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A texture is a two-dimensional raster image that can be applied to buildings, vehicles and other elements in SimCity 2013. Applying surface textures and detail to an object, a process called texture mapping[1], gives an object color, specularity, reflection, glow and bump characteristics. Each texture has a specific use and functionality.

Texture Types (Vehicle)Edit

Color MapEdit

The color map is a texture space used for the color. This is the primary texture map, and is what gives a 3D model its distinct characteristics and visual interest. All of the designs, decals, images and color for a vehicle are stored here.

See also: Color Map (Vehicle)


Normal MapEdit

Normal mapping is a technique used for generating fake bumps and dents for use with lighting.[2] It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map.

Buildings and structures in SimCity 2013 utilize a normal map to figure out reflection angles, lighting and depth.[3] The in-game light model gives contribution from the atmospheric light, along with the lights on the building itself.

Vehicles in SimCity 2013 use a grayscale version of a normal map.

See also: Normal Map (Vehicle)

See also: Normal Map Tutorial (Vehicle)


Gloss MapEdit

Info

See also: Gloss Map (Vehicle)


Mask MapEdit

Info

See also: Mask Map (Vehicle)


Color PaletteEdit

A very small bitmap with one single row of pixels that contains one pixel of each color that can be randomly chosen for this vehicle. These colors are visible when the color map has transparency.

See also: Color Palette (Vehicle)


Texture Types (Building)Edit

Mask MapEdit

File FormatsEdit


NotesEdit

  • Some software (3ds Max, Unity) refer to a color map as a diffuse map, however this is incorrect.

ReferencesEdit

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