Revision history for Textures
Additions:
[[MakingTextures | Overview of how to create textures]]
[[RenderingTextures | Overview of how to render textures]]
~- [[TopdownTexture | The Topdown Texture]] - Describes the Top Down Texture and it's alpha channel
~- [[MaskMapTexture | The Mask Map Texture]] - Describes the Mask Map and it's use of RGB channels and it's alpha channel
~- [[ChromLumTexture | The ChromLum Mask]] - Describes the Chrome LUM Image and it's alpha channel
~- [[SoftnessMapTexture | Softness Definition Map Texture]] - Describes the Softness Definition Map 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, their alpha channels and matching Bump Textures
~- [[ZoneFiles | The Zone Files]] - Describes the purpose of the 4 zone files (Friction, Particles, etc.).
[[RenderingTextures | Overview of how to render textures]]
~- [[TopdownTexture | The Topdown Texture]] - Describes the Top Down Texture and it's alpha channel
~- [[MaskMapTexture | The Mask Map Texture]] - Describes the Mask Map and it's use of RGB channels and it's alpha channel
~- [[ChromLumTexture | The ChromLum Mask]] - Describes the Chrome LUM Image and it's alpha channel
~- [[SoftnessMapTexture | Softness Definition Map Texture]] - Describes the Softness Definition Map 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, their alpha channels and matching Bump Textures
~- [[ZoneFiles | The Zone Files]] - Describes the purpose of the 4 zone files (Friction, Particles, etc.).
Deletions:
[[RenderingTextures Overview of how to render textures]]
~- [[TopdownTexture The Topdown Texture]] - Describes the Top Down Texture and it's alpha channel
~- [[MaskMapTexture The Mask Map Texture]] - Describes the Mask Map and it's use of RGB channels and it's alpha channel
~- [[ChromLumTexture The ChromLum Mask]] - Describes the Chrome LUM Image and it's alpha channel
~- [[SoftnessMapTexture Softness Definition Map Texture]] - Describes the Softness Definition Map 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, their alpha channels and matching Bump Textures
~- [[ZoneFiles The Zone Files]] - Describes the purpose of the 4 zone files (Friction, Particles, etc.).
Additions:
Spherical light map from compiler 1.09
{{image url="http://www.strawberrysoftware.net/mvafiles/DefaultSLMMap_Compiler1.09.bmp" title="Spherical light map from compiler 1.09" alt="Spherical light map from compiler 1.09"}}
{{image url="http://www.strawberrysoftware.net/mvafiles/DefaultSLMMap_Compiler1.09.bmp" title="Spherical light map from compiler 1.09" alt="Spherical light map from compiler 1.09"}}
Additions:
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.
{{image url="http://www.strawberrysoftware.net/mvafiles/ReflectionMap.bmp" title="Reflection map" alt="Reflection map image"}}
Spherical Light Map - Below is an example of a Spherical light map.
{{image url="http://www.strawberrysoftware.net/mvafiles/HFT_SphericalLightMap.bmp" title="Spherical light map" alt="Spherical light map"}}
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.
{{image url="http://www.strawberrysoftware.net/mvafiles/ReflectionMap.bmp" title="Reflection map" alt="Reflection map image"}}
Spherical Light Map - Below is an example of a Spherical light map.
