The online racing simulator
Where to find the CMX file structure
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.
Hey Flame. I dont need SMX now. I already made an implementation for SMX files. I need CMX. Smile
Oh sorry, I misread that. I'm not aware of the CMX spec being public. Frown
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.
Wow Draggo thanks a lot this helps a ton.
Im supprised I couldnt find it.
I don't know if you have this already or if it helps at all but attached is the specification text file for the CMX files, updated in April 2011.

NOTE to anyone reading: CMX files are obsolete and I don't have any exporter or importer for them.
Attached files
CMX.txt - 6.3 KB - 242 views
Hi, I'm keen on making a car skin.
How do I preview it if CMX no more please?
Thx, Andy
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.
Quote from Scawen :A viewer is now built in to LFS, which works with all default vehicles and mods too.

Is there still a possibility for a standalone viewer or specifically a possibility to have a web-based 3d-skin-viewer?
Quote from Nucle@rRacer :Is there still a possibility for a standalone viewer or specifically a possibility to have a web-based 3d-skin-viewer?

It's not super usable for painting but https://www.lfs.net/cars/XRT does show your uploaded paints on the car in browser.
I am wondering if there is a way to use it also for Mod Vehicles?
No, that's why I reproduced most functions of the CMX viewer in the new one that you access from the garage in LFS.

Do you not like the in-game one?
Quote from Scawen :Do you not like the in-game one?

I do!
I just love the web-based solution. I have some ideas for a webpage and would love to have the possibilty to have the same viewer for LFS Mods.
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 Cool
Quote from Scawen :No, that's why I reproduced most functions of the CMX viewer in the new one that...

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...

https://www.lfs.net/forum/thread/101342
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.
Attached images
example1.png
example2.png

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