Preface:

This is basically a one page textbook on MTM texture making, containing most of what I know about making textures for use with MTM and MTM2 (and possibly 4x4evo). It's got a little bit of everything and probably not enough of the basics, so feel free to ask questions about anything and everything related to these subjects. I'm also looking for critical feedback, to make this thing a little more complete and easier to understand. My instructions will focus on methods appropriate for use with Paint Shop Pro and Traxx 1.2 due to the fact that those are what I use and what are freely available, every utility used or referenced in this document is freely available as freeware and shareware.


Quick links:
    - Texture basics
    - MTM2 Overlap
    - Creating single seamless textures
    - Source images
    - Graphics Programs
    - Color depth & resizing
    - Track Palettes
    - Loading Palettes
    - Palettes for Models and MTM1
    - Getting colors right
    - Converting to .RAW and .ACT
    - Palette Conversion
    - Slicing up textures
    - Templates
    - Creating seamless texture groups


The Textures

The Monster Truck Madness and Monster Truck Madness 2 game engines commonly use 64 by 64 pixel "tiles" for terrain texturing. The textures are in the form of 256 color (8 bit) RAW image files accompanied by ACT color palettes that define the colors used in the RAW images. The same type of files are used for model textures as well, in both 64x64 and 256x256 sizes. These images and palettes can be created using a few freely available utilities.

If you've ever seen MTM tracks played in MTM2 you may have noticed visible lines between the textures where they do not line up properly, that is due to their having been made without an "overlap" in mind. The MTM2 game engine uses the terrain textures in a special overlapping manner, which can make the process of creating truly seamless textures for it a bit tricky.

The following information will attempt to demonstrate how to make truly seamless terrain textures for MTM2 as well as provide a lot of other important texture making information for both games. These tutorials will attempt to introduce you to the tools and techniques you can use to make your own custom creations but it is generally assumed that you are already familiar with most aspects of track and model editing.


The MTM2 Overlap

Basic MTM2 terrain textures are 64 by 64 pixels in size but the real core of the texture is only the 60x60 pixel central area, the two pixel border is actually a repeat of the leading edge of the adjacent texture, meant for "overlap" as the terrain is rendered in the game.

In this example the image on the left represents a standard tileable source texture that is 60x60 pixels in size, the black area represents the additional two pixel border that would bring it up to 64x64 but the green 60x60 area is the whole of the original seamless source texture, I'll explain the red lines in a moment. The image on the right represents a 64x64 texture that has been fully converted for use with MTM2, the two pixel border has been filled.

Since this is a single tile that will be laid down next to itself in the game, the border area actually consists of a "repeat" of the two pixel strip from the opposite side of the tile. In essense there is a little bit of "pre-tiling" done to the texture, making one edge of the pattern meet up the other, but only for two pixels in width. In order to accomplish this the top two pixel strip of the original texture was copied to the bottom border area, and the bottom two pixel strip of the original texture was copied to the top border area, the same thing was done to the left and right sides of the texture. I introduced those red lines so your eye could more easily see the repeated areas in the finished texture. This border swapping process gives you a texture with edges that will overlap each other in the game, the edges will overlap but they will merge seamlessly. The reason this overlap was introduced in MTM2 is a technical matter related to graphics hardware but the fact remains that textures must be made this way if they are to be truly seamless in MTM2.

This overlap is the reason why you must create your textures at a size of 60x60 pixels, or groups of textures in a grid divisible by 60, you add the necessary two pixel border to each texture only after your base textures are complete! An explanation of groups of joined textures will come a bit later in this tutorial.

Using another example I will now show you how this single tile conversion was done and hopefully the concept will become clear if it's not already.


