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
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.
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
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.
The diffuse texture of the car [body] component can be swapped by the player against textures placed in <CARNAME>/skins directory.