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MX vs ATV (and prior MX games) Forum => Track Making Tools (Reflex Track Compiler, MVA Editor, Armadillo/Dillo Too/APM/Etc.) => Topic started by: vappling on December 24, 2011, 08:49:09 PM

Title: Reflex compiler - disp. map problems
Post by: vappling on December 24, 2011, 08:49:09 PM
Cant figure this out, im making a disp.map, various black/gray/white scales but its still deep craters and spines.

Couldnt someone make a quick and simple step by step guide to make a simple flat Sx track whit a jump?

Title: Re: Reflex compiler - disp. map problems
Post by: mcm2boys on December 25, 2011, 05:17:29 PM
The max displacemnt of a Reflex track dispmap is is 1024 (=White) and black = 0. This means using gray scale dispmap each level of grey is 4 feet.

So to get the smoothest terrains you will probably need to use a 3D terrain editing program to generate one easily - something like Leveller. This uses 2 channels, Red and green, so each level of Red/Green gives roughly 1 / 65 feet of displacement, giving much smoother terrains.

So to fix your crater and mountains problem, you need to use a smaller range of grays in your terrain.

There is also a setting in the compiler labelled 'scaling'. This will divide the height by the value set here to make the dispmap resolution smaller when it's transferred into a Reflex track. So the higher the number the smalller the total height of you dispmap in Reflex.

Hope that helps, until someone with more track building experience can help you out..
Title: Re: Reflex compiler - disp. map problems
Post by: vappling on December 25, 2011, 05:49:23 PM
Thx alot

Leveller isnt for free, aight?
Title: Re: Reflex compiler - disp. map problems
Post by: DirtTwister on December 25, 2011, 11:25:05 PM
Leveller isn't free, but you can use my Smooth Disp Map utility.  It will let you do a quick look at your dispmap, fly around it. smooth it, and then it will save it in a format that works for the track compiler.

http://twisteddirt.com/smf/index.php/topic,3003.0.html