Tool documentation

Practical guides for preserved track-making and game-modification tools.

Reflex Surface Creator and Custom Model Library Maker

Status: Documented from forum releases; matching public archives were not found in the scanned download tree.
Game: MX vs ATV Reflex
Purpose: Convert authored meshes and compile them into a library Digital Earthworks can place.

Reconstructed pipeline

  1. Model and UV-map the object in Blender, 3ds Max, or another DCC package.
  2. Apply transforms and verify scale, origin, axis direction, normals, and triangulation.
  3. Export Collada .dae. Collada was preferred over OBJ because it retains more scene/vertex data used by the converter.
  4. Convert the visual mesh with Reflex Surface Creator.
  5. Provide either the visual mesh or a simpler separate collision mesh.
  6. Define the object and its outputs in Reflex Custom Model Library Maker.
  7. Save the inputs in a text .liblist so the library can be reproduced.
  8. Compile the library and load it in Digital Earthworks.
  9. Test scale, orientation, material, alpha, and collision before mass placement.

A bad or missing collision build produces a ride-through object. A visual mesh used as collision can be needlessly expensive; prefer a simpler closed collision form when practical.

Sources