Single seamless textures

Start with a seamless tiling image, in this case a GIF as found on the net. First increase it's color depth to 16 million colors (24 bit) and then resize it to 60x60 pixels. Note: See the section about resizing and changing color depth on source images.
Once you have a 60x60 image you will want to add a two pixel border to it, to make it the required 64x64 finished size. This can be easily done with the Paint Shop Pro 5 "add borders" feature, just add a symmetric border of two pixels.
Using a magnified view, select a two pixel strip from the top of the 60x60 area, then copy that selection to the clipboard.
Now paste the selection into the bottom two pixel border area you created. Next select the two pixel strip from the bottom of the original 60x60 area (this step is not shown -- oops, missed a screenshot ;-)
Now paste the two pixel strip, which you had just selected and copied from the bottom of the original image, into the border area on the top of the image.
Now select and copy the two pixel strip from the left side of the image.....
....and paste it into the border area on the right side of the image.
Now select and copy the two pixel strip from the right edge of the original image.....
.....and paste it into the left border area.
That's all there is to making single texture that will tile without showing any visible borders in MTM2. Set the palette, convert it to RAW and ACT and you're ready to go. (Information on doing those things is provided elsewhere in this tutorial.)


Source Images

You may want to make or find some source textures that will "tile" seamlessly. Search the keywords "seamless textures" or "background tiles" in a search engine or try one of these textures sites and the links they contain:

  • Texture Lab
  • Backgrounds and Seamless Textures
  • Absolute Background Textures Archive
  • http://www.graphtallica.com/
  • T e x t u r e s
  • http://www.pixelpoke.com/
  • Texture Universe


    Graphics Programs

    Once you have your textures you can load them up in a graphics editing program for processing and conversion. Try to use a photo-paint program with a good selection of image processing tools, this will allow you to get the best results even when doing simple things, such as changing color depth or resizing images. I recommend Paint Shop Pro 5 or beyond, in fact, PSP is the only graphics editor I'm aware of that can save .RAW files AND is freely available (I understand the Photoshop demo is useless).

    Paint Shop Pro (shareware): You can find any version of PSP you like, on servers all over the world, by doing an FTP search.

  • Go to: FTP Search
  • Put your keyword in the search box.
  • Change the max hits to something like 50.
  • Select the last 'sort by' option (date, host)
  • Press the search button and see what there is to see.

    Keyword suggestions:
      psp501ev.exe
      psp602ev.exe
      psp414.exe
      Or simply: psp4 or psp41 or psp5 or psp50 or psp6, etc.

    Currently versions 3 and 7 are available at the PSP homepage (www.jasc.com) but 3 is quite old and 7 is quite big and bloated (33.5mb download). Frankly, I recommend 5 if you've got limited hard drive space (7mb download) and 6 if ya feel more adventurous (14.5mb download). If you want a solid recommendation, get psp501ev.exe (click here) - it's very good, moderately sized, and it's light years ahead of 4 and not very far behind 6.

    By the way, if you haven't adequately evaluated the program before it's trial time limit is up just set your system clock back temporarily before starting the program, to the date range in which you installed it. Quick Dater or Beyondo simplifies such a task.


    Other utilities:

    To open existing 64x64 and 256x256 RAW files use Guitar Bill's handy dandy TxRAW utilty to import them into your paint program. Get it here: TXRaw.zip at MTMG   Note: If you want true, original colors then don't use Traxx 1.2 to load textures to then 'copy' them to the clipboard, as it will change their pallettes as they pass through, instead use TXraw.

    Also, thanks to "FLYRAWGUI", a handy RAW to BMP conversion utility by Frank Racis, you can use ANY paint program (such as this one) to create your textures in BMP format and convert them to RAW w/ACT. Get "FLYRAWGUI" at Frank's utilities page: HERE

    Another RAW to BMP (and palette) converter can be found in the CPR Toolbox: toolbox.zip - 456k

    The two converters just mentioned are NOT necessary if you have Paint Shop Pro or Photoshop.


