Section 1: Painting your own things
If you feel the need to create your own graphics for your Trackmania Game, you'll need a good graphics program. There is costly software like Adobe Phoshop™ or Corel Photopaint™, but there are some good free alternatives as well....
PaintDotNet (Freeware)
Graphic editing & painting program (includes .dds support).
A great and pretty simple program if you want to get started with creating own graphics.
GIMP (Freeware)
Graphic editing & painting program ( .dds plugin)
GIMP has lots of options and can be extended easily, therefor it's a bit complex to use.
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We've posted links to good tutorial pages in our forum.
In our own tutorials we won't be able to show how to do certain things with every single one of these graphic programs, so we trust in you that, you will find the corresponding options/actions in the program that you use.
For a quick workflow when handling graphics, you can install this program:
XnView (Freeware)
Graphic viewing program, quickly converts between formats (includes good .DDS support) |
Section 2: Format JPEG/JPG
JPG is a lossy picture compression format, which can be read/written by every graphic editing or graphic viewing software.
Within Trackmania, it is solely used for displaying images within Mediatracker content or on advertisement signs. |
In this example you can see "artifacts" in the image where the image has been clumped into bigger blocks thus reducing the number of necessary pieces if information to needed display the image. When viewed at its regular resolution the bigger blocks aren’t visible our eye has been fooled and the compression is successful.
JPEG compression is also scalable. When saving a JPEG file there is usually an opportunity to set the scale of compression. The more the image is compressed the worse it looks. It is a trade off that is up to you. |
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Characteristics:
- Scalable compression, very small file sizes possible.
- High compression will cause "artifacts"/blocks to show
- JPG doesn't contain any transparancy/alpha channel information. |
Section 3: Format TGA
TGA is basically a lossless picture compression format, which can be read/written by every graphic editing or graphic viewing software.
Within Trackmania, it is mostly used for high quality applications like icons and graphics in the user interface, and it's used for a few graphics within environment modifications. |
| This example is a set of buttons used within the Track editor. The grey background represents the transparency around the actual objects. |
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Characteristics:
- Compression influences color implementation, but no pixel compositions.
- Resulting file sizes are a lot larger than for JPG, but higher quality.
- TGA can store transparancy/alpha channel information. |
Section 4: Format DDS
DDS stands for "Direct draw surface", a lossy compression format. Usually, these are texture graphics, applied on the surface of a 3D model in order to give the surface some "material like" quality, but DDS files can also be used to display simple 2D pictures...
In Trackmania, DDS files are layed upon all kind of objects (like cars, track tiles, buildings) but they're also used for displaying simple pictures like avatars, Mediatracker images or advertisement signs. |
This example shows the "StadiumGrassfence.dds" graphic, which determines the structural look of your grass surface. The checkerboard represents the transparancy.
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Characteristics: - X/Y dimensions must each be 2n (2,4,8,16,32,64,128,256,etc..). Examples of valid picture dimensions: 128*128, 512*256, 1024*64 etc...
- DDS can store transparancy/alpha channel information.
UPDATE FOR TRACKMANIA-FOREVER:
In the new version of the game, almost all textures you can use, are compressed with DXT1A compression. See the next section for details... |
Section 5: Format DDS in Details
Depending on what the DDS file is used for, the demands on the stored information are different.
The anatomy a DDS file is as follows. A Red, Blue and Green channel and usually an Alpha channel. Alpha channels were originally designed for transparency/opacity.
These are examples how Trackmania uses DDS texture graphics:
D/N/S Maps
Diffuse Maps (to store simple textures / surface pictures)
Normal maps (to store relief information. Normal maps are special "Bump maps")
Specular maps (to store shininess / matte information) |
For practical examples on how to create every single one of these maps, read here.
Example:
When doing environment modifications, you can change the surface of the road completely. |
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Diffuse Map
The normal "picture" of the road surface.
This is what you see in every case. |
Specular Map
Determines in what color th
e road parts shine.
The alpha channels determines HOW MUCH parts shine
0% transparency=shiny
100% transparent=matte |
Normal Map
The different Cyan/Blue shades represent the "height" of the road parts.
Nadeo special: All red pixel values are put into the Alpha channel... |
| PC0/1 graphic settings |
PC2 graphic settings |
PC3 graphic settings |
MIP Maps
"Mip maps" are progressively smaller and smaller versions of the original image that are tacked on to the original image.
This technique takes work off the GPU when rendering the image at varying distances and yields superior results and better frame rates.
When opening a file to edit however, open it without the mipmaps visible to make things easier on yourself.
And don't be afraid, it's not YOU who will have to paint every single mip map, the DDS plugin/software will automatically create + save these mip maps for you, if you want it.
Trackmania will require mip maps to be added in almost all your textures (although sometimes it doesn't really make sense). So be sure to add them, as soon as you save the file. |
Cube maps
A "Cube map" is a texture, to be layed upon a .. cube object ^^ It will determine the looks of all sides of the cube... Trackmania uses this type of map on exactly 1 occasion, when dealing with environment modification.
Section 6: Software support for DDS
Due to the rather complicated structure of DDS files, you will need some software support to be able to work with them in a proper manner.
Not all graphic editing softwares offer -full- support of DDS (if they do at all), so you're well advised to get these tools for best possible work results...
NVidia Windows Texture Viewer (Freeware)
A tiny but informative program to view DDS texture files. It will tell you the pixel dimensions, the DXT compression and if mipmaps are used.
NVidia Legacy DDS Utilities™ (Freeware) *outdated*
Includes NVDXT.exe, a very powerful and extensive command line tool to create different .dds files. It is replaced by the newer...
NVidia Texture Tools 2™ (Freeware)
Includes NVCOMPRESS.EXE, a new and simple replacement for NVDXT.EXE. It's recommended to use this is you work with the command line interface.
NVidia plugin for Adobe Photoshop™ (Freeware)
This plugin basically represents all functions of the Nvidia texture tools as a plugin for Adobe Photoshop (if you're so lucky to own a copy of that expensive piece of sh*..telephone.
DDS Converter 2.1 (Freeware) Bluehair's superb GUI for Nvidia's nvdxt command line client (included). Offers most important options for everyday .dds compression. |
Reading DDS files
Although many graphic editing programs have plugins (or genuine support) for DDS files, most of them will not show you some important piece of information:
If you intend to replace a default texture with one you made, you should save the new dds file with the same settings as the old one. A good tool to get this important information are either the "NVidia Windows Texture Viewer", or "XnView". Both can show you the properties of the viewed DDS file.
These will show you the x/y dimensions of the texture, the compression format and if mipmaps are used or not...
Saving DDS with NVidia Plugin in Photoshop™
Let’s look at the Nvidia DDS Plugin you installed for Photoshop™. When saving in DDS format you get this dialog box.