{{image url="http://www.strawberrysoftware.net/mvafiles/HFT_SphericalLightMap.bmp" title="Spherical light map" alt="Spherical light map"}}
Additions:
~- [[SoftnessMapTexture Softness Definition Map Texture]] - Describes the Softness Definition Map Image and it's alpha channel
Deletions:
Additions:
~- [[MaskMapTexture The Mask Map Texture]] - Describes the Mask Map and it's use of RGB channels and it's alpha channel
Deletions:
Additions:
~- [[DirtTextures The Dirt Textures]] - Describes the Base Dirt Texture, R, G, and B Channel Textures, their alpha channels and matching Bump Textures
Deletions:
~- [[BumpTextures The Bump Map Textures]] - Describes the Base Bump Texture, R, G, and B Channel Bump Textures and their alpha channels
Additions:
~- [[BumpTextures The Bump Map Textures]] - Describes the Base Bump Texture, R, G, and B Channel Bump Textures and their alpha channels
Additions:
~- [[MapMaskTexture The Map Mask Texture]] - Describes the Map Mask and it's use of RGB channels and it's alpha channel
Deletions:
Additions:
~- [[DetailMaskTexture The Map Mask Texture]] - Describes the Map Mask and it's use of RGB channels and it's alpha channel
Deletions:
Additions:
**Working with textures:**
**Where to get textures**
http://www.cgtextures.com/
**Where to get textures**
http://www.cgtextures.com/
Additions:
~- [[ChromLumTexture The ChromLum Mask]] - Describes the Chrome LUM Image and it's alpha channel
~- [[SoftnessMapTextureThe Softness Definition Map Texture]] - Describes the Softness Definition Map Image and it's alpha channel
~- [[SoftnessMapTextureThe Softness Definition Map Texture]] - Describes the Softness Definition Map Image and it's alpha channel
Deletions:
~- [[SoftnessTexture The Softness Definition Texture]] - Describes the Softness Definition Image and it's alpha channel
Additions:
~- [[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
~- [[DirtTextures The Dirt Textures]] - Describes the Base Dirt Texture, R, G, and B Channel Textures and their alpha channels
~- [[ZoneFiles The Zone Files]] - Describes the purpose of the 4 zone files (Friction, Particles, etc.).
~- [[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
~- [[DirtTextures The Dirt Textures]] - Describes the Base Dirt Texture, R, G, and B Channel Textures and their alpha channels
~- [[ZoneFiles The Zone Files]] - Describes the purpose of the 4 zone files (Friction, Particles, etc.).
Deletions:
[[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
[[DirtTextures The Dirt Textures]] - Describes the Base Dirt Texture, R, G, and B Channel Textures and their alpha channels
[[ZoneFiles The Zone Files]] - Describes the purpose of the 4 zone files (Friction, Particles, etc.).
Additions:
[[DetailMaskTexture The Detail Mask Texture]] - Describes the Detail Mask and it's use of RGB channels and it's alpha channel
Track Surface Textures:
Zone Files:
[[ZoneFiles The Zone Files]] - Describes the purpose of the 4 zone files (Friction, Particles, etc.).
Track Surface Textures:
Zone Files:
[[ZoneFiles The Zone Files]] - Describes the purpose of the 4 zone files (Friction, Particles, etc.).
Deletions:
Additions:
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.
Below is a list of the images that make up your textures and other images that control things like sounds, friction, particles, etc.
Deletions:
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.
Sample Detail Mask image from Lost Meadow:
{{image url="/images/reflex/LostMeadow_Mask.png" title="Sample Detail Mask image from Lost Meadow" alt="Sample Detail Mask image from Lost Meadow"}}
Sample ChromLum Alpha layer image from Lost Meadow:
{{image url="/images/reflex/LostMeadow_LUMCRM_Alpha.png" title="Sample ChromLum Alpha layer image from Lost Meadow" alt="Sample ChromLum Alpha layer image from Lost Meadow"}}
Additions:
[[DetailMaskTexture The Detail Mask Texture]] - Describes the Detail Mask it's use of RGB channels and it's alpha channel
Deletions:
Additions:
[[DirtTextures The Dirt Textures]] - Describes the Base Dirt Texture, R, G, and B Channel Textures and their alpha channels
Deletions:
Additions:
[[DirtTextures The Dirt Textures]] - Describes the Base Dirt Texture, R, B, and G Channel Textures and their alpha channels
Deletions:
[[Dirt02Texture The Dirt 02 Texture]] - Describes the Dirt 02 texture and it's alpha channel
[[Grass01Texture The Grass 01 Texture]] - Describes the Grass 01 texture and it's alpha channel
[[Rock01Texture The Rock 01 Texture]] - Describes the Rock 01 texture and it's alpha channel
Additions:
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.