    Color depth & resizing

  • Before resizing any image you should increase it's color depth to 16 million colors (24 bit) to prevent or reduce the loss of image quality during resizing. So, if you are starting with a GIF, which is naturally only 256 colors (8 bit), you will want to increase it's color depth before any additional processing is done to it.


  • Resizing to 60x60 (the magic size) can be a bit extreme if your source image is quite large, the loss of quality and the natural seamless tiling ability may be too great. If you don't want to resize too much, and lose texture detail, you can convert those larger seamless textures into multiple "blocks" of textures, such as 2x2 or 3x3 blocks, etc.

  • It is a good idea to test the tiling abilty after resizing your image, especially if the change is significant, this can be done quite easily in PSP with the pattern fill tool.

  • If the source image is not square then you must deselect the option of "maintain aspect ratio" when you resize it to 60x60 (or multiples thereof).

  • If you choose not to use the 'load track palette' option (covered elsewhere in this document) for decreasing your final image's color depth to 256 colors (8 bit) then you should decrease it by choosing a reduction method that provides the best results. In Paint Shop Pro the best results seem to to be achieved with the combined settings of "Optimized Octree" and "Nearest Color".

  • I might add that it's a good idea to always save your work at different steps along the way, especially before reducing colors, as you may want to use your sources again later. Which brings up the point of which formats to save your work in, if you're using Paint Shop Pro then the .PSP format is probably best, in any case you don't want to save in a 'lossy' format like .JPG because image quality is always lost upon saving. BMP is a good storage format.


    Track Palettes

    If you've ever tried to create custom textures and discovered the colors look completely different in the game than they did in your paint program then you've run into the track palette limitation.

    Each MTM2 track has a single 256 color "track palette", this palette is almost always "trackname.act". Ideally speaking, all textures used in a track should be made to match the track palette, if they do not then the colors in the textures will be shifted (during gameplay) to the nearest matching color in the track palette. Sometimes this approximation is not bad, although many delicate shades of a color may all be rendered as a solid patch of a single color. Sometimes the color approximation is far from the intended color value and the effect is seen as many 'wrong' colored pixels in the game.

    If you want your textures to look the same in the game as they do in your paint program then you must apply the track palette to your image before you make it into a RAW texture. You can do this by simply loading the appropriate palette into your image within your paint program.

    If you are using Traxx 1.2 (and who isn't?? ;-)) then you will always be using a version of the "Farmroad" track palette for all tracks you make. This doesn't mean you're stuck with this pallete, you can always make your textures using any pallete you like, then, after writing the POD with Traxx you can extract your POD with WinPOD and replace the track palete with the one you've chosen to use. Instructions for customizing your POD in this way can be found HERE.

    Note: According to the excellent Traxx tutorials at MTMG, the commercial version of Traxx (1.4) allows you to use any track palette and gives you the ability to create custom palettes, to optimize the look of all textures in your track. If you have this custom pallete ability then you shouldn't concern yourself as much with fitting textures to a specific palette.

    Additional notes: If you've ever seen the track loading screen in MTM2 display with very odd colors then you have witnessed a track with a custom color palette, the colors are odd because the track color palette is not compatible with the colors in the loading screen image. Also, if you've ever seen trucks change their color from track to track it is due to their textures not matching the different track palettes.

    I've provided a few of the palettes you may need in a couple different formats here: PALandACT.zip


    Loading Palettes

    Using Paint Shop Pro 5 and later versions you can simply "load palette" into your image, browsing for a palette in the PAL format. This will automatically reduce your image's color depth to 256 colors (8 bit) and will do it's best to match the colors in your image to the colors in the palette. Note: reducing your image's color depth this way will result in a much better color match than if you reduce the image to 8 bit before loading the track palette.

    After loading a track palette, the image you see in your paint program will appear as it will appear in the game, and if there are pixels with colors that are way off target you can use the eyedropper tool to select another color in the current palette and paint over or "replace" the bad pixels.

