Difference between revisions of "Car graphics"
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Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts | Car geometry is stored in VDrift native [[JOE format]]. Import/export scripts for [http://www.blender.org Blender] are available here: https://github.com/VDrift/blender-scripts | ||
====Shared Geometry==== | ====Shared Geometry==== | ||
− | + | When loading a mesh VDrift first checks cars/<CARNAME> directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. | |
====Generated Geometry==== | ====Generated Geometry==== | ||
− | + | Car [wheel.<id>.brake] and [wheel.<id>.tire] (id = [fl, fr, rl, rr]) components will be auto-generated by the game when no mesh is provided. Their dimensions are derived from the provided brake and tire data. | |
+ | |||
+ | The mesh of the [wheel.<id>] component contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it. | ||
+ | |||
+ | To be able to use a custom wheel mesh (which already has a rim) the wheel component the optional property genrim has to be set to false. | ||
+ | <pre> | ||
+ | [wheel.fl] | ||
+ | texture = my_wheel_texture.png | ||
+ | mesh = my_wheel_with_rim.joe | ||
+ | genrim = false | ||
+ | </pre> | ||
==Textures== | ==Textures== | ||
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* 3. Texture (optional): Normal map (tangent space normals) in the RGB channels. | * 3. Texture (optional): Normal map (tangent space normals) in the RGB channels. | ||
====Shared Textures==== | ====Shared Textures==== | ||
− | + | Analogous to geometry loading, when loading a texture VDrift first checks cars/<CARNAME> directory and then falls back to the carparts (and trackparts) directory. | |
====Car Skins==== | ====Car Skins==== | ||
The diffuse texture of the car [body] component can be swapped by the player against textures placed in <CARNAME>/skins directory. | The diffuse texture of the car [body] component can be swapped by the player against textures placed in <CARNAME>/skins directory. | ||
[[Category:Cars]] | [[Category:Cars]] |
Revision as of 08:20, 5 April 2013
Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in car parameters files <CARNAME>.car.
Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons.
Example of a graphical component setup:
[some_car_part] texture = diffuse.png, misc1.png, misc2.png # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional mesh = model.joe # (required) geometry (mesh) position = 0.736, 1.14, -0.47 # (optional) relative mesh position rotation = 0, 0, 30 # (optional) relative mesh orientation scale = -1, 1, 1 # (optional) mesh scale factor color = 0.8, 0.1, 0.1 # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask draw = transparent # (optional) draw flag: opaque, transparent, emissive; opaque is default
Geometry
Car geometry is stored in VDrift native JOE format. Import/export scripts for Blender are available here: https://github.com/VDrift/blender-scripts
When loading a mesh VDrift first checks cars/<CARNAME> directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars.
Generated Geometry
Car [wheel.<id>.brake] and [wheel.<id>.tire] (id = [fl, fr, rl, rr]) components will be auto-generated by the game when no mesh is provided. Their dimensions are derived from the provided brake and tire data.
The mesh of the [wheel.<id>] component contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated by the game from tire dimensions. The disk mesh is scaled to fit it.
To be able to use a custom wheel mesh (which already has a rim) the wheel component the optional property genrim has to be set to false.
[wheel.fl] texture = my_wheel_texture.png mesh = my_wheel_with_rim.joe genrim = false
Textures
VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported.
- 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel.
- 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel.
- 3. Texture (optional): Normal map (tangent space normals) in the RGB channels.
Analogous to geometry loading, when loading a texture VDrift first checks cars/<CARNAME> directory and then falls back to the carparts (and trackparts) directory.
Car Skins
The diffuse texture of the car [body] component can be swapped by the player against textures placed in <CARNAME>/skins directory.