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Motocross
Madness 2
Armadillo
track editing tutorial
probability map tips and info
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begin
by refering to this excerpt from the ReadMe.txt included in the Armadillo_1_0_157.zip
update:
A "probability
map" is a normal Photoshop 24-bit image that defines the probability
of a tree showing up at a given location on the terrain. It does NOT
guarantee a tree will go there, but it CAN prevent a tree from going
there. To make a Nats probability map: Create a 24-bit TGA at 1280x1280
resolution. Pure white colors yield high probability of a tree going
there. Black yields zero probability a tree will go there. 128,128,128
grey = 50% probability and so on. It works just like a displacement,
only brightness equates to higher probability of tree placement rather
than terrain height. Once you've painted your map, rotate it 90 counter
clockwise. This is dumb. There is a bug I can't fix tonight. Save
the 24-bit targa in the same folder as your armadillo project, named
the exact same as your base project name, with a "_prob" attached
to the file. For example: You have a project named myfirst.prj Name
your probability map myfirst_prob.tga Paint your prob maps BLACK everywhere
you DO NOT want trees to show up ever, such as on your track. Also,
paint your prob maps black everywhere you place 3D models and DO NOT
want trees to show up sticking through the object.
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The info
in the excerpt above is straight forward; refer to it for the basics.
The explanation below was realized from mistakes I made while learning
to use probability maps I hope they help you with your designs.
The
1280x1280 pixel image represents more than just the track tile. This
is not made clear in the read me. While the familiar Displacement
and Texture maps used in Armadillo are sized per tile the Probability
map is sized for the whole MCM2 environment or universe.
This is an example of my Starwatch Staircase Nationals Track design
illustrating how the 1280x1280 pixel area is subdivided into a 5x5
grid of 256 pixel tiles. The main track tile is in the center
surrounded by the perimeter tiles which are in turn surrounded by
the boundary tiles.
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You may
have noticed that the readme makes no mention of Stunt, Enduro,
Baja, or Tag layout instructions. This is what works for me:
Use
a 1536x1536 pixel image with a 6x6 pixel grid. You may already be
aware that the 513x513 pixel Stunt, Enduro, Baja and Tag
Displacement maps you design are used to create the equivalent of
four tiles, rather than one, in the MCM2 environment.
This is an example of my Starwatch Staircase Enduro Track design illustrating
how the 1536x1536 pixel area is subdivided into a 6x6
grid of 256 pixel x 256 pixel tiles. The main track tile is
centered in a 512 pixel square surrounded by the perimeter tiles which
are in turn surrounded by the boundary tiles.
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This
is a too scale example of a 1536x1536 probability map I have used
successfully. It is very simple but it works just like it is supposed
too.
Notice that I have followed the instructions in the Readme.txt; The
image is oriented 90 counter clockwise compared to the Displacement
or Texture maps.
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Is
there a 257 or 513 size grid?
No, The grid uses 256 rather than 257 pixel increments. The 257 and
513 pixel displacement maps use the extra pixel wide strip help blend
the edges when tiling. Trim a pixel wide strip off the the right side
and bottom edges of the displacement maps. Paste the maps together
to use as guides for registering trees to the terrain features.

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I
hope this tutorial was helpful. Please contact me with any comments
or questions... I would love to hear from you.
Mike McCue
more
3d motocross @ harmonic cycle
mcm2
track
downloads
object downloads
Armadillo info
MCM2 links
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