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Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@ taxonomy:
category:
- docs
---
Edited and fixed by BestNoob
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@codecat codecat Nov 9, 2019

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Not really necessary. The credit is already there in the git log if anyone is interested in who wrote the page.

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@BestNoob BestNoob Nov 9, 2019

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didnt know ^^ just want to see my name there, a piece of fame, a piece of yes, thank you BestNoob you did good changes to this, just because of your infos i can create my mod xD


!!! Tutorial from ***xrayjay*** from this address: [http://www.maniapark.com/forum/viewtopic.php?f=85&t=22289](http://www.maniapark.com/forum/viewtopic.php?f=85&t=22289)

Expand All @@ -15,8 +16,27 @@ I will explain very quickly what are the specifications and how to save them in

## What you need

* a graphic manipulation software (ps, gimp etc.)
* a graphic manipulation software (Adobe Photoshop (PS), Gimp etc.)
Free & Open Source: https://www.gimp.org/
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You completely break the bulleted list formatting here - if you want to add information to the same list item, check the syntax for it here.

Free Trial: https://www.adobe.com/products/photoshop.html

* a dds converter which allows you to set the specific output format (like the nvidia dds tools)
For the Gimp .dds plugin search google.
PS Plugin: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop


## Compare files with originals

Sometimes it is useful to see what nadeo used, so you need the original files.
They are stored as .zip file in C:\ProgramData\ManiaPlanet\PacksCache
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It's better to put this in backticks, like this:

`C:\ProgramData\ManiaPlanet\PacksCache`

This would look like this: C:\ProgramData\ManiaPlanet\PacksCache

You need TMValley_HD.zip or TMValley.zip and the Updated files e.g. for Valley,Stadium,Canyon...
Unzip them at the destination of your choice.

!Info! You have to download the Title in TM before the files are stored there.
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Strange !Info! block that doesn't really mean anything in formatting. You might wanna replace it with something more formatted, like this: (I also slightly rewrote the line itself)

**Info:** You have to download the titlepack in ManiaPlanet before the files are stored there.

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I dont like wikipedia, github etc. i think this does everything more complicated than needed.
There is no user friendly formatting, handling etc. i really did my best and used the formatting the guy created the page used before. Thank you for editing it.

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If you need to learn Markdown, this website is a great place to start.


I recommend MediaInfo Lite to view Data informations. This tool support a lot file formats.
http://codecguide.com/download_other.htm
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More of a nitpick, but I would replace this with something like XnView or Irfanview, since it's more widely known.

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@BestNoob BestNoob Nov 9, 2019

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Nope MediaInfo shows easily and clearly the needed informations, the other tools doesnt.



## File specifications
For selfmade textures on objects we need _TDNS_ textures:
Expand All @@ -29,11 +49,13 @@ For selfmade textures on objects we need _TDNS_ textures:

![](http://trackmania-carpark.com/imagespark/up4/52cea5bd6a098.jpg)

* DXT1 RGB 4bpp no alpha
* DXT1 RGB 4bpp no alpha (care exceptions)
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"Care exceptions"? What does that mean?

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@BestNoob BestNoob Nov 9, 2019

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Some special files have different settings, there for i wrote the info (care exceptions) this settings doesnt work for those, you should always compare/take a look onto original files format.

All that is the reason im upset about nadeo/ubisoft missing informations everywhere, make it hard for modders to mod smth. without knowledge or a lot of time to search for needed infos. Thats in my opinion also one of the reasons TM died slowly/the player base is getting smaller.

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Okay, well either way take a look at my other comment below. You can make this "care exceptions" text a lot more concise.

* 2D texture
* Generate MIP maps

This is the base texture which is visible, no alpha channel here! Save as `filename_D`.
This is the base texture which is visible, normally there is no alpha channel. Save as `filename_D`.
To check the exceptions open the original file in Photoshop or Gimp and check for alpha channel.
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I see you probably meant this with the "care exceptions" above, but you might be able to write it in a different, more concise way. I'd rewrite it a bit, but I don't really understand what you mean with "you need it also for your modified/created file".

If there is a alpha channel you need it also for your modified/created file !

## The NormalMap - filename_N
See this tutorial how to do this on this **[page](../how-to-make-a-normalmap)**.
Expand All @@ -59,4 +81,4 @@ For glass objects the DiffuseMap is used a little different, tut will come later
An alternative way to do these textures is to save all of them as 24bit tga files and import this tga files with the importer (instead of the dds ones), the nadeo importer will convert em into the right dds format. For files with alpha channel: They need to be 32bit tga with alpha saved!
I recommend to do the dds files by your own

>>>>> You can work in tga and use the importer to create the dds (see first post). You won't destroy your source with dds compression, and saves will be faster.
>>>>> You can work in tga and use the importer to create the dds (see first post). You won't destroy your source with dds compression, and saves will be faster.