MXB Track Creation Guide

From PiBoSo Documentation
Jump to: navigation, search

Download the example track files

Basic Workflow



Heightmap

Heightmap must be 16bpp 2049x2049 IBM RAW.
1025x1025 & 4097x4097 are also supported.

Track Data files

track.hmf

samples_x = 2049 (RAW image width)
samples_y = 2049 (RAW image height)
data = heightmap.raw (RAW image filename)

size_x = 480 (track size in meters)
size_z = 480 (track size in meters)
scale = 3.2 (total track height in meters)

num_layers = 2 (number of texture layers)

layer0
{
map = track.tga (for example, the base terrain texture name)
repetitions = 1 (texture tiling)
}

layer1
{
map = grass.tga (second texure layer name)
repetitions = 50 (if you are using a shader for this texture, this value should match the one in the .shd file)
mask = grass_mask.tga (the alpha channel will be a mask that shows / hides this layer)
thickness = 0.1 (the layer thickness, in meters)

grass (enables 3d grass for this layer)
 {
 max_density = 8
 height = 0.15
 height_diff = 0.1 (randomise the grass height by this much)
 width = 0.2
 width_diff = 0.1 (randomise the grass width by this much)
 texture = grassfx.tga (this map is split into 4 horizontal sections - so 1024x256 is split into 4 separate 256x256 textures)
 densitymap = mask.tga (alpha channel controls the grass density)
 }
}

scene0 (here you add the scenery model)
{
name = scenery.edf (name of the scenery model file)
pos (use these values to change the position and rotation of the scenery)
	{
	x = 0
	y = 0
	z = 0
	}
rot
	{
	x = 0
	y = 0
	z = 0
	}
}

track.tht

samples_x = 2049 (must be the same as value in .hmf file)
samples_z = 2049 (must be the same as value in .hmf file)

data = heightmap.raw (must be the same as value in .hmf file)

size_x = 480 (must be the same as value in .hmf file)
size_z = 480 (must be the same as value in .hmf file)
scale = 3.2 (must be the same as value in .hmf file)

num_surface_layers = 3 (surface layers define different areas on your track)

surface_layer0
{
	surface = off (This defines the offtrack areas)
	mask = area_off.tga
}

surface_layer1
{
	surface = pit (This defines the pit)
	mask = area_pits.tga
}

surface_layer2
{
	surface = start (This defines the start gate area)
	mask = area_start.tga
}

num_material_layers = 3 (material layers define the track physics surfaces. You can also use masks, like in the hmf file)

material_layer0
{
	material = soft soil
}

material_layer1
{
	material = soil
	thickness = 0.01
}

material_layer2
{
	material = compact soil
	thickness = 0.005
}

scene0 (here you add the scenery model)
{
name = scenery.edf (name of the scenery model file)
pos (use these values to change the position and rotation of the scenery)
	{
	x = 0
	y = 0
	z = 0
	}
rot
	{
	x = 0
	y = 0
	z = 0
	}
}

Material Layers

Due to the dynamic track surface in MXB, bikes will 'dig through' the material layers over time. In the above example, the top layer is a very thin dry, compact dirt. Just underneath is regular loose soil, and then the bottom layer is a softer soil. Each material type has unique grip characteristics, and generates it's own particle effects. You can also have material types sand and gravel.

Terrain Textures & Shaders

Textures must be in TGA or BMP truecolor format. Size must be power of 2 (256, 512, 1024, 2048, 4096). Textures can be rectangle ( for example: 256x512, 1024x64 )

SHD files

These allow you to use specular & normal maps. Must be named the same as the texture it will be applied to (for example, mud.tga & mud.shd)

bump
{
map = mud_n.tga (normal map filename, specular level must be in alpha channel)
repetitions = 46
}

specular
{
shininess = 12 (sharpness of the specular highlight)
}

Masks

If you want to use a tiled ground texture, you can use a mask to specify on which parts of the terrain it should appear.
The mask MUST BE IN THE ALPHA CHANNEL of the dedicated mask tga. All colour channels are ignored.
Then you can assign it to the correct texture layer in the HMF file:

layer1
{
       map = mud.tga
       repetitions = 50
       mask = mud_mask.tga
       thickness = 0.1
}

The base layer (layer0) should not have a mask.

