Difference between revisions of "Car graphics"

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(Created page with "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 ...")
 
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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.
 
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==
 
==Geometry==
 
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

Revision as of 03:34, 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

Car geometry is stored in VDrift native JOE format. Import/export scripts for Blender are available here: https://github.com/VDrift/blender-scripts

Shared Geometry

todo

Generated Geometry

todo

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.

Shared Textures

todo

Car Skins

todo