Skids texturing easly made with GIMP
Skids texturing easly made with GIMP
I just found out (on my own in the case it was allready done) a easy way to make realistic skids dithering.
First of all, open your track Then give it an 90° angle view Then let AI´s make a race on it When the race is finished, make a screenshoot, try to don´t have any cars one the futur dithering. Also save your lmap.bpm file. it will be needed.
First of all, open your track Then give it an 90° angle view Then let AI´s make a race on it When the race is finished, make a screenshoot, try to don´t have any cars one the futur dithering. Also save your lmap.bpm file. it will be needed.
Last edited by Glen on Fri Sep 28, 2012 6:06 am, edited 6 times in total.
Re: Realistic dithering easly made with GIMP
open your screenshoot in Gimp
Select track, go near the borders. And take a look at the selection size. (in my case, 413*413)
Create a new picture with the selection size (for me 413*413)
then past the previous selection
then resize it to 512*512 (to import it in the TE)
Last edited by Glen on Thu Sep 27, 2012 4:03 pm, edited 2 times in total.
Re: Skids dithering easly made with GIMP
open the lmap.bmp file
past the resized screenshoot
create a new layer
once done, select the lmap layer, select the all picture without the road
select yet the screenshoot layer and press delete.
Last edited by Glen on Thu Sep 27, 2012 3:42 pm, edited 1 time in total.
Re: Skids dithering easly made with GIMP
select the all screenshoot layer and subtract the dithering part from the selection, delete
select the rest of the cars and delete them paint the dithering in tarmac1 yet you can´t see the dithering, because the track is in tarmac1 to, select the lmap layer and paint the road in tarmac2 now you can see skids mark premade on the road
you know have the original lmap, covered by a little bit dithering.select the rest of the cars and delete them paint the dithering in tarmac1 yet you can´t see the dithering, because the track is in tarmac1 to, select the lmap layer and paint the road in tarmac2 now you can see skids mark premade on the road
Last edited by Glen on Thu Sep 27, 2012 4:02 pm, edited 1 time in total.
Re: Skids dithering easly made with GIMP
Save the image in .bmp, import it in the TE, reset your view angle, and save the track.
Final Tips :
- For more dithering, put more laps or more AI´s (for more in-game skids) before the screenshoot.
- Flat the track for the screenshoot, delete some objects if they disturb
So, what do you think about it?
test the track in Generally
You now have a dithered track. Congratulation. Cocney will be happy Final Tips :
- For more dithering, put more laps or more AI´s (for more in-game skids) before the screenshoot.
- Flat the track for the screenshoot, delete some objects if they disturb
So, what do you think about it?
- Otto Wilson
- Posts: 627
- Joined: Tue Dec 29, 2009 1:19 am
- Location: Rio de Janeiro - Brazil
Re: Skids dithering easly made with GIMP
Genius! maybe i will try to do this someday, seems very effective, but i rather stay on my paint dithering...
PS: i don't make dithering btw, i prefer to call it texturing
PS: i don't make dithering btw, i prefer to call it texturing
My Tracks and Cars
Lastest Releases: Seabrings (ToM Winner) // Dijon-Prenois 1979 (ToM Winner) // Sospel (ToM Winner)
Lastest Releases: Seabrings (ToM Winner) // Dijon-Prenois 1979 (ToM Winner) // Sospel (ToM Winner)
Re: Skids dithering easly made with GIMP
Thanks, I was waiting for the first impressions,
i call it dithering because people allways asked for it
i call it dithering because people allways asked for it
- Trigger Happy
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- Location: CZE
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Re: Skids dithering easly made with GIMP
Very interesting concept, I'll try it once somewhere.
To add an under-line note about making dithering to be really visually effective - making it only in racing line in curves is usually good only for screenshots and first couple of laps, then it's completely covered by the worn tyre from cars of player and AIs, so the dithering looses big part of its visual effect, the track will look plain again during race.
So when used, this great idea should not be used isolated, but taken as part of wider concept of dithering on straights, on outside of curves etc, there it will stay visible, so the track atmosphere will stay somewhat visually coherent during whole race - player will keep in mind the dithering and somehow will imaginary feel it there during the playing all time no matter that eyes already cannot see it (otherwise it'll increasingly begin to look more and more boring during the race as an already once experienced visual detail is lost suddenly). BTW BBA and Otto are doing this with extraordinary high skill IMHO.
Of course here are various styles of road textures like plain colors and changes of surfaces, but there's valid the same about spreading various borders, concrete/tarmac patches, lines, cracks or dirt - if it'll disappear within few laps under worn tyre, it'll begin look as boring as never done, just observe Pahkasika how well he manages these details on his layouts.
To add an under-line note about making dithering to be really visually effective - making it only in racing line in curves is usually good only for screenshots and first couple of laps, then it's completely covered by the worn tyre from cars of player and AIs, so the dithering looses big part of its visual effect, the track will look plain again during race.
So when used, this great idea should not be used isolated, but taken as part of wider concept of dithering on straights, on outside of curves etc, there it will stay visible, so the track atmosphere will stay somewhat visually coherent during whole race - player will keep in mind the dithering and somehow will imaginary feel it there during the playing all time no matter that eyes already cannot see it (otherwise it'll increasingly begin to look more and more boring during the race as an already once experienced visual detail is lost suddenly). BTW BBA and Otto are doing this with extraordinary high skill IMHO.
Of course here are various styles of road textures like plain colors and changes of surfaces, but there's valid the same about spreading various borders, concrete/tarmac patches, lines, cracks or dirt - if it'll disappear within few laps under worn tyre, it'll begin look as boring as never done, just observe Pahkasika how well he manages these details on his layouts.
My GR Racing Stats; thanks to GWR!
Re: Skids dithering easly made with GIMP
Great tutorial. I've done this once with one of my tracks but that's years and years ago.
Btw, to be precise, dithering means mixing pixels of different colors to make a non-uniform texture, such as adding mud on grass. This is definitely texturing.
Btw, to be precise, dithering means mixing pixels of different colors to make a non-uniform texture, such as adding mud on grass. This is definitely texturing.
Since 2002
My GeneRally 2 profile
GR1 essentials: Track Editor Tutorial / All my tracks / My GR1 site
My GeneRally 2 profile
GR1 essentials: Track Editor Tutorial / All my tracks / My GR1 site
Re: Skids texturing easly made with GIMP
I changed the title