Cars in VDrift are composed of multiple components. Their graphical representation consists of geometry(mesh), textures and a draw flag which denotes whether the object is to be handled as opaque, transparent or emissive. The setup is done in [car parameters](car_parameters.md) files .car. Geometry(meshes) can share textures. The number of meshes and textures should be kept low for performance reasons. Example of a graphical component setup: [some_car_part] texture = diffuse.png, misc1.png, misc2.png # (required) the first texture(diffuse.png) is required, additional textures(misc1.png, misc2.png)are optional mesh = model.joe # (required) geometry (mesh) position = 0.736, 1.14, -0.47 # (optional) relative mesh position rotation = 0, 0, 30 # (optional) relative mesh orientation scale = -1, 1, 1 # (optional) mesh scale factor color = 0.8, 0.1, 0.1 # (optional) base diffuse color; blended with diffuse texture using alpha channel as mask draw = transparent # (optional) draw flag: opaque, transparent, emissive; opaque is default Geometry -------- Car geometry is stored in VDrift native [JOE format](JOE_format.md). Import/export scripts for [Blender](http://www.blender.org) are available here: #### Shared Geometry When loading a mesh VDrift first checks cars/ directory and then falls back to the carparts (and trackparts) directory. The assets in this directory are shared, can be used by all cars. #### Generated Geometry Car tire geometry \[wheel..tire\] (with id = {fl, fr, rl, rr}) will be auto-generated when no mesh is provided. The dimensions are derived from the provided tire parameters. [wheel.fl.tire] texture = tire.png # (optional) enables auto-generated tire mesh mesh = tire.joe # (optional) overrides auto-generated tire mesh Car brake geometry \[wheel..brake\] will be auto-generated from brake dimensions when no mesh is provided. [wheel.fl.brake] texture = brake_disk.png # (optional) enables auto-generated disk mesh mesh = brake_disk.joe # (optional) overrides auto-generated brake disk mesh Car wheel \[wheel.\] mesh contains only the wheel disc at unit size (0.5 m radius). The rim is auto-generated from tire dimensions. The disk mesh is scaled to fit it. To be able to use a custom wheel mesh (which already has a rim) the property genrim has to be set to false. [wheel.fl] texture = wheel.png # (required) wheel (disk + rim) diffuse texture mesh = wheel.joe # (required) wheel disk mesh; if genrim=false wheel mesh with rim genrim = false # (optional) enable auto-generated wheel rim and scaling; default true Textures -------- VDrift supports multi-texturing for more realistic geometry surface graphics. Texture are RGBA images in PNG format. As of April 2013 DDS(DXT1-3) is also supported. - 1. Texture (required): Diffuse color (diffuse albedo or diffuse reflectance) in the RGB channels and Color Blending mask in the A channel. - 2. Texture (optional): Specular reflection (fresnel reflection coeff at 0 deg) in the RGB channels and Glossiness (surface roughness) in the A channel. - 3. Texture (optional): Normal map (tangent space normals) in the RGB channels. #### Shared Textures When loading a texture VDrift first looks for it in cars/ directory and then falls back to the carparts (and trackparts) directory. #### Car Skins The diffuse texture of the car \[body\] component can be swapped by the player against textures placed in /skins directory.