(Stadium,Canyon) Visual Texture Guide Mod - modders aid

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HawkGer
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(Stadium,Canyon) Visual Texture Guide Mod - modders aid

Post by HawkGer » 22 Aug 2011, 01:10

Now also available for Stadium!

There are dozens of textures for Canyon. For a modder it is not easy to get started because one first has to figure out which textures belong to which surfaces. And in Canyon there truly are a lot of surfaces.
So I had the idea of creating a mod in which the names of the texture files would be displayed ingame on the textures themselves.

Here a few screens to show what I mean (Canyon):
http://www.vinummusik.de/Trackmania2/Sc ... Guide1.jpg http://www.vinummusik.de/Trackmania2/Sc ... Guide2.jpg http://www.vinummusik.de/Trackmania2/Sc ... Guide3.jpg

(Stadium):
http://www.vinummusik.de/Media/textureguide1.jpg
http://www.vinummusik.de/Media/textureguide2.jpg
http://www.vinummusik.de/Media/textureguide3.jpg


A video occam made showing the mod:
Image

http://www.youtube.com/watch?v=59HBFcG-u5w

ImageImageImage



Download for Canyon available in zip or pack
.Zip: http://www.vinummusik.de/Trackmania2/Mo ... Canyon.zip (39mb)
.Pack:http://www.vinummusik.de/Trackmania2/Mo ... n.Pack.Gbx (39mb)

Download for Stadium available in zip
.Zip: http://www.vinummusik.de/Trackmania2/Mo ... tadium.zip (11mb)


____________________________________________________________________________
_ _ _ _ _ _ _ _Some more infos regarding modding in TM2_ _ _ _ _ _ _ _ _



You can download a template mod with low quality textures here: http://www.vinummusik.de/Trackmania2/Mo ... Canyon.zip (41mb)
If you want to have a mod with a filesize lower than 50mb this is the right mod for you. Read the Instruction.txt inside the mod for further information.

If you want to have higher resolution textures however, you can get them from here: C:\ProgramData\ManiaPlanet\PacksCache\TmCanyon_HD.zip
(Hidden folders need to be made visible to see this folder)

Mod file structure (extract from a post by XBX):
Description of 'Canyon\Mod\' skin:
- UiBgBottom.{image}
- UiBgBottomCenterRace.{image}
- UiBgCard.{image}
- Amb.{sound}
- Moods\*.{image}
- Image\*.{image}
- Icon.{image}
- DecalsImage\*.{image}


Info on file locations: http://tutorials.mania-creative.com/tm2 ... ndex-eng-1

How to : Create a (N) Normal map / Bump map DDS texture in TM2: http://forum.mania-creative.com/thread-2850.html

How to : Create a (S) Specular map DDS texture in TM2: http://forum.mania-creative.com/thread-2859.html

The Nadeo developer Fix has also provided a much more thorough explanation for the Specular maps:
The specular maps work that way :
R : Fresnel intensity (matte reflections of the environment, uses the lightmap and is only visible with high quality shaders)
G : Specular intensity
G : 0
A : Glossiness (you can compare it to 'dry to wet' specularity; black = matte -- white = wet-shiny). also, it modulates fresnel as well.
tunning specular can be quite hard sometimes, good luck

Trick : to simulate really wet areas : darken the Diffuse (very important, as in real life, wet parts of materials (road) are darker), Fresnel at max, Gloss at max and Spec quite low.

An explanation of some textures I wasn't able to properly show in the guide mod:

Located in the Image folder:
LightsI.dds = With this texture you can change the color and partly the shape of the illumination coming from lamps.

In the Moods folder:
CloudsMinColor & CloudsMaxColor = Define the color range of the clouds
FogColor = Change the color of the distance fog
LightAmbient = Affects how all objects are exposed globally, without taking into account the direction of a light source
LightSun = Change the appearance of the directional lighting coming from the sun
SkyClouds = Change the density and shape of the clouds. Has to be saved with DXT5 interpolerated alpha.
SkyColor = Defines the color gradient of the sky
WaterColor = Adjust the opacity and color of the water.
All the Cubic maps = Those define the reflection of the environment on the car. Probably unnecessary for LQ mods.



How to get rid of the dirt on the streets and platforms: Take the DecalsGround_S.dds and DecalsGround_D.dds files from TMCanyon_HD.zip\Canyon\Media\Texture Decal\Image and place it into the "DecalsImage" folder in your mod. Make the RGB and Alpha channel black so that nothing is visible anymore ingame. In the template mod I provided above these modified textures are already included, in case you have difficulties modifying them yourself.
In most cases these decal textures are unwanted and irritating. You can modify the Decal textures of course if you want...but that takes time and the size of your mod will rise steeply.


When you are optimizing for different Moods make sure to always compute shadows after having changed the Mood. This makes a huge difference !

