Texture Overview

Making tracks not only requires the terrain, you also need to create the grass, rocks, and dirt that cover the terrain. That is done with Textures. Textures are key to making your track look good, assists in letting the rider know where to go, and enhances the look of jumps, whoops, bumps, ruts, etc by being rendered with shadows.

Working with textures:

Overview of how to create textures
Overview of how to render textures

Where to get textures


MX vs ATV Reflex Specific Textures/Masks

When making tracks for previous games you needed to render a texture. This texture was what you saw in the game and shadows were needed to help define the track, make the jumps and subtle terrain changes easier to see. Reflex does textures in an entirely different way and what you see is comprised of several textures. In addition there are several additional images that control other aspects of the game, but are based on your displacement map and textures.

Below is a list of the images that make up your textures and other images that control things like sounds, friction, particles, etc.

Track Surface Textures:

Zone Files:

Ambient Files:

Reflection map - This is an High Dynamic Range (HDR) image used to add reflections to shiny surfaces. Below is an example taken from Dalton_B track.

Reflection map image

Spherical Light Map - Below is an example of a Spherical light map.

Spherical light map

Spherical light map from compiler 1.09

Spherical light map from compiler 1.09
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