    This palette loading trick is one of the most powerful tricks I have learned and I think it's a very important one to know about. I wish I had known and USED this trick sooner than I did, it would have saved me from a great lot of frustration at trying to get textures to look right in the game. I was a bit slow to try it but MIYH was the one who introduced the idea to me when he posted HERE. Thanks Man! (IYH).   Phineus has also posted some great info there, so consider it a must read, it will help balance some of the things I've written about.

    You can make your texture with it's own color palette of course, especially if you are making a track with a custom palette to take advantage of it, but when you do make RAW textures with unique palettes you must be aware that those colors will only be approximated in the game when a stock track palette is used.

    Intructions for loading a palette using Photoshop can be found HERE.


    Palettes for Models and MTM1

    As I understand it, the original Monster Truck Madness only uses one track palette for all tracks, covering both models and textures, the "metalcr2.act" palette. Make your MTM textures using this palette and all will be well.

    It seems that MTM textures do not require an accompanying ACT palette since they all use the ever present "metalcr2.act" automatically, indeed, any texture that does not have a color palette file (.act) will automatically use "metalcr2.act" when it's displayed in the game. Thus you do not need to make pallete files for each texture using this palette. Note: Does this mean textures with their own unique palettes will use those palettes? I doubt it, but here's a experiment for you POD hackers out there, as I write this I'm not even sure if it will work: edit a .LVL file and replace the "metalcr2.act" line with another (and include it in the pod), to define a different global palette, one that fits your textures. Will it work? I don't know. Try it and let me know. ;-)

    One thing seems certain, if you make your model textures with "metalcr2.act" you can be sure they'll look good in both MTM1 and MTM2, and you won't have to fuss with palette files. Both games? But what about the track palette limitation?? I dunno, it just seems to work, which may indicate the track palette limitation is not absolute.

    Model texture palettes may be made totally custom of course, but use of "metalcr2" or the "traxx 1.2" palettes may prove the best for re-use in other tracks.

    When Traxx 1.2 loads a terrain texture without a palette it automatically generates one for it when the pod is written to disk, it gives it the "metalcr2.act" as expected, but in the game (MTM2) I notice the terrain texture uses the track palette and not the metalcr2 one. Thus I conclude that ALL terrain textures must use the track palette or they'll be assimilated anyway. ;-) Model textures? That one is still up in the air.


    Getting colors right

    If you are combining two or more different colored source images into a single mixed texture image then you should test their ability to all combine into a 256 color palette while retaining their distinctive look. You can do this by choosing a few textures and putting them together into a single test image in your paint program, then load the track palette to see how much color change the image will undergo (or any other palette if you plan to go the truly custom route). If one texture does not convert well then you can back up and play with it's hue values, put it back in the test image and load the palette again. Using this method you can sometimes get past problem colors that shift far too much in order to match the track palette.

    A good way to change texture colors or make them conform to the track palette is to experiment with the hue, saturation, red/green/blue, brightness/contrast and all the color adjustment options. Try adjusting the hue to make a texture go from one color to another. If your image has too much red then adjust the red channel down a bit, then try the hue again. Saturation, brightness and contrast can do wonders for lightening and darkening a texture. Try adjusting these settings in different combinations, all the while loading the track palette into the image to see what shades are going to work, if it doesn't look good then "undo" and keep trying until you have what you want. Getting several source textures to combine and then fit into a single 256 color palette may be one of the most difficult things you may experience in the realm of texture making.

    It really pays to learn you paint program's abilities and test all of these things before going through the process of preparing overlaps, slicing and converting to RAW.

    If you really want to produce quality textures then you would do well to make sure your work looks good in software rendering too, as it is much less forgiving.


    Convert to .RAW and .ACT

    Once you have created a 256 color image (of any dimensions) in your paint program you are ready to convert it into a usable RAW image file accompanied by an ACT color palette.