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:
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:
Deletions:
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 textures. Some tracks will reference the channel R, G, B and some will say Dirt01 and Dirt02 etc. The norm appears to be Black is the base dirt texture. Red is the alternate dirt texture. Blue is the grass texture or what the main surround texture is, and Green is the Rock or the alternate surrounding texture. In the Reflex Compiler they are mapped as follows:
Additions:
{{image url="/images/reflex/LostMeadow_Mask.png" title="Sample Detail Mask image from Lost Meadow" alt="Sample Detail Mask image from Lost Meadow"}}
{{image url="/images/reflex/LostMeadow_LUMCRM_Alpha.png" title="Sample ChromLum Alpha layer image from Lost Meadow" alt="Sample ChromLum Alpha layer image from Lost Meadow"}}
{{image url="/images/reflex/LostMeadow_LUMCRM_Alpha.png" title="Sample ChromLum Alpha layer image from Lost Meadow" alt="Sample ChromLum Alpha layer image from Lost Meadow"}}
Deletions:
{{image url="/images/reflex/LoadMeadow_LUMCRM_Alpha.png" title="Sample ChromLum Alpha layer image from Lost Meadow" alt="Sample ChromLum Alpha layer image from Lost Meadow"}}
Additions:
Sample Detail Mask image from Lost Meadow:
{{image url="/images/reflex/LoadMeadow_Mask.png" title="Sample Detail Mask image from Lost Meadow" alt="Sample Detail Mask image from Lost Meadow"}}
Sample ChromLum Alpha layer image from Lost Meadow:
{{image url="/images/reflex/LoadMeadow_LUMCRM_Alpha.png" title="Sample ChromLum Alpha layer image from Lost Meadow" alt="Sample ChromLum Alpha layer image from Lost Meadow"}}
{{image url="/images/reflex/LoadMeadow_Mask.png" title="Sample Detail Mask image from Lost Meadow" alt="Sample Detail Mask image from Lost Meadow"}}
Sample ChromLum Alpha layer image from Lost Meadow:
{{image url="/images/reflex/LoadMeadow_LUMCRM_Alpha.png" title="Sample ChromLum Alpha layer image from Lost Meadow" alt="Sample ChromLum Alpha layer image from Lost Meadow"}}
Additions:
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 textures. Some tracks will reference the channel R, G, B and some will say Dirt01 and Dirt02 etc. The norm appears to be Black is the base dirt texture. Red is the alternate dirt texture. Blue is the grass texture or what the main surround texture is, and Green is the Rock or the alternate surrounding texture. In the 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.
**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.
Additions:
[[SoftnessTexture The Softness Definition Texture]] - Describes the Softness Definition Image and it's alpha channel
Deletions:
Additions:
**Texture Overview**
[[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
[[Dirt01Texture The Dirt 01 Texture]] - Describes the Dirt 01 texture and it's alpha channel
[[Dirt02Texture The Dirt 02 Texture]] - Describes the Dirt 02 texture and it's alpha channel
[[Grass01Texture The Grass 01 Texture]] - Describes the Grass 01 texture and it's alpha channel
[[Rock01Texture The Rock 01 Texture]] - Describes the Rock 01 texture and it's alpha channel
[[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
[[Dirt01Texture The Dirt 01 Texture]] - Describes the Dirt 01 texture and it's alpha channel
[[Dirt02Texture The Dirt 02 Texture]] - Describes the Dirt 02 texture and it's alpha channel
[[Grass01Texture The Grass 01 Texture]] - Describes the Grass 01 texture and it's alpha channel
[[Rock01Texture The Rock 01 Texture]] - Describes the Rock 01 texture and it's alpha channel
Deletions:
[[TopdownTexture The Topdown Texture]]
[[DetailMaskTexture]] The Detail Mask Texture]]
[[LumCrmTexture The LUM CRM Texture]]
[[SoftnessTexture The Softness Definition Texture]]
[[ShadowMask The Shadow Mask]]
[[Dirt01Texture The Dirt 01 Texture]]
[[Dirt02Texture The Dirt 02 Texture]]
[[Grass01Texture The Grass 01 Texture]]
[[Rock01Texture The Rock 01 Texture]]