I seem to remember that the CMX file specs were publicly displayed int he proggramer info section. I cant seem to find them now there. Was wonderring since for shits and giggles I started writting a C++ 3dsMax plugin/importer where could I find the CMX file structure.
Yeah I seem to remember them beeing somwhere I dont know where.
I remember having a CMX importer for Max2010 but it was written in MaxScript and was painfully slow.
Whas hoping to improove on that and write a propper live for speed plugin for max.
A viewer is now built in to LFS, which works with all default vehicles and mods too.
You can save your skin jpg to data\skins and click the "Viewer" button near bottom left of the garage screen after creating "New colours" with the new skin. In viewer mode you will find features similar to the old CMX viewer, including a reload button.
I've thought before it would be nice to have the website one work for mods and mod skins - from there it could be expanded to give us an image of an uploaded skin on a mod, API-like.
A stream could have an illustration of the car and skin onscreen the instant a car joins, with no prep work at all - just from data in the NPL & and a URL.
Obviously there are higher priorities, but maybe one day
It is not something to halt current development. But for race organizers (and skinners maybe) it would be nice to have some kind of easy generator online/offline whatever...
I have a semi-automatic (quarter-automatic?) solution to this, which I could improve a bit with InSim (for taking screenshots automatically).
The idea is as follows:
Create all "colors" (skins + car colors) you want to generate
Place the camera as needed (R or L in the garage, then V to get into the viewer, or change the camera directly in the viewer)
Take a first screenshot with a black background
Set the background to the lightest gray you can
Take a screenshot for every skin/color you want
Use imagemagick to create a mask and automatically remove the background for every car
I have a small Godot program that automates the imagemagick part, and adds some GUI elements to set car name and number, drivers, team, etc.
It uses a JSON file to set the data for each car, which could also be used by InSim to automate the taking of screenshots after the first one.
This can result in things like this:
But of course, since the background is removed by imagemagick, you can also just drop this into a stream overlay.
It would certainly help if we could get a player's colors via some InSim packet, so we don't have to ask them to send their colors or manually recreate them.
Also, one small caveat: the /colour command does not allow us to select one of the default colors (or at least, I don't know what parameter to pass for default colors), so we have to duplicate those first.