a program that easily changes equipment on the car, the 
  light pod for example.

*************************************************************************

Special thanks to:

David Pettersson with team (www.lightspeed-motorsport.se)

JIS-Codriver
For making the mud and scrapemaps, configure the program set-file and 
a lot of various testing.

Phil63
Author of the program for changing equipment.

All the people at blackhole that contributed with language files.


*************************************************************************

Disclaimer:

The author of this add-on for Richard Burns Rally is not responsible for
any trouble caused by using it.


 * This car is not for profit, all trademarks are copyrights of their
   respective owners.
 * Please do NOT modify this model or redistribute any part of it without
   my permission. It's not difficult to just ask first.
 * Please go ahead and make new skins (textures) for this car, but do not
   include non-modified files from this package in any public release.


*************************************************************************

