Track Editor: atlas

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What is an atlas?[edit | edit source]

An atlas is 1 big grid of images.

"Atlas" is short for "texture atlas". This computer graphics concept is outside the scope of this documentation (see Wikipedia's explanation).

Atlas options[edit | edit source]

atlas > tiles
Lists images/textures used on your track.

Choosing textures is explained later on.

  • Set Entire Atlas: with this toggle ticked, the next left-click on your track will apply the selected texture to the whole track floor or wall.
  • Boost: texture for boost pads
  • Weapon: for weapon pads
  • Repair: for pitlanes
  • Spawn: for spawn pads
  • Wpn Rpl: short for "weapon replacement", this is the texture used for disabled weapon pads (usually disabled by a gamemode).
  • Spn Rpl: short for "spawn replacement".

You can "paint" a texture onto a tile by:

  • Firstly ensuring "Set Entire Atlas" is unchecked
  • Selecting one of these textures, then clicking a tile on your track.
atlas > U V Used to flip track textures.

"UV" is short for "UV mapping".

Unity Track Editor: atlas > textures Used to choose track floor/wall textures.
  • New Texture: Brings up a popup to choose a new texture
  • Diffuse: the texture.
  • Illum: illumination map for this texture. Explanation of illumination maps is outside the scope of this documentation, but leave these blank if you don't know about them yet.

Technical remarks[edit | edit source]

The track atlas is an extension of tiles, each tile contains an atlas index which points to UV's in a generated texture built from many different textures. This allows the track to be dynamically textured.

Special tile types can be tied to a specific tile type so if you paint a speed pad for instance, then the tile you just painted will be automatically updated with the speed pad texture.