Crashday's textures are usually consisting of two files. The bitmap file (.dds or .tga) and the material shader file (.tex). If no shader file is available, a diffuse non-alpha default material will be used. However, to give any of your textures the right look, make sure you create .tex-files for each new texture. Textures and their related .tex-files have to have the same filename and must exist in the same directory.

Except for cars, all Crashday textures are and should be located in [crashday]\textures.


Due to graphics card limitations, Crashday (like any other realtime application) only supports dimensions of 16x16, 32x128, 1024x1024, etc. (potence with basis 2)

The maximum valid texture resolution is 2048x2048. Beware that not all graphics cards might support these high resolutions. Moreover this high resolution occupies 16MB of memory in the uncompressed version


.tga textures in Crashday

Crashday primarily uses the .tga-format for car textures. However, you can of course use it for any other purpose, too. As it is a non-compressed format, it uses a lot of video video memory. If possible, always use compressed .dds textures instead (see below).

Find some .tga particularities here:


.dds textures in Crashday

In Crashday the .dds format is usually used for texturing objects like track pieces. As .dds is a compressed texture format, it offers a very small file size but has some limitations:


Original “floor1” texture and desaturated version


Explanation of Crashday's .tex-shading files

A texture shader info file defines the way how a certain texture is being shaded in Crashday (i.e. lighting and rendering). Also it defines the physical material a texture is of. The file is an ASCII .tex-file associated to a texture with the same name and the extension .dds/.tga in one of the texture folders.

The following list explains the shading file in detail:

Example file: test.tex

Explanation

has_alpha

has_alpha” if you want to render a texture with transparency, otherwise leave line blank

disable_mipmapping

disable_mipmapping” if game should not use mipmapping for this texture (especially for cars), otherwise leave line blank. If you provide a .dds file, make you you didn't create it with mipmaps if you use this parameter

default # ingame material type

material type defines the physical material a texture is of, either “default” (asphalt, concrete) or “grass” (loose floor, dirt roads)

[shader type]

type of shader used, see below for list of existing shaders

variable-length list of shader parameters, depending on shader type


Crashday only works with a set of predefined shaders, which can partly be modified by the values below the shader type in the shader file.

The supported types with their parameters are:

default

simple diffuse lighting (default shading type)

default # shader type

just that line, no additional parameters

specularvertex

diffuse lighting with specular reflection map

specularvertex # shader type

specular identifier

ultra # minimum quality to activate shader

if in-game specified “Surface Reflection Quality” is less than the minimum level specified here, the texture is rendered diffuse, not specular. Valid settings are "ultra", "high", "medium" or "low"

_self_ # specular map

either “_self_” to use own alpha channel as specular map or specify a different file to use its alpha channel

0.7 # overall strength

specular overall strength

2 # power exponent

specular power exponent

1 # remaining diffuse sun light

if you have bright light spots from the specular reflection you might not want to have any more sunlight spots on the diffuse coat. Use this parameter from 0-1 to adjust the remaining "diffuse brightness" if specular spot is bright (i.e. for metal)

diffuseenvmap

diffuse lighting with environment mapping

diffuseenvmap # shader type

specular identifier

0.3 # minimum reflection

minimum reflection strength

0.7 # maximum reflection

maximum reflection strength

3 # fresnel exponent

fresnel exponent

chrome

chrome shader

chrome # shader type

specular identifier

1 # amount of chrome

amount of chrome blended against diffuse

additiveblend

additively blended textures

additiveblend # shader type

just that line, no additional parameters

use_shaderparams_from

reference to other .tex file to pick shader specified there

use_shaderparams_from # shader type

this line identifies the use of a reference

[filename].tex

tex file we copy the shader settings from