    One way is to "copy" and then paste a single 256 color, 64x64 pixel image into the Traxx 1.2 textures box, this will automatically create a RAW file along with it's necessary ACT. Traxx 1.2 is handy for this purpose but it can only handle single 64x64 textures and it will always create them using the "Traxx/Farmroad" palette. You would do well to load the Traxx/Farmroad palette into your image before sending it to Traxx, that way you can repair off color pixels in your paint program before they become a problem.

    Another way is to save the image as a RAW and save the image's color palette directly from your paint program. Photoshop users should be able to save their images and palettes directly to RAW and ACT with ease due to those being native Photoshop formats. Paint Shop Pro users can save their images directly to RAW but the color palette will have to be saved to the PAL format and then converted to ACT (see the next section on palette conversion for instructions and utilities).


    Palette Conversion

    Green Giant's Para palette converter:

    The Para palette converter is the quickest and easiest to use palette converter available, it converts PAL to ACT or ACT to PAL. I do not recommend any other converter.

    Get it at Green Giant's download page: Green Giant's Utilities

    Using PARA:

    If you know how to "associate file types" then all you need to do is associate PAL and ACT to the Para.exe, then, when you double-click on either file type you will be asked if you want to convert it to the other, click yes and you're done. The converted palette will be placed in the same folder your source palette is in.

    Another way to use Para is with the "drag and drop" method. Simply place the para.exe OR a shorcut to it somewhere you can easily access it, then all you have to do is "drag" the the palette file you wish to convert from your file-manager/explorer window and drop it onto the para.exe or the shortcut, when you "drop" the file it will convert it. The converted palette will be placed in the same folder your source palette is in.


    Slicing up textures

    Terrain textures larger than 64x64 pixels will require slicing up before they can be used of course, if you are making groups of aligned textures, like five by five blocks of road curves or any other kind of joined group of textures there is an alternative to cutting up and saving all the images and palettes manually. You can use a great utility called Green Giant's Axe to slice up any large RAW file that is divisible by 64 pixels on any side.

    Instructions for using the Axe are provided below but for now I want to introduce the idea of creating oversized RAW textures for use with the Axe (or the commercial ver$ion of Traxx).

    All you need to do is prepare your multi-texture image in your paint program, arranging all pieces in a grid divisable by 64 pixels on a side. Lets say you had three different five by five (320 by 320 pixel) groupings of textures you wanted to slice up all at one time. The thing to do would be to arrange them on a single image that is 320 pixels wide by 960 pixels in height. You would then save this as a single RAW image and then save the 256 color palette (and convert it to ACT if necessary). The Axe can then take this RAW image along with the single ACT color palette and slice it into consecutively named 64x64 RAW textures accompanied by palettes.

    By stacking the images in the way I just described you will end up with each texture in each grouping containing consecutive numbers in the naming system, due to the way the Axe processes the image fed to it. If you arranged the images on a 960 wide by 320 high image your texturing naming/numbering system would be all confused, mixing up the three groupings of textures. I hope that makes sense.

    Green Giant's Axe

    Green Giant's Axe is a utility designed for automatically slicing a large RAW image into 64x64 pieces for use in Monster Truck Madness (1 and 2) tracks.

    Get it at Green Giant's download page: Green Giant's Utilities

    To use the Axe simply create a large 256 color RAW file that is divisable by 64 pixels on each side, create an ACT palette to accompany your RAW, start the Axe, load your RAW image and tell the Axe it's correct dimensions, then axe it.

    Note: MTM1 textures do not require any special alignment tricks, making it easy to create and then slice up entire blocks of combined textures. MTM2 textures must be pre-processed in a photo-paint program before slicing, to add the two pixel borders necessary for seamless rendering in the game.


    Templates

    You can easily create whole sets of joined textures by using a template, if you want to make one of your own try out this flexible 5x5 concept:

    The example image above depicts a simple template for a two texture transition. Lay out evenly spaced control points on a grid and draw lines connecting the points to create your borders, then fill the outside and inside areas with two different textures. When the tiles are split up and rearranged (without rotation) the precise control points allow the borders to merge perfectly in multiple texture configurations.

