MXB Track Creations Guide

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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