//Texture Notes//-----------------------------------------------------------

Before you get started on repainting this motorcycle to your own liking, it is best to let you know about the source textures seen in the "Source Textures" folder.

1. All textures ending with the suffix *_l.bmp are light maps.

2. All textures ending with the suffix *_t.bmp are the main textures and will use the alpha channels for reflective effects. The only exception is the texture named "Main_06.bmp" as that is the one main texture that doesn't have the suffix. This is intentional as the alpha channel linked to it will be used for the transparent effect on the windscreen.

3. All textures ending with the suffix *_Alpha.bmp are alpha channels and are there for your convenience. Once they are imported onto the main textures using DXTBmp, they don't have to be there anymore.

4. As you turn on the lights in the middle of the night, the windscreen will turn completely opaque with the Ducati logo printed on it. This is because the texture for the windscreen shares the same bmp file as the texture for the digital gauge. This means that the same file has a light map applied to it along with the alpha channel. But don't be alarmed by this as the effect will not be apparent in the day.

5. Some textures, particularly the one for the windscreen frame and the fuel tank area, are wrapped around the object they are applied to. So, simply pasting a simple image on the side might turn out somewhat distorted in the areas closest to the driver's body. Therefore, you might want to adjust parts of your own textures to compensate.

Now that you know what's going on with the textures, you should now know what to do before you get started.