    Below is the start of a 5x5 template you can use to create your own borders, use the control points as a guide and draw one pixel lines connecting them, to within a tolerance of one pixel, consistant at every control point. When finished, fill the outside and inside areas with two different solid colors, then save it and use it again and again with different fill textures, using the instructions provided further below.


    Right-click on image and save it.


    Below is a simple template I created and have used many times, it may not look like much but when it's used correctly it produces good looking texture transitions and eye pleasing stretches of repeating textures. You've seen it's product in action if you've seen Fila's tracks Isogiashi Oka and SLO Valley (here or here). The template has hard borders now but they are softened and 'feathered' during the texture filling process, as described further below.


    Right-click on image and save the GIF, be sure
    to increase the color depth before use.

    The basic texture set this template creates consists of a 5x5 group of unique textures that can be laid out to fill any terrain without "mirroring" or "rotating", in fact the one rule you must follow is to NOT rotate or mirror the textures or you'll lose the truly seamless tiling ability.

    There are no pre-defined curves, you simply use the tiles in the way they fit best to handle any curves in the terrain, providing a 'natural' sort of look. Naturally there are some limits to this type of texturing but the overall effect is a good one for most circumstances, seen in the track editor the "curves" may not look very impressive, but in the game they look quite good. The shape of the template really doesn't give much clue as to how the textures are used or how they look in the game. Therefore: download the tracks in which they've been used, and download a set or two I've created and use the included TXP pattern templates in Traxx 1.2 for some layout ideas.

  • October 2nd -- no texture sets available for download yet! I should be able to place them here within a few days. Standby.

    More about my template: Looking at the above image you can see there are two unique diagonal borders for each direction (joined by small linking border) which make for good looking stretches in one direction. There is only one piece for horizontal and vertical borders, which is the weak point of this template, therefore it would pay to make at least one more of each, separately or by stretching the template one more square in each direction, if you were so inclined. My template is nothing special, it's just about getting good stuff with very little effort.

    You may notice the texture set is aligned in rather eccentric manner, the template was designed using an experimental "just off center on the diagonal" system which seems to provide a bit more flexibilty in use. As it turns out (I later discovered), this is the very same concept Burn used for the textures on his very cool track "Burn's Rally" (here), the same textures he provided for download at MTMG's custom texture section (here).


    8x8x60x480<-- The image to the left is the "60 pixel grid" I've used to develop templates, right click on it and save it if you want to try it out. Don't let the apparent size fool you, it's really 480x480 in size. If anyone reading this can develop some interesting new templates and submit them for open use then please do so and post them here! After all, mine has already gotten more than it's fair share of use. Templates or no, just use your imagination and make some interesting and unique texures for yourself or someone else.


    An example of a simpler concept.

    image stolen from MTMG :-D
    Does this give you any ideas??


    Creating seamless texture groups

    What follows are step by step Paint Shop Pro instructions for using my template as it was designed to be used. It is also a demonstration of the general principal involved for adding two pixel borders to connected groups of textures. The steps given may not represent the only way of handling the template, but they work well and quickly. Beware: this section relies on you having a complete understanding of the single seamless texture demonstration provided earlier, please master the single texture concept along with your paint program's abilities before proceeding.


    Select and open two seamless source textures, increase their color depth to 24bit if they're not already, then resize each of them to 60 by 60 pixels.

    Why 60x60? Because of the way Paint Shop Pro uses texture patterns during a "fill" operation. The fill will 'tile' itself evenly through the template, so that every 60x60 grid block will be identical, this is vital for the textures to be able to mix and match and still line up properly when used in a track.

