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There are many ways to paint your car. The primary and most accessible method is via the built in web-based system we have all been using up until now. This web-based system allows users to select from a pre-defined lists of patterns and colors and then apply those selections to their car. With the Season 1, 2010 sim and web update we will be adding an additional way for members to paint their cars, one that offers more flexibility than the web-based system, but will also require the use of third party tools.
The custom paint system is OPTIONAL, you do not need to paint a custom car paint scheme to participate or enjoy iRacing in any way. To create a custom paint scheme you will need an art program that is compatible with Adobe Photoshop layered PSD files.
Attached to this post are the template files needed to create custom car schemes in iRacing.
The way the custom paint system works is that when you run a car in a race or test session, the simulator will create a folder in your documents\folder. The folders will look like this:
Helmets: docs\iRacing\paint\helmets\
Suits: docs\iRacing\paint\suits\
Cars (same structure as car setups):
RT2000: docs\iRacing\paint\cars\rt2000\
Rookie Legends: docs\iRacing\paint\cars\legends ford34c rookie\
The filename for a paintjob is just the customer ID with a .tga extension.
It will also accept it with leading 0’s to form a 6 digits number (which sorts better alphabetically).
So for example, a customer with the id of 6 will name his tga:
“6.tga” or “000006.tga”
You can find your account id by clicking on My account at the top of the members page:
http://members.iracing.com/membersite/account/Home.do
The cars have to be 1024x1024. The suits and helmets 512x512. If they are the wrong size they are ignored.
The final tga should be saved as a 24 bit tga. I would also strongly recommend turning on RLE compression on the TGA to help cut the size of the texture down.
If the sim can't find a custom texture, it will use the defined colors and pattern from the website.
A custom texture will be loaded and used even when loading older replays that were made before the custom texture was added or changed.
Custom textures are not automatically uploaded, downloaded, transferred, mailed, delivered, etc, in any way. iRacing.com isn't responsible for the content of a texture created by our customers.
The only way for other racers to see your custom paint scheme is for them to have your tga in their documents\folder. If other racers don't have your tga, then they will see the car you currently have painted in the websites pattern system. Please make sure to continue to create a paint scheme in the built in pattern system so that people who don't want or desire custom paint schemes won't see white unpainted cars.
Each file has 2 layers dedicated to showing where we stamp car numbers and car sponsors. These blocks are for informational purposes only to give the artist some idea of where those items are placed by our stamping system. Please note that the sponsors included in our sponsor system won't be included on a custom texture. This includes club logos.
The Dallara has several 1 pixel blocks on the upper left of the texture. These blocks are used to determine the color of the mirrors, underside of the wings, etc. These areas are numbered on the template and I have a note embedded into the psd file noting where the colors are assigned on the model.
In the paintable area folder there is sometimes a layer for logos that can have their color changed (manufacturer sponsors, etc.). Any logos not in the "Paintable Area" folder and in the "Turn off before Exporting TGA" can't be changed or removed, they are stamped on by the sim and therefore they should be turned off before saving the final tga to keep from having the items stamped on the texture twice.
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