Bullus schreef op woensdag 02 oktober 2013 @ 22:33:
Ok dat is dan duidelijk.
Ik heb al mijn tga's en psd bestanden in de map iracing/paints/cars/soort auto/ opgeslagen. Hier gaat iracing/TP dus ook kijken naar tga etc en dus wordt ie hierdoor wat trager denk ik. Ik zou dus mijn psd/tga beter ergens anders kunnen opslaan. Onder paints bv daar staan nl ook folders met de autos erin.
Er zijn 2 directories voor paints:
1) ....\iRacing\paint\cars\mx5 cup
Dit is de oudste variant en heten files custid.tga. Tevens slaat TradingPaints hier de TGA's op.
Hier de tekst uit de releasenotes van S1-2010 toen dit werd geintroduceerd:
Custom Paint Jobs
- Custom car/helmet/suit paint jobs are now supported.
The filename for a paintjob is just the customer ID with a .tga extension. The sim will also accept it with leading 0?s to form a 6 digits number (which sorts better alphabetically). You can find your customer ID by going to the My Account section of the iRacing website.
For instance, for a driver who has a customer ID of 12345, their custom texture in any of the below directories would be
?12345.tga? or ?012345.tga?
The custom texture files need to be placed into the documents\iRacing folder, like this:
Helmets: docs\iRacing\paint\helmets\
Suits: docs\iRacing\paint\suits\
Cars (using the same structure as car setups):
RT2000: docs\iRacing\paint\cars\rt2000\
Rookie Legends: docs\iRacing\paint\cars\legends ford34c rookie\
The cars have to be 1024x1024 pixels in size. The suits and helmets must be 512x512. If they are the wrong size they are ignored.
If the sim can't find a custom texture, it will use the driver's defined colors and pattern from the website as usual.
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. Customers will have to put them up somewhere themselves, and others will have to download them themselves.
2) ....\iRacing\paint\mx5 cup
Deze directories zijn nieuw sinds S2 2013 hier de quote uit de releasenotes:
Custom Car Painting
- The paint directory was reorganized. Now car textures go into iracing\paint\"car_name"\car_xxx.tga. Helmet and suit textures go into iracing\paint\"car_name"\helmet_xx.tga or suit_xx.tga. If that is not found we fall back to iracing\paint\helmet_xx.tga. The old directories and names still load, if the new files are not found.
- Leading zeros are no longer supported on the textures (in the new directories), so if your member id is 13 you must name the files car_13.tga and not car_000013.tga like you could before.
- The decal layer can now be overridden with a car_decal_xx.tga file (or helmet_decal_xx.tga or suit_decal_tga). This lets you replace the small sponsor decals, and the driver's face among other things. You cannot override certain features such as headlight decals or logos or license stripes.
- There is a new graphics option "Hide car number while testing" that turns off the car numbers, club, sponsors and license stripe in offline testing mode.
- Alpha layers are now supported in the custom paint schemes, so you no longer need to override the entire scheme but can pick and choose the areas you want to paint.
- Larger custom textures can now be loaded (2048x2048, etc) but we do not currently take advantage of the increased resolution. Whatever size texture you provide will be scaled back to 1024x1024 when applied to the car, for now.
Files in deze dir heten dus bv car_custid.tga voor de auto.
Als je een file in het juiste formaat in 'dir 2' zet dan overruled deze de eventuele file in 'dir 1'.
TradingPaints gaat op den duur gebruik maken van de nieuwe structuur.
Ik heb overigens wat geëxperimenteerd met de geclaimde 'doorzichtigheid' dmv alpha channels, maar dat heb ik niet werkend gekregen.