    Load the template in your paint program. Note: If you're using my .GIF template you should increase it's color depth to 24bit (16 million colors) and then save it in a 'lossless' format like .PSP or .BMP. Whenever you want to use the template simply load it in your paint program, "copy" the whole image and then "paste" it twice as a new image, so you have two new identical templates to work with.


    Load at least two textures and two
    templates and you're ready to go.

    Select the "flood fill" tool and change the tool properties to a "pattern style" fill, making sure the "tolerance" is set at zero and the "opacity" at one-hundred. Set the "pattern source" to one of your source textures (the one you wish to be the "outside" texture on the template).

    Flood fill both areas of one of the template images, making a single seamless image out of it.

    Now switch the flood fill tool's "pattern source" to your second source texture.

    Select the "magic wand" tool, making sure the options are set to zero tolerance, zero feather and RGB match mode. Click in the "outside" area of the second template so that the black area is "selected". Now switch to the flood fill tool and fill in the selected area.


    On the right: The 'outer' perimeter has
    just been selected and filled.

    Click "selections" in the menu and "invert" the selection, this will cause the inner area to be selected. Fill the inner area using the flood tool. You should now see a solidly textured image with the shape of the template borders outlined as a selection.

    Click "selections" - "modify" - "feather" from the menu, then set the feather value to three pixels, then click "OK". The selected inner part of the template will now have 'soft' edges.

    Now "copy" the current selection. Switch to the first template image and "paste" the selection as a "new layer". Click "layers" - "merge" - "merge all" to lock the selection down. The pasted selection will be automatically centered on the first template, so be careful not to move it after pasting it in.


    The feathered inner selection has been pasted
    into the first template and locked down.

    This image is basically your finished texture set, minus the necessary two pixel borders for each individual block. Now would be a good time to load the appropriate color palette into the image to reduce it's color depth and set the correct 256 color palette, as described in the palette loading section of this tutorial.


    The image is still only 300 by 300 pixels, a 5 by 5 grid of 60 pixels squares. MTM requires 64 by 64 pixel textures so the necessary pixels must now be added, to bring the overall size up to 320 by 320 and to make the individual tiles truly seamless in MTM2.

    Time required to make a single, two texture, 5x5 set using my template: Three hours choosing just the right textures. 90 seconds finding out the colors won't convert. Another hour fiddling with the texture palettes while getting a headache. ;-) But seriously... Two minutes to open the images, resize them, fill the templates, and load the color palette. Ten minutes to do all the border work (shifting around/copy and paste) in preparation for slicing. Two minutes to save the RAW (and ACT), load it in Axe and slice it up.

    The whole process may be slightly difficult to learn and perform flawlessly but once you learn it you will be able to crank out small textures sets from start to finish in about 20 minutes.

    Now is when the "grid" function and "add borders" function of your paint program will be very useful.

    In the menu, click "file" - "preferences" - "general program preferences" and then the "rulers and units" tab. Set the grid spacing to 15 by 15 pixels (a multiple of which happens to be 60 ;-). This grid size will make it easy to accurately shift your textures around. Click "view" - "grid" in the menu to see the grid overlay on your image.

    Now click "image" - "add borders" and add a symmetric border of 60 pixels. This will give you the perfect amount of room you'll need to shift your textures around. The added border will usually be drawn using the current background color, therefore you may wish to specify a nicely contrasting color before adding the borders.


    The grid has been set to 15x15 pixels and
    a 60 pixel border has been added to the image.

    Make your window as large as you can, then select the magnification tool and increase your image view to something like 3 or 4 to 1 so you can accurately select along the grid lines. Now I mean perfect accuracy, if you are off by one pixel you will ruin your work, therefore high magnification is in order.

    Using the "selection" tool set to "rectangle" (with zero feather and no anti-alias), select the top 60 pixel strip from your image, which on the current grid settings should be four grid blocks high.

    Once selected, move it up exactly two grid squares (30 pixels).


    The first 60 pixel strip has been shifted upward.

    Now select the second 60 pixel strip from your image and move it up one grid square.

