MAX script Spline Track Maker

Discussion in 'Track Modding' started by Mario Morais, Nov 20, 2012.

  1. Hazi

    Hazi Registered

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    THX again!
     
  2. Mario Morais

    Mario Morais Registered

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    New version 0.9d
    + Track cam
    + Cambers in degrees or percent
    + Linear Interpolation for selected cambers
    + Adjust left/right line from a spline

    many bugs fixes
    download
     
  3. Hazi

    Hazi Registered

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    wish I had the time and abilities to use your great work better... thank you
     
  4. Mario Morais

    Mario Morais Registered

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    I'll make step by step guides and more videos.
     
  5. Mario Morais

    Mario Morais Registered

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    Last tests with new UVW SPline Mapping
    I map all track with two clicks.

    [​IMG]
     
  6. Lynkk

    Lynkk Registered

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    awesome!
     
  7. Hazi

    Hazi Registered

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    Step by step - love you - oops sorry :eek:
     
  8. Mario Morais

    Mario Morais Registered

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    Fix version 0.9e

    + fix Update track from spline
    + Fix Add track Cam from track center
    + no message "flip normals" now is auto check
    + Add Spline UV mapping.


    Copy both files (mcr and mse)
     
  9. Jka

    Jka Member Staff Member

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    Hi Mario,

    Your download link points to the file named "trackmaker_pro_09d(2).zip".

    I think we are talking about revision "e", not "d"..?

    Date stamps and sizes of those files are exactly same as revision "d". Can you point us to the correct download link?

    Cheers!
     
  10. Mario Morais

    Mario Morais Registered

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    link fixed download page


    Mediafire file manager have some bugs when delete files.
     
  11. Mario Morais

    Mario Morais Registered

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  12. Mario Morais

    Mario Morais Registered

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  13. Iker Doral

    Iker Doral Registered

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    Hi everyone!

    First of all, I would like to thank Mario for doing these great scripts. It is the first time I try to mod a game, and whit these tools it is being really easy for me.

    I followed your tutorials and everything goes well (I think)but I don't know how to map the terrain correctly.
    I am using the blended grass infield shader, applying an spline to map it and the texture is very repetitive, or streched; no matter what I do.
    I tried applying a 2nd map channel to the grass mult (like realroad) but cant make it work correctly.
    I found tutorials for nearly everything but didn't find one for my problem.

    Hope someone can help me, thanks!!!
     
  14. A13

    A13 Registered

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    After you did spline maping with UVW, you should apply UVW Xform.. This should hopefully help to map the terrain correctly.
     
  15. Mario Morais

    Mario Morais Registered

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    For terrain can use UVW map
    [​IMG]

    for terrain edges or spline mapping terrain need to do some steps.
    In next version of trackmaker whole process will be automatically created.

    Apply the spline mapping with unWrap UVW . In this case need to scale and move all cross lines.
    [​IMG]

    Add UVW Xform. rotate 90 or -90 degrees, U tile number depends the Spline length. V tile: 0.25 is because the texture have 4 textures. V offset: 0.75 is to select the texture. ( 0.0, 0.25, 0.50, 0.75)
    [​IMG]

    The final step is add another unWrap UVW to fix some areas if needed.
    [​IMG]

    This is for channel 1, for channel 2 and 3(detail) use another uvw map.

    my new Web page www.mj-multimedia.net/soft will have more tutorials and help
     
    Last edited by a moderator: Jul 23, 2013
  16. Iker Doral

    Iker Doral Registered

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    Thx guys!!

    I think I did well the unwraping and I am not able to apply any good xform to not to look repetitive.If I don't apply enough tiling it looks bad.
    I have another problem. Is there any way to blend between trackedge and first multigrass material,and between different grass maps inthe same material?. I read info about vertex color in the track-tech pdf, but I don't really understand it.


    View attachment 8850
     
  17. Mario Morais

    Mario Morais Registered

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    Are use "blended grass infields" shader?? In the image looks a normal t1 shader.
    The "blended grass infields" blend two different textures and reduce the tile effect.

    "blended grass infields" my personal explanation (in google english):
    What is stages and map channels.
    Stages: Stages as like a layer in Photoshop. If you play with blend modes in PSD you can see multiply like in shaders.
    map channels: When do a UVW mapping the coordinates will store in a specific channel number. We can do different uvw mapping for same object. A stage uses a channel but also can use a channel already used by another stage. Some shaders do not allow you to choose other channels.

    [​IMG]

    "blended grass infields" shader:
    Stage nÂș | Description | Map Channel
    1 | Grass Texture T1 | 1
    2 | Grass Texture T2 | 2
    3 | Detail Grass (mult) | 3
    4 | Detail Specular Add | 3
    5 | Normal map bump | 2
    --------------------------------------------------------

    The T1 and T2 are used for coloring the detail grass (stage3). in game you will see a mix ( t1, multi, specular and bump).
    In game when you're near the grass you see a detail grass, when you're away you see the something near the texture of T1 or T2.

    Setup the object:
    The object need 3 uv maps channels.
    Channel 1: Uses a larger scale that of the detail grass. No matter if the texture looks big.
    Channel 2: Same of channel 1 but can rotate or change the scale a bit.
    Channel 3: Use a natural scale to match the real grass size.

    How to Blend two textures:
    To do the blend effect need to use Vertex Alpha.
    Vertex Alpha are values ( 0% to 100%) for each vertex (vertice).
    In editabe Poly look in "vertex properties" when change the value for selected vertex you see it in max a dark zone in vertex.
    To blend textures change vertex alpha to 0.0. In game the vertex with zero will show grass Texture T2 the vertex with 100 will show T1.

    "blended grass infields" shader have another cool effect the alpha mask. Alpha mask is the alpha channel in texture image.
    [​IMG]
    What the mask do?
    The grass detail texture only show in white areas the black will show the T1. The mask can be used in large grass texture do avoid detail grass in dirty areas.
     
    Last edited by a moderator: Jul 23, 2013
  18. Bink

    Bink Registered

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    I think Iker Doral might be asking about vertex alpha... to blend the transition of 2 textures (?)..
     
  19. Iker Doral

    Iker Doral Registered

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    thanks Mario that is very useful to me. I didn't understand how the stages interact
    And Bink you are right,that is something I would like to know how it works
    What is this?
    View attachment 8851
     
  20. Mario Morais

    Mario Morais Registered

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    more.. info..
     

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