HOW TO USE FRICTION MAPS by RBK|faKtOr |
Here is a quick write up, I'm sure someone else can make it better.
Friction Maps
Friction maps (FM) allow the creator of the track to dictate what kind of traction the player will have in a given area. This is a rough walk through on how to accomplish this.
FMs can be used both indoor and outdoors. They can be fun but they can also make the track feel wrong so it is best to play with all the zones and get a feel for how it affects the vehicles. Also the atv and bike are the most affected. Machines do not currently have as great of an effect.
So on to how to get friction in your track.
1. Create a track in the editor.
2. Open an image editing program to create the FM. (This cannot be created in the editor) You can start with the sampleFM.bmp if you want.
3. Create a new image that is 257x257 and then convert it to palletized (indexed), 8-bit with 16 colors.
a. Note you can make this a larger size initially but it must be resized back to a 257x257. You should be careful though, when downsizing. You want to keep the color seperations exact. There shouldn't be any color gradients between colors.
4. This image represents the tile of your track. Either an Indoor or Outdoor tile.
5. Use the color table below to paint in the friction you want. Initially you should fill in the image with Black as that is the default dirt traction.
(For Exporting Button – If using the “Test Track” button skip to #8)
6. **Important Step** You must save this file the same name as your track and in the same directory that you are exporting to. (NOTE #2: if you track name has spaces in it, use”_” in the FM name. Example: TrackName = Test Track FMName = Test_Track.)
7. Next export your track.
8. If you want to use the “Test” track button in the editor, you must do the following:
a. Take a copy of the FM.bmp you are making and put it in your [%Install Dir]/Data/User Tracks.
b. **Important Step** You must rename the .bmp to “testtrack.bmp”.
c. This only works for the test button. See step #6 for exporting the track.
9. If everything was done correctly you should be able to ride on different friction.
a. The easiest way to test if it is working initially is to throw some pavement or ice in there. They are the most drastic.
Other notes:
- If any errors occur in loading the FM .bmp including format, size, etc you will not receive an error. Upon any errors it aborts and just doesn't add it to the track. The only way to know if it works is to test out the track.
- This is an advanced feature and may not be supported for errors created or un-expected functionality.
TABLE:
Color Values:
1. Black Medium Grip (On-Track) (0, 0, 0)
2. White Max Grip (Pavement) (255, 255, 255)
3. Red Max Drag (Off-Track Sludge) (246, 40, 0)
4. Green Light Slip (Grass) (18, 194, 0)
5. D. Yellow Medium Slip (Flat Track) (238, 213, 0)
6. L. Blue Max Slip (Ice) (127, 237, 239)
7. M. Blue Light Drag (Shallow Water/Light Mud) (3, 145, 218)
8. D. Blue Medium Drag (Deep Water/ Heavy Mud) (0, 51, 155) |
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