Twisted DIRT Forums

MX vs ATV (and prior MX games) Forum => General Discussion MX vs ATV Reflex => Topic started by: Pete on January 26, 2012, 12:23:14 AM

Title: Converting MXS tracks to Reflex?
Post by: Pete on January 26, 2012, 12:23:14 AM
Hey guys! Lol, I have been browsing through some of the old posts in this forum and they were back like... 2007!

Anyways, I had a look at a Reflex track making Tutorial today and it looks pretty damn serious! Is there any way of Vonverting MXS Tracks To Reflex? Must have something to do with the shadingx2 file? Someone should make a Tutorial, if they got time because it would be helpful! Or would it encourage ripping of tracks?

Anyways, Just one more thing... Who do I talk to in Twisted Dirt who owns Twisted dirt? The Top Golden man?

Thanks for readin ;)
Title: Re: Converting MXS tracks to Reflex?
Post by: al167 on January 26, 2012, 01:30:39 AM
heres how i convert the disp map (terrain):

1-open the terrain .png image in photoshop and then resize it to either 1024 or 2048.

2- then change it to RGB from Greyscale, go image/mode/ select RGB colour.

3- if its not 16 bit make it 16 bit, image/mode/ select 16 bit
3- then save it as a .psd file and put it in the same folder as your compiler.

4- put it in the compiler and save it and then "compile and save for beta testing".

the compiler will read the psd file. make the scale about 50 and then test the track. play with the scale until you get it right.

to do the textures properly you will need to make a mask map, but for a quick job you can get alright results by using the shadingx2 file  as a  topdown image and a main image in the crome lum map.

topdown image.
1-open the shadingx2 image in photoshop and then resize it to either 1024 or 2048.
2- if its not 16 bit make it 16 bit, image/mode/ select 16 bit
3-adjust the brightness and make it about half as bright as it currently is, Image/adjustments/ brightness.contrast.
4-add a completely white alpha image
5- then save it as a .psd file and put it in the same folder as your compiler.


crome lum map
1-open the shadingx2 image in photoshop and then resize it to either 1024 or 2048.
2- if its not 16 bit make it 16 bit, image/mode/ select 16 bit
3- add an alpha and make it 20 grey (0 is black, 100 is white)
4- then save it as a .psd file and put it in the same folder as your compiler
just remember to not rip anyones work.
or if you do dont release it!!!

good luck
Title: Re: Converting MXS tracks to Reflex?
Post by: VRT_JPRLisbon_ on February 04, 2012, 10:02:20 PM
How about the inverse , Reflex tracks to MXS.  That would be great . 8)

Quote from: Pete on January 26, 2012, 12:23:14 AM
Anyways, Just one more thing... Who do I talk to in Twisted Dirt who owns Twisted dirt? The Top Golden man?

Of Course    Me , Myself and I !!   ;D
Title: Re: Converting MXS tracks to Reflex?
Post by: al167 on February 05, 2012, 05:23:13 AM
to put reflex tracks into mxs you can only use the disp(height) map. you have to convert your reflex disp map size and then play with the opacity to get the heights correct.

the textures you will have to do from scratch the mxs way. watch these vids by poidogg http://www.youtube.com/watch?v=fTbyrSeozMs&feature=related
they are great and very beginner based(wich suited me!!!!!). the series of vids will tell you everything you need to about mxs track building.
Title: Re: Converting MXS tracks to Reflex?
Post by: Pete on March 17, 2012, 04:35:41 AM
Quote from: al167 on January 26, 2012, 01:30:39 AM
heres how i convert the disp map (terrain):

1-open the terrain .png image in photoshop and then resize it to either 1024 or 2048.

2- then change it to RGB from Greyscale, go image/mode/ select RGB colour.

3- if its not 16 bit make it 16 bit, image/mode/ select 16 bit
3- then save it as a .psd file and put it in the same folder as your compiler.

4- put it in the compiler and save it and then "compile and save for beta testing".

the compiler will read the psd file. make the scale about 50 and then test the track. play with the scale until you get it right.

to do the textures properly you will need to make a mask map, but for a quick job you can get alright results by using the shadingx2 file  as a  topdown image and a main image in the crome lum map.

topdown image.
1-open the shadingx2 image in photoshop and then resize it to either 1024 or 2048.
2- if its not 16 bit make it 16 bit, image/mode/ select 16 bit
3-adjust the brightness and make it about half as bright as it currently is, Image/adjustments/ brightness.contrast.
4-add a completely white alpha image
5- then save it as a .psd file and put it in the same folder as your compiler.


crome lum map
1-open the shadingx2 image in photoshop and then resize it to either 1024 or 2048.
2- if its not 16 bit make it 16 bit, image/mode/ select 16 bit
3- add an alpha and make it 20 grey (0 is black, 100 is white)
4- then save it as a .psd file and put it in the same folder as your compiler
just remember to not rip anyones work.
or if you do dont release it!!!

good luck

Cheers Al.