MXB Track Creations Guide
Jump to navigation
Jump to search
Download the example track
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 = mud.tga (for example, the base terrain texture name) repititions = 50 (texture tiling) } layer1 { map = grass.tga (second texure layer name) repititions = 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) 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) } }
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) 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 } }
Terrain Textures & Shaders
- Textures must be power of 2 (256, 512, 1024, 2048, 4096)
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 should be in alpha channel) repetitions = 46 (must be the same as the value for this texture layer in the .hmf file) } specular { shininess = 12 (sharpness of the specular highlight) }
Exporting
You need to generate a .map (graphics) file and a .trh (collisions) file.
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