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You can see how versatile DDS files are.
For the tutorial I’ll just go into the main options, which are important for Trackmania. Luckily these are only a few...
First choose the type of Texture, either 2D or Cubemap.
As we know, there is only 1 type of Cubemap within Trackmania, so for all other textures, chose 2D. |

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Now choose the compression format:
For most textures, Trackmania uses
DXT1 (with/without alpha/transparency)
DXT3 (with alpha/transparency channel)
DXT5 (with alpha/transparency channel)
Chose the same compression as the original file was compressed with...
(There are very few occasions when you have to use either 8:8:8:8 ARGB for two dimensional textures or DXT5_NM for "normal maps"...) |

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In the main menu, activate the "Generate MIP maps" option....
That's pretty much it, now you can save your .dds texture and test, if Trackmania accepts it and if it looks good. |
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Saving DDS with DDS Converter 2.1
If your graphic program doesn't support saving DDS files with the necessary options, you might want to use the "DDS Converter"..
First of all, in your graphic program, save your picture as TGA or PNG file to your harddisk. Both of these formats use high quality picture quality and can store alpha/transparency information. This will be a good basis for further encoding with the DDS Converter.

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You can browse your harddisk for picture files you want to convert to DDS files.
In the screen you can see the "avatar.tga" file chosen and the DDS Converter shows some data in the upper right corner, such as x/y pixels and if the picture contains an alpha/transparency channel... |

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The important options are in the red circles.
As you can see, this is a very simplified version of the dialogue in Adobe Photoshop (basically this tool uses the same encoding mechanism as the Adobe plugin).
Sidenotes
DXT1C = no alpha channel
DXT1A = alpha channel
NEVER use "Fast compress"=Bad quality |
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All the explanations for the different settings from the Adobe plugin dialogue are valid for this dialogue as well, except that this dialogue actually offers much less options.. but that's ok, it's still enough for 99,9% of all textures you would ever make for Trackmania.
If you changed your settings, press "OK" and then "Convert" in the main menu, that's it... |
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Saving DDS with "NVidia Texture Tools 2" or "NVidia DDS Legacy"
However, as a last resort or for purism, you can still use the command line clients from these 2 packages...
The "old" one, the NVDXT.EXE from the legacy package offers ALL options there are for storing DDS files, providing 100% control over the output. A horribly(!) complicated tool.
The "new" one, the NVCOMPRESS.EXE has much less options and can be well used with applications which support command line client integration (like e.g. Total Commander buttons)... a neat way for batch converting lots of files at a time... |
Needless to say, these methods are powerful and give you more control over the output than the rather simple GUIs, but on the other side it takes lots of time and is actually not required to get good results within Trackmania....
Section 7: Format BIK
Bink is a video file format (extension .bik) developed by RAD Game Tools and used primarily in computer games, over all platforms, from PC to XBOX or PS3... All animations/videos in Trackmania are encoded in this video format, no matter if animated signs, animated avatars or the moving background on the Trackmania main menu...
| Rad Video Tools™
(Freeware)
Creates .BIK animations out of other video/animation formats.
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To convert your video (GIF,QT,AVI whatever) to .BIK you'll need the "Rad Video Tools" package. The file dialogue looks like this...

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As soon as you chose your video file which should be converted, press the "BINK IT!" button... this will take you to the compression menu. |

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The "compression settings" offer you to get near a particular desired filesize. Of course this affects the output quality of the video.
The "scaling compression" can manipulate x/y dimensions on order to manipulate output file size.
If the video file has an alpha/transparency plane (for example a GIF animation with transparency which you want to convert to an avatar), check this "Include input video's alpha plane" option. |
"Compress Audio" is useless, you can deactivate it, because Trackmania won't read any audio data from the .BIK files...
That's it, now you can press the "Bink!" Button to convert your movie to .BIK format. |
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That is about it. If you want a more detailed explanation into certain areas of file formats for Trackmania or have suggestions or corrections let me know and I’ll update this post.