Reflex Track Compiler
Preserved builds: ReflexCompiler.zip, ReflexCompiler_101.zip, ReflexCompiler_103.zip
Game: MX vs ATV Reflex
Purpose: Compile a text .track definition and referenced assets into a beta-slot track.
This is a compiler, not a visual terrain editor. Digital Earthworks later supplied visual placement and editing.
First test
- Install the required period DirectX/PhysX components and Reflex beta-slot files.
- Open the default
.trackdefinition. - Save it before compiling—the compiler reads the saved file, not unsaved text in its editor pane.
- Compile the unchanged flat example into an installed beta slot.
- Verify Reflex loads that slot before adding custom maps.
Principal inputs
- 1024×1024 terrain/maps for Supercross or 2048×2048 for National, except zone maps, which are half those dimensions.
- High-precision RGB displacement BMP.
- Top-down texture.
- Base, R, G, and B surface overlays plus matching bump maps.
- RGBA mask map, ChromLum, softness/deformation, and shadow maps.
- Four indexed zone maps for reset/slip, drag, particles, and sounds.
- Activity/spline and object/environment definitions as required by the compiler version.
Several maps need extended BMP alpha. Saving them from a program that discards BMP alpha can yield a file that looks correct but compiles incorrectly. DXTBmp was the period bridge for exporting/importing alpha.
Output and sharing
A Free Ride beta consists of four matching files:
Beta_Track_Slot_X.dx9.level
Beta_Track_Slot_X.dx9.scene
Beta_Track_Slot_X.dx9.database
Beta_Track_Slot_X.dx9.package
Copy all four to Reflex's Database folder. The receiver must have the definitions for that slot. Compiling into an uninstalled/empty beta slot can crash Reflex.
Sources
- Compiler version 1 and sharing.
- Preserved Reflex wiki content and compiler archives.
- Detailed maps:
TRACK_MAKING_KNOWLEDGE_EXPANDED.md.
