Re-Volt Gold Project (WIP)

Post your own tools and resources, as well as your cars and tracks.
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G_J
Posts: 24

Re-Volt Gold Project (WIP)

Unread post by G_J » Wed Feb 11, 2026 5:06 pm

Image Re-Volt Gold is a large pack that adds known content originally intended for the cut sequel to Re-Volt, as well as content that was scrapped from the stock game. Visual repairs to both stock tracks and cars will be included. This project is still in development, and may include content not listed here later down the pipeline.

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Other changes may include updated championships to include the new tracks. Ideally, Frontend will be made compatible in the future of RVGL to be able to re-order the track selection screen. Perhaps also the ability to add more carboxes in the selection area so we can put all that new content on display. I'm not an RVGL dev so I can only add that idea to my wish-list for now. We shall see in time.

We are sticking to stock-like visuals and aiming for substantial authenticity for what this could have looked like had the developers been given time to finish their product (As well as a little more budget in some places to fit the details they wanted). Decent progress has already been made, and some screenshots may be posted in the replies at a later time.
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G_J
Posts: 24

Re: Re-Volt Gold Project (WIP)

Unread post by G_J » Fri Jul 24, 2026 5:31 am

Quick update!
Additional tracks have been added to the main post now that they have been confirmed. Exclusive content from the arcade port will be remastered and tossed in with the rest of the bunch, including a remade RCX and Venice 2 (courtesy of Mightycucumber, who greenlit those ideas).

Dirt track has stumbled its way onto the roster, along with a remastered Wrecking Yard theme. Inner City is all but confirmed to be an authentic theme from Re-Volt Gold, so we had to include those too.

The car roster is updated. The unreleased Ferrari Modenna by Joe has been moved to a bonus car like Probe UFO and Mystery, as it differs in style to the other toys in the Pro Class. It will still be unlockable, as we do have plans on the progression of the finished product.

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Although in its infancy, stock car fixes have been started and provide a cleaner graphical fidelity to your cars. The parameters and collision will remain unchanged, they will handle and crash as they always have. However, UV mapping errors, vertex color errors, mesh errors, no matter, must be fixed. Dr.Grudge here has a ceiling instead of the weird looking double sided roof, the result is now better model lighting and something that looks much more believable while still maintaining a strict budget and optimization of the base game. Car spoilers and wheel guards have never looked better.

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Volken Turbo here is notorious for UV errors and vertex lighting shenanigans that will not fly in Re-Volt Gold. So now our rookie friend is looking better than ever, the vertex lighting correctly lit and baked and the tiling errors expunged. We are very precise with changes made to the mapping and lighting, so that your custom car skins are compatible with the upgraded cars. And yes, that is a new track behind Volken. Using the original textures painted for the unreleased Botanical Garden 2, the track has been painstakingly rebuilt from the ground up.

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Over 3,500 fixes have been made to the stock tracks as they near completion. Ranging from broken triggers, UV errors, missing texture maps, visibox errors, misplaced instances, and so on. Additional instances and details are added as needed while maintaining a stock-like budget, with a bit of extra juice when needed such as the shelves of Toy World getting the variety seen in the concept art. Here we can see Supermarket 2 has been cured of UV mapping errors plaguing the fruit bins and floors, and has extra signs and lights to match it's counterpart. The refrigerators were also strangely too large, that and the floor reflection color now match Supermarket 1.

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Stock track errors are a bit more complicated, not even the collision is safe! Most tracks have errors like this, though Toy World 2 is one of the most notorious ones for having incorrect surfaces. Despite being mostly carpet, the materials of the floor are exclusively default, resulting in harsh skid lines and sounds, and sparks. It looks a bit silly, to be honest. So it has been fixed, the collision properties represented by color in the image. You might be thinking that adding carpet will reduce traction, ruining your muscle memory and time trials. That is correct! But, this fatal error has been accounted for and the repaired surfaces are custom "fake" surfaces. Even though it looks like carpet, sounds like carpet, and doesn't spark like carpet, it still has the hardness corrugation, grip, and so on as 'default.' All that's different is you can now appreciate the way the skids, particles, and sounds are no longer broken as you zip around uninterrupted.

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Much more new content is rolling through the production pipeline too! 3/4ths of the new track themes have been at least started on their meshes. Phat slug here is getting deja vu on Council Estate 1 which is also finished. So expect some more occasional screenshots to crop up.
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