The user-interface of the add-on can be found in two areas: The 3D-view tools and the object property panel.
After you installed the addon, the first thing to note is the Re-Volt toolbar, found in the left sidebar of the 3D view. If you don't see the left sidebar, you can toggle it by pressing T.
There are buttons for importing and exporting Re-Volt files. An X on the button means that the format can not be exported.
As soon as an object of the type (e.g. World, NCP) has been created, the X disappears and the format can be exported.
When you create and select an object, the user interface changes a bit.
These buttons are for setting the object type for all selected objects. For example, this can be used to assign the World type to all selected objects in order to export a level.
Here you can apply the additional export type for all selected objects. For example, clicking on NCP will also export all selected levels to the collision file, although they are of the World type. This could be reverted by clicking Not NCP.
This panels provides two tools (a mesh object needs to be selected): Shade Object and Generate Shadow Texture.
For Shade Object, the object needs to have a vertex color layer. If it doesn't have one already, a button for creating one will be provided.
Once the vertex color layer is present, you will get some options.
Two lights will be placed around the object, opposing each other. Choose their orientation here.
Shows where the lights will be placed, depending on the chosen orientation.
Three options: Hard (sun, more contrast), Soft (hemisphere, smoother) and None. The hard option emits light in a distinct direction (Blender docs). The soft option emits light from a hemisphere which makes the model evenly lit (Blender docs).
This defines the intensity of the light sources. 1 is default. This is the same setting as the lamp's energy.
With this feature you can create shadows that are ready for use in-game. The shadows are negative which is a requirement by the game.
The add-on creates the shadows with ray-tracing and then baking them to an automatically sized textured plane (takes child objects into account).
To save the shadows, go into the UV/Image Editor, select the shadow (most recenty try has the highest number, e.g. Shadow.420) and then click Image -> Save as Image.
Warning: Start with low-quality settings first as Blender might hang a while during the creation of a shadow. If it appears to freeze, wait a few minutes. Depending on the settings you chose, it might take a while.
There are two options:
Default (Adaptive QMC), which is the faster option. I recommend this for testing the shadow settings.
High Quality (Constant QMC), which is the slower and less-grainy option. I recommend using this when you're done tweaking your shadow settings.
The amount of samples the shadow is rendered with (number of samples taken extra).
Light size for ray shadow sampling.
The resolution of the resulting texture (height and width).
Shadow coordinates for use in parameters.txt of cars. Click to select all, then CTRL C to copy.
The Object Properties Panel should always be visible. Navigate to the Object section of it (orange cube icon) and you will see some more Re-Volt settings. If you can't see it yet, scroll down all the way and feel free to drag the section to the top.
Select the object type from the dropdown menu. This will only apply to the main selected object.
Checking this will export the object when a format X is exported, even though the object is not of that format type.
When exporting, the original texture number that was set on import will be kept.
The list of properties is put together as follows:
Set the texture number for all selected faces.
-1 if numbers of selected faces don't match.