Difference between revisions of "Tyres"

From PiBoSo Documentation
Jump to navigation Jump to search
Line 62: Line 62:
  frame5
  frame5
  {
  {
  map = tyre1_N_b2.tga
  map = tread_w1_b1_N.tga
  }
  }
  frame6
  frame6
  {
  {
  map = tyre2_N.tga
  map = tread_w2_N.tga
  }
  }
  frame7
  frame7
  {
  {
  map = tyre2_N_b1.tga
  map = tread_w2_b1_N.tga
  }
  }
  frame8
  frame8
  {
  {
  map = tyre2_N_b2.tga
  map = tread_w2_b2_N.tga
  }
  }
  frame9
  frame9
  {
  {
  map = tyre3_N.tga
  map = tread_w3_N.tga
  }
  }
  frame10
  frame10
  {
  {
  map = tyre3_N_b1.tga
  map = tread_w3_b1_N.tga
  }
  }
  frame11
  frame11
  {
  {
  map = tyre3_N_b2.tga
  map = tread_w3_b2_N.tga
  }
  }
  frame12
  frame12
  {
  {
  map = tyre-wet0_N.tga
  map = tread_wet_N.tga
  }
  }
  frame13
  frame13
  {
  {
  map = tyre-wet0_N_b1.tga
  map = tread_wet_b1_N.tga
  }
  }
  frame14
  frame14
  {
  {
  map = tyre-wet0_N_b2.tga
  map = tread_wet_b2_N.tga
  }
  }
  frame15
  frame15
  {
  {
  map = tyre-wet1_N.tga
  map = tread_wet_w1_N.tga
  }
  }
  frame16
  frame16
  {
  {
  map = tyre-wet1_N_b1.tga
  map = tread_wet_w1_b1_N.tga
  }
  }
  frame17
  frame17
  {
  {
  map = tyre-wet1_N_b2.tga
  map = tread_wet_w1_b2_N.tga
  }
  }
  frame18
  frame18
  {
  {
  map = tyre-wet2_N.tga
  map = tread_wet_w2_N.tga
  }
  }
  frame19
  frame19
  {
  {
  map = tyre-wet2_N_b1.tga
  map = tread_wet_w2_b1_N.tga
  }
  }
  frame20
  frame20
  {
  {
  map = tyre-wet2_N_b2.tga
  map = tread_wet_w2_b2_N.tga
  }
  }
  frame21
  frame21
  {
  {
  map = tyre-wet3_N.tga
  map = tread_wet_w3_N.tga
  }
  }
  frame22
  frame22
  {
  {
  map = tyre-wet3_N_b1.tga
  map = tread_wet_w3_b1_N.tga
  }
  }
  frame23
  frame23
  {
  {
  map = tyre-wet3_N_b2.tga
  map = tread_wet_w3_b2_N.tga
  }
  }
  }
  }

Revision as of 17:10, 27 August 2014

Tyres need 2 textures, one for the tread and one for the sidewall.

Tread blur and wear

  • 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 11 textures for all the wear and blur combinations. It is also possible to add "blocks" of 12 textures to change the aspect based on the current tyre selection in the sim. Example with wet ( 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

Shaders

Shaders work as usual, but it is possible to set the normal map for the additional textures. Example:

specular
{
shininess = 5
}
bump
{
map = tread_N.tga
frame1
{
map = tread_b1_N.tga
}
frame2
{
map = tread_b2_N.tga
}
frame3
{
map = tread_w1_b1_N.tga
}
frame4
{
map = tread_w1_b2_N.tga
}
frame5
{
map = tread_w1_b1_N.tga
}
frame6
{
map = tread_w2_N.tga
}
frame7
{
map = tread_w2_b1_N.tga
}
frame8
{
map = tread_w2_b2_N.tga
}
frame9
{
map = tread_w3_N.tga
}
frame10
{
map = tread_w3_b1_N.tga
}
frame11
{
map = tread_w3_b2_N.tga
}
frame12
{
map = tread_wet_N.tga
}
frame13
{
map = tread_wet_b1_N.tga
}
frame14
{
map = tread_wet_b2_N.tga
}
frame15
{
map = tread_wet_w1_N.tga
}
frame16
{
map = tread_wet_w1_b1_N.tga
}
frame17
{
map = tread_wet_w1_b2_N.tga
}	
frame18
{
map = tread_wet_w2_N.tga
}
frame19
{
map = tread_wet_w2_b1_N.tga
}
frame20
{
map = tread_wet_w2_b2_N.tga
}
frame21
{
map = tread_wet_w3_N.tga
}
frame22
{
map = tread_wet_w3_b1_N.tga
}
frame23
{
map = tread_wet_w3_b2_N.tga
}
}

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.

Sidewall Blur

...TODO...

Integration

  • Export the EDF files of the tyres

...TODO...