Revision history for DirtTextures


Revision [210]

Last edited on 2011-06-03 15:25:01 by DirtTwister
Additions:
{{image url="http://dirttwister.com/images/reflex/wiki/LostMeadow_dirt.jpg" title="Lost Meadow dirt" alt="Lost Meadow dirt"}} {{image url="http://dirttwister.com/images/reflex/wiki/Kingston_rnd1_dirt.jpg" title="Kingston Round 1 dirt" alt="Kingston Round 1 dirt"}}
{{image url="http://dirttwister.com/images/reflex/wiki/LostMeadow_dirt_bump.jpg" title="Lost Meadow dirt bump" alt="Lost Meadow dirt bump"}} {{image url="http://dirttwister.com/images/reflex/wiki/Kingston_rnd1_dirt_bump.jpg" title="Kingston Round 1 dirt bump" alt="Kingston Round 1 dirt bump"}}


Revision [209]

Edited on 2011-06-03 15:16:36 by DirtTwister
Additions:
||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/Grassland_Dirt.zip Grassland]]||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/Kingston_rnd1_Dirt.zip Kingston Round 1]]||
Deletions:
||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/GrassLand_Dirt.zip Grassland]]||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/Kingston_rnd1_Dirt.zip Kingston Round 1]]||


Revision [208]

Edited on 2011-06-03 15:13:55 by DirtTwister
Additions:
====Dirt and Bump Textures====
** Sample Dirt/Bump Map images from selected tracks: **
||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/GrassLand_Dirt.zip Grassland]]||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/Kingston_rnd1_Dirt.zip Kingston Round 1]]||
||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/LostMeadow_Dirt.zip Lost Meadow]]||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/Manchester_rnd2_Dirt.zip Manchester Round 2]]||
||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/Moto448_Dirt.zip Moto 448]]||||
||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/SugarRidge_Dirt.zip Sugar Ridge MX]]||[[http://dirttwister.com/images/reflex/wiki/Dirt_bump_map/Halifax_Dirt.zip Lago Dell Orlo (Truck map with snow)]]||


Revision [182]

Edited on 2011-05-16 22:56:10 by DirtTwister
Additions:
You need to start with your [[MaskMapTexture Mask Map]] and paint that to pinpoint where you want your textures to go. Your base texture will be used where ever you paint black. The Channels R, G, and B are then used to tell when to use the other textures. A typical scenario might be that you have your base dirt, and then use a secondary dirt for your R channel. This can be mixed and blended with the base dirt, possibly to highlight areas or to better define the edges of the track. You can use your B or G channel for the grass area and then use a secondary off track texture to show different grass, dirt, or rocks. For best results you are better of blending these in different ways.
Deletions:
You need to start with your Mask Map and paint that to pinpoint where you want your textures to go. Your base texture will be used where ever you paint black. The Channels R, G, and B are then used to tell when to use the other textures. A typical scenario might be that you have your base dirt, and then use a secondary dirt for your R channel. This can be mixed and blended with the base dirt, possibly to highlight areas or to better define the edges of the track. You can use your B or G channel for the grass area and then use a secondary off track texture to show different grass, dirt, or rocks. For best results you are better of blending these in different ways.


Revision [178]

Edited on 2011-05-16 22:50:10 by DirtTwister
Additions:
The dirt textures are key to how your track looks. When you are on your bike in Reflex you are looking at a giant circle surrounding you that is made up of textures layered together based on your [[MaskMapTexture Mask Map]], base texture, and R/G/B channel textures. In addition there are several bump mapping layers which we currently are not using. In Reflex the ruts/dozer tracks that you see at the start of a race are applied using a loft (a model and a bump map of the ruts/dozer tracks that follows a path) which mimics the spline path.
Deletions:
The dirt textures are key to how your track looks. When you are on your bike in Reflex you are looking at a giant circle surrounding you that is made up of textures layered together based on your Mask Map, base texture, and R/G/B channel textures. In addition there are several bump mapping layers which we currently are not using. In Reflex the ruts/dozer tracks that you see at the start of a race are applied using a loft (a model and a bump map of the ruts/dozer tracks that follows a path) which mimics the spline path.


Revision [177]

Edited on 2011-05-16 22:49:06 by DirtTwister
Additions:
Each channel has a corresponding Bump Map Texture. This texture is used to give your dirt texture depth (ie bumps). You can read more about bump mapping [[http://en.wikipedia.org/wiki/Bump_mapping here]]. These textures like the dirt texture can be different sizes. The normal size for Reflex is 1024x1024 or 512x512.
Deletions:
Each channel has a corresponding Bump Map Texture. This texture is used to give your dirt texture depth (ie bumps). You can read more about bump mapping [[http://en.wikipedia.org/wiki/Bump_mapping here]].


Revision [176]

Edited on 2011-05-16 22:48:08 by DirtTwister
Additions:
====Dirt Textures====
There are 4 Dirt Textures. They can be used for Dirt, Grass, Rocks, etc. The normal size is either 1024x1024 or 512x512, but probably any power of 2 size is ok.
====Bump Map Textures====
Each channel has a corresponding Bump Map Texture. This texture is used to give your dirt texture depth (ie bumps). You can read more about bump mapping [[http://en.wikipedia.org/wiki/Bump_mapping here]].
Deletions:
Each channel has a corresponding Bump Texture.


Revision [174]

The oldest known version of this page was created on 2011-05-16 22:42:08 by DirtTwister
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