Revision [56]

This is an old revision of Textures made by TestUser on 2011-02-09 22:48:52.

 

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.

MakingTextures Overview of how to create textures
RenderingTextures Overview of how to render textures

MX vs ATV Reflex Specific Textures/Masks

There are 5 textures that actually are used to create what you ride on.

The TopDown is what you see in the distance. The Alpha should be white.

The Detail or Mask image controls what textures are applied where. The different colors relate to the different dirt/grass/rock textures. Some tracks will reference the channel R, G, B in the file names and some will say Dirt01 and Dirt02 etc. The convention appears to be that Black is used to show where the base dirt texture is applied. Red is where you want the alternate dirt texture applied. Blue is the grass texture or what the main surrounding texture is, and Green is the Rock or the alternate surrounding texture. In the Twisted D.I.R.T. Reflex Compiler they are mapped as follows:

Custom_Mask.texture.bmp

Black maps to Custom_Base.texture.bmp
Red maps to Custom_Dirt_R.texture.bmp
Green maps to Custom_Dirt_G.texture.bmp
Blue maps to Custom_Dirt_B.texture.bmp

What you see and how you see it appears to be mainly controlled by the Alpha channel of the ChromLum image. It will be key in coming up with a good technique for creating these as it is almost a flat dispmap of your track. Your jumps should be highlighted but they are all on the same level. Flattening the dispmap using Curves or Level output doesn't seem to do a good enough job.

TopdownTexture The Topdown Texture - Describes the Top Down Texture and it's alpha channel
DetailMaskTexture The Detail Mask Texture]] - Describes the Detail Mask it's use of RGB channels and it's alpha channel
LumCrmTexture The LUM CRM Mask - Describes the LUM CRM Image and it's alpha channel
SoftnessTexture The Softness Definition Texture - Describes the Softness Definition Image and it's alpha channel
ShadowMask The Shadow Mask - Describes the Shadow Mask
DirtTextures The Dirt Textures - Describes the Base Dirt Texture, R, G, and B Channel Textures and their alpha channels

Sample Detail Mask image from Lost Meadow:

Sample Detail Mask image from Lost Meadow

Sample ChromLum Alpha layer image from Lost Meadow:

Sample ChromLum Alpha layer image from Lost Meadow
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