Revision [69]

This is an old revision of Textures made by TestUser on 2011-02-12 20:05:45.

 

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

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.

TopdownTexture The Topdown Texture - Describes the Top Down Texture and it's alpha channel
DetailMaskTexture The Detail Mask Texture - Describes the Detail Mask and 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

Track Surface Textures:

DirtTextures The Dirt Textures - Describes the Base Dirt Texture, R, G, and B Channel Textures and their alpha channels

Zone Files:

ZoneFiles The Zone Files - Describes the purpose of the 4 zone files (Friction, Particles, etc.).
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