TerrainEd

TerrainEd is a command-line program. It is needed to generate a .map (graphics) file and a .trh (collisions) file. Shadows are generated automatically during the .map export. Arguments:

TerrainEd inputfile outputfile [params]

params.ini

Here you can change light / shadows settings.

[params]
lightdir_x = 2 (position of the sun east)
lightdir_y = 10 (position of the sun up [can be left at 10 usually])
lightdir_z = -7 (position of th sun north)
shadowvolumes_create = 1 (enable shadow volumes generation, turn off for faster exports for testing) 
shadowvolumes_supersampling = 4 (quality of the shadow volumes, can usually be left at 4)
shadowmaps_create = 1 (enable shadows generation, turn off for faster exports for testing) 
shadowmaps_scale = 0.2 (can usually be left at 0.2)
shadowmaps_supersampling = 4 (quality of the shadow volumes, reduce for faster exports)
  • Run map.bat to generate a track.map file
  • Run trh.bat to generate a track.trh file

Rename these files to your chosen track name.

TrackEd

  • Open your .trh file in tracked.
  • You will need to create a centerline, merge it, and then save the trh.
  • You must place the pits, starting gates, finish line, and pitboards.
  • You can also place marshals and replay cameras.
  • For instructions on using TrackEd, go here: TrackEd

Environment Sounds

It is possible to place sounds sources around a track, creating a text file with SSC extension in the track folder.

numsources = 3
source0
{
     data = *crowd.wav
     pos = 0,0,0
     mindistance = 10
}
source1
{
     data = *crowd.wav
     pos = 1,1,1
     mindistance = 10
}
source2
{
     data = test.wav
     pos = 2,2,2
     mindistance = 5
}

mindistance is the distance under which volume is the max.
Samples must be in .wav format and mono channel.
The files must be placed in the track folder. If the filename has a * prefix, then the file must be placed in the effects/sounds/ directory.

Extra Files

  • If desired, you can adjust the sun position & colour, fog amount & colour, ambient light colour, and sky rotation for all conditions. Open the .amb file in notepad, and use Map Viewer to see the changes. Please note that you should use the same settings for the sun direction in the amb file and the params.ini file.
  • You should edit the .ini file to change the track name, author, location etc.
  • Update the track.tga screenshot and the track_map.tga.
  • Use the skies provided, or create new skydomes.

Packing

All final track files should go in a folder of the same name.
For example, mytrack/

You should have the following files in the folder:

mytrack.map (track graphics)
mytrack.trh (track collision)
mytrack.rdf (race data - pits, startgates, finishline etc.)
mytrack.ini (track information)
mytrack.tsc (trackside cameras)
mytrack.amb (lighting and environment settings)
mytrack_map.tga (map of the track for the UI)
mytrack.tga (screenshot of the track for the UI)
clearsky.edf (sunny skydome)
cloudysky.edf (cloudy skydome)
rainysky.edf (rainy skydome)
gate.edf (starting gate model)
marshals.cfg (trackside marshals placement file)
The skies and the gate edf files can be copied from the practice track.
To test your track in MXB, copy this folder to the tracks folder in the MX Bikes installation directory.

Distribution & Registration

For distribution, zip up your track folder and rename the zip file to .pkz. The folder must be zipped, not just the files. Now users only need to drop the single .pkz file into their MX Bikes/tracks folder.

You can register your track for online records here: http://www.piboso.com/trackreg/trackreg.php

Look in code.txt (in the same folder as your trh file) for your unique track code. You only need to enter 'Prev. Track Code' if you are updating a previously registered track. Once successfully registered, do a couple of laps online and your fastest lap should appear in the records: http://stats.mx-bikes.com/records.php