1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
Dismiss Notice
Like RaceDepartment on Facebook.

TDF Info

Discussion in 'Bob's Track Builder' started by lordpantsington, Jan 16, 2010.

  1. From http://www.racedepartment.com/bobs-track-builder/29248-sandtraps.html
    Good info there^^^^
    I was just messing around with TDFs and seeing that there isn't a whole lot of info on the TDF file. Sure there are comments in the file but those are hardly comprehensive. I figure we might as well put it all in one place. Here's what I found out:
    ASDEnvelope=(2.0,0.2,3.5) //(Attack,Sustain,Decay)
    I assume the other variables (Scale, Growth) are defined in the same format.
    Does anyone have information on the shader bits in the tdf. I need to get a shiny/reflective skidmarks and groove.
     
  2. Erwin Greven

    Erwin Greven
    Premium Member

    This is a very useful post! Thanks!
     
  3. Yes, It is very useful. Is somebody could explain other .tdf and .gdb too?
     
  4. I'm pretty sure Wet & Dry is a percentage. (Of tire grip?)
    "Max=" has to do with the length an effect is visible, not sure what unit it has.
    Always seems to be of 2^n values. Pixels?
    "Sound=" the name of the wav file in *\rFactor\GameData\Sounds\Default
     
  5. How do I increase or decrease the dust cloud? Mainly want more dust earlier, with less speed, but same overall.
     
  6. I did this to the dust on the gravel in Nikko so when you spin the wheels in the gravel it would create dust.

    I don't claim to know exactly how all this works, I have only found these values from trial and error. It is possible I have not done things 100% correctly so please only take this advice as a suggestion and not a fact.

    Original;
    // Gravel
    [FEEDBACK]
    Dry=0.75 Wet=0.60 Resistance=5000.00 BumpAmp=0.022 BumpWavelen=10.0 Legal=false Spring=0.0 Damper=0.0 CollFrict=0.8 Sparks=0 Scraping=0 Sink=0.017 Sound=gravel
    Reaction=dust Tex=Dustroad.tga Max=128 Scale=(1.0,1.0,1.0) Growth=(4.0,3.0,2.0) ASDEnvelope=(2.0,0.2,3.5) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    //Reaction=dirt Tex=Dustroad.tga Max=128 Scale=(0.5,0.5,0.5) Growth=(0.8,0.8,0.8) ASDEnvelope=(2.0,0.2,3.5) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Reaction=softskid Tex=skidbrown.tga Max=1024 Pixel=NoReduceDetail Particle=Plane+Deformable+SingleSided DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Materials=grvl

    Dusty;
    // Gravel
    [FEEDBACK]
    Dry=0.75 Wet=0.60 Resistance=30000.00 BumpAmp=0.050 BumpWavelen=10.0 Legal=false Spring=0.0 Damper=0.0 CollFrict=1 Sparks=0 Scraping=0 Sink=0.017 Sound=gravel
    Reaction=tiresmoke Tex=DustBrown.tga Max=1024 Scale=(1.0,1.0,1.0) Growth=(4.0,3.0,2.0) ASDEnvelope=(2.0,0.2,3.5) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Reaction=dust Tex=Dustroad.tga Max=1024 Scale=(1.0,1.0,1.0) Growth=(4.0,3.0,2.0) ASDEnvelope=(2.0,0.2,3.5) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    //Reaction=dirt Tex=Dustroad.tga Max=128 Scale=(0.5,0.5,0.5) Growth=(0.8,0.8,0.8) ASDEnvelope=(2.0,0.2,3.5) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Reaction=softskid Tex=skidbrown.tga Max=1024 Pixel=NoReduceDetail Particle=Plane+Deformable+SingleSided DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
    Materials=grvl
     
  7. Good idea about the tire smoke.

    It's funny how one notices something a day or two later when one is no longer trying to work out a problem...
    In ASDEnvelope=(2.0,0.2,3.5), ASD means Attack-Sustain-Decay. So I'd expect the first number will control how much effect is initially thrown up, the second controls how big it gets, and the third is how long it lingers. Will experiment and report back with results...
     
  8. ASDEnvelope Results

    The first number, Attack, does indeed control how much gets thrown into the air, almost like a velocity parameter.
    The second number, Sustain, is how long the effect lingers in the air before the decay is applied, probably in seconds.
    The third number, Decay, is how long before the effect dissipates once the Sustain value is reached, probably in seconds.

    Where I wanted more dust in the air if a car drops a tire off the pavement, I set the ASDEnvelope=(10.0,1.0,10.5) and it seems to do the trick. That plus the tire smoke effect, where I did not change the ASDEnvelope (otherwise you'd just have a really thick dust cloud!).
     
  9. been playing with these same values myself over the past few days. for dust/gravel im runing ADS of 3.0,0.8,8 and seems to work nice for my setup

    i cant seem to get my rumbl strips to tyre smoke much, but that wouldve only been a bonus, my main goal was to get the dust right

    good times

    cheers
    ed
     
  10. I've read that ASD(R) numbers are a measurement of amplitude, NOT time. Still might not be how rFactor handles that, but I don't know why ISI would deviate from the norm.
     
  11. You could very well be correct... without documentation or accurate measurements, it's hard to say.
     
  12. I think this is a very old post, but this might be useful:
    "MAX=" stands for Max number of this texture.
    If you are using 256 or something else which is low, rainspray for example will appear in a normal way, but if you're driving with more than 10 cars for example, the texture appears more than 256 times ant then, it disappears much too early.
    Looks like if the textures are somehow cut off.
    If you're using higher values (i'm using 5000), this doesn't happen and everything is looking smooth and beautiful :wink:
     
  13. For more dust I put TopSpeed=30 after the Max=xxx section. That way dust is created earlier and more realistically.

    EG

    Reaction=dust Tex=Dustroad.tga Max=1024 TopSpeed=30 Scale=(1.0,1.0,1.0) Growth=(4.0,3.0,2.0) ASDEnvelope=(2.0,0.2,3.5) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha