Tyres
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Tyres need 2 textures, one for the tread and one for the sidewall.
Blur and wear and wet version of the tread
- Create a text file with the same name of the tread texture and extension TXT, in the folder where the tread texture is located
- Fill it with the filenames of the 23 additional textures for all the wet, wear and blur combinations. Example ( but filenames can change ):
tread_b1.tga tread_b2.tga tread_w1.tga tread_w1_b1.tga tread_w1_b2.tga tread_w2.tga tread_w2_b1.tga tread_w2_b2.tga tread_w3.tga tread_w3_b1.tga tread_w3_b2.tga tread_wet.tga tread_wet_b1.tga tread_wet_b2.tga tread_wet_w1.tga tread_wet_w1_b1.tga tread_wet_w1_b2.tga tread_wet_w2.tga tread_wet_w2_b1.tga tread_wet_w2_b2.tga tread_wet_w3.tga tread_wet_w3_b1.tga tread_wet_w3_b2.tga
- Supported formats are TGA and BMP
- Make sure that all textures exist in the same folder of the base texture, and that they have the same size
Dirt Layers
- Create a text file named tread.lyr in the folder where the tread texture is located
- Fill it with the filenames of the textures for all the marbles, grass and sand dirt and blur combinations:
numlayers=3 layer1 { numframes = 6 map=nobase_marbles.tga frame0=marbles1.tga frame1=marbles1_b1.tga frame2=marbles1_b2.tga frame3=marbles2.tga frame4=marbles2_b1.tga frame5=marbles2_b2.tga } layer2 { numframes = 6 frame0=grass1.tga frame1=grass1_b1.tga frame2=grass1_b2.tga frame3=grass2.tga frame4=grass2_b1.tga frame5=grass2_b2.tga } layer3 { numframes = 6 frame0=sand1.tga frame1=sand1_b1.tga frame2=sand1_b2.tga frame3=sand2.tga frame4=sand2_b1.tga frame5=sand2_b2.tga }
- Please note that "nobase_marbles.tga" is just a workaround to be able to load the shader file nobase_marbles.shd; the "nobase_" prefix is used to skip the texture. If not skipped, the map will always be drawn on the tread.
Integration
- Export the EDF files of the tyres
TO BE CONTINUED...