    Repeat the above process for the bottom two 60 pixel strips, moving them down instead of up. When complete, the central 60 pixel strip will not have moved and you will be seeing five horizontal rows, evenly spaced one grid square apart.


    Initial dividing is half done.

    Now repeat the dividing process on the other axis. Select the 60 pixel strip down the left side of the whole image and move it two grid squares to the left.

    Select the next 60 pixel strip down the left side of the image and move it over one grid square to the left.

    Repeat the above process for the two 60 pixel strips on the right side of the image. When complete, the central 60 pixel strip will not have moved but you will be seeing five vertical rows, evenly spaced one grid square apart. The whole image should now consist of a grid of twenty-five 60 by 60 squares, each exactly one grid square apart (15 pixels). Use high magnification and make sure you are aligned perfectly with the grid before proceeding.


    Fully divided and ready for edge swap.

    When dealing with multiple textures that must align with each other, such as a five by five curved section of a roadway or the complete set we're dealing with now, the edges that meet each other when they are laid down are the ones that will "swap" borders.


    The color bars depict the horizontal edge pairs to swap.
    The same concept applies to the vertical swap.

    Now is when you swap the two pixel borders among each of the rows of 60 by 60 squares. This process is done exactly as described in the single texture demonstration, only this time you can select whole five-long rows at once, making it easy to swap the whole grid very quickly (please take note of the image directly above). You will be selecting long two pixel strips at this point, so be sure to use sufficient magnification to be perfectly accurate. Paint Shop Pro 5 and beyond is ideal for this due to the fact that the window will automatically scroll as you drag your select tool from one end of the grid of textures to the other.


    The two pixel borders have been swapped
    and added to the original textures.

    Now that the two pixel borders have been swapped you should use a high magnification and make sure you are not off by a single pixel anywhere along the grid, the divided textures should all extend two pixels beyond the grid lines.

    Next use the selection tool to select and then precisely move every section back together, eliminating all gaps between them. Once complete, use the "crop" tool to select and then crop your solid block of textures. If you have made no mistake your image should now be an even 320 by 320 pixels -- a 5 by 5 grid of 64 by 64 pixel squares. You may want to switch your grid settings to 64x64 now and, optionally, put an "X" on the repeated textures for easy elimination later.


    Ready to be RAW and get Axe'd.

    Now save the image and pass it to the Axe using the process described earlier.

    MTM1 textures do not require any special alignment tricks, no two pixel borders are necessary, which makes it easy to create and then slice up entire blocks of combined textures with the Axe. My template can be used for MTM1 textures but you should add a 10 pixel border to the entire image before you start, then you can just select, feather, fill, copy/paste, save and slice. ;-)

    Oh, you can create more than two texture transitions if you like, just use more templates and plan your attack well. Personally, I would not want to manually swap as many texture borders as would be required to create a set that would match the many different curves in a track like Crazy 98, that is why I have created my own simple templates consisting of small blocks of textures that can be suited to any terrain curvature. My own simple system cannot match the beauty or complexity of the textures made by TRI and others, but without the benefit of an automated border swapping and slicing utility I would not even want to try to compete. With luck, TRI will be releasing just such a slicing utility after their new 4x4 Evolution game comes out. Lets hope. Meanwhile you must do it manually or purchase Traxx 1.4 from SoftParts to use it's advanced texture capabilties.

    Plea to programmers: It would sure be nice if someone could create a utilty that would accept 256 color RAW or BMP texures that are divisible by 60 pixels on a side and do all of this border swapping automatically, the process would be as I have illustrated with both single and block textures. The program would essentially be a fancier version of Green Giant's Axe, which accepts any RAW (with ACT) divisible by 64 pixels and slices it, automatically creating individual RAW and ACT files (palette is preserved) with sequential filenames. Any takers? If anyone is interested please speak up here or at least let me know if I can assist> My contact info: Winter 1