______________________________________________________________________
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Miscalleneous Resources_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _


A video tutorial series I made (for TMU...but still relevant in many aspects): http://www.youtube.com/watch?v=kzHGbjlRU1Q

Making 100's of textures in a minute with PS actions: http://www.youtube.com/watch?v=SPRZM4gO6es

My favorite Photoshop function - match color: http://www.cgtextures.com/content.php?a ... matchcolor

The offset-filter for removing seams: http://www.designbash.com/photoshop/pho ... -textures/

Inspiration for mod ideas: http://www.cgsociety.org/

If you want to learn more about texturing for games in general, I recommend this book, which (when not having the necessary amount of money) I'm sure one can also find for free online ;)
http://www.amazon.com/Game-Textures-Sec ... 014&sr=8-1

Happy modding :)
Last edited by Alinoa on 05 Aug 2014, 09:55, edited 10 times in total.
Reason: fixed link to Stadium zip
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Trackmaniack
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Re: Visual Texture Guide Mod - Resource for modders

Post by Trackmaniack » 22 Aug 2011, 02:50

This is -amazing-. I'm totally going to use this--I might even be able to get into modding now... :D
WIP

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jonthekiller
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Re: Visual Texture Guide Mod - Resource for modders

Post by jonthekiller » 22 Aug 2011, 09:59

Very good job :thumbsup:
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CoastKid
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Re: Visual Texture Guide Mod - Resource for modders

Post by CoastKid » 22 Aug 2011, 14:22

Thank You a Lot HawkGer!
It is a really helpful info! :thumbsup:
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Image

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Balmung
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Re: Visual Texture Guide Mod - Resource for modders

Post by Balmung » 22 Aug 2011, 16:44

Thx, thats usefull. At the Moment i don't know if i create a Mod, first i play a little bit around on it. ^^

The Texture Tutorials are very usefull. :thumbsup:

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Re: Visual Texture Guide Mod - Resource for modders

Post by occam » 23 Aug 2011, 18:24

  
...i used paint.net   X- ) ...which of course is not recommended :- P and might explain some mistakes ^ ^, but probably not all :- )

i had to download ImageConverterPlus just to open the exr-file :- >, which did not prevent me from messing up the color gradient for the SkyColor.exr :- >

what is recommended is the awesome VisualTextureGuideMod, i had a blast playing around with it :- D
even though i used totally inappropriate tools i was hooked for many hours

in other words, Hawk, your TutorialMod comes with guaranteed sleep-deprivation :->>
eight hours of fun, yesterday, fiddling with the VisualTextureGuide :- )


ImageImageImage

TM²: Canyon [Beta], BWO Canyon Mod,1440p

  

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Balmung
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Re: Visual Texture Guide Mod - Resource for modders

Post by Balmung » 23 Aug 2011, 19:21

True, true, i sitting here for hours too and make a mod. ^^
How to : Create a (N) Normal map / Bump map DDS texture in TM2: http://forum.mania-creative.com/thread-2850.html
Have a little problem with this Guide: there stand nothing how i must use the NVidia Plugin, so i don't know what for settings i must use. My results are nothing that looks like a correct normal map.

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HawkGer
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Re: Visual Texture Guide Mod - Resource for modders

Post by HawkGer » 23 Aug 2011, 19:47

Haha Occam, that is so cool! I never imagined you would actually pull through and create a mod yourself. And having fun at it too :shock: Now just play around for a few more hours and after a while maybe you will become the next big mod creator ;) So great to see the positive reactions here and the motivation to create mods.

@Balmung: There is no difference in using the Nvidia Plugin in TM2 compared to TMU. I usually use a sample of 3x3, scale of 5, average RGB, animate light checked and Alpha Field set to 1.0. And sometimes I invert the X and Y axis to change the direction of the bumps.
The important thing is to save the file with these settings: 3Dc XY 8 bpp | Normal Map
After saving with that and reopening the normal map you will see that all the channels are different now and the normal map looks like those seen in the HD texture pack.

I haven't tested it yet but this tutorial for improving normal maps on rough surfaces should also prove useful. Especially for the Cliff textures: http://www.cgtextures.com/content.php?a ... =normalmap
_____________________________
I was thinking about creating a track in which every block of the game is placed and to which I would add a locator to this mod. So people would only have to open this track and have everything at hand instantaneously.

I will also create a low quality texture pack with the most important textures...so that not every person has to resize those HD textures to make their mods small.
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Trackmaniack
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Re: Visual Texture Guide Mod - Resource for modders

Post by Trackmaniack » 23 Aug 2011, 21:35

Mod suggestion (or possibly mod idea if I get around to it--) wooden-themed track. :P
WIP

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Balmung
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Re: Visual Texture Guide Mod - Resource for modders

Post by Balmung » 24 Aug 2011, 01:07

HawkGer wrote:@Balmung: There is no difference in using the Nvidia Plugin in TM2 compared to TMU. I usually use a sample of 3x3, scale of 5, average RGB, animate light checked and Alpha Field set to 1.0. And sometimes I invert the X and Y axis to change the direction of the bumps.
The important thing is to save the file with these settings: 3Dc XY 8 bpp | Normal Map
After saving with that and reopening the normal map you will see that all the channels are different now and the normal map looks like those seen in the HD texture pack.

I haven't tested it yet but this tutorial for improving normal maps on rough surfaces should also prove useful. Especially for the Cliff textures: http://www.cgtextures.com/content.php?a ... =normalmap
Thx, the problem was: i don't need normal maps on TMU because i only made a car skin where i don't need it. ^^

Don't know, that i first must save it and than i can see the true normal map from the created dds.

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