Automates the process of generating skin files by calling the Nadeo Importer by itself, calling skinfix.exe by itself, ZIP the generated files and move the ZIP file into the CarSport folder. Automatically.
First, modify the SkinMaker.dll.config
and specify where your Trackmania installation folder is.
To know that, you can open Trackmania, then press CTRL+SHIFT+ESC
, under the "Processes" tab, right click on Trackmania and select "Open file location" (something along those lines, my Windows is in French). That's your TM installation folder.
Copy it and paste it in the TM_Install_Path
key, like so:
<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<appSettings>
<add key="TM_Install_Path" value="D:\Games\Epic Games\TrackmaniaNext" />
<add key="LastExeModifiedDate" value="" />
<add key="AutoCloseOnFinish" value="false" />
</appSettings>
</configuration>
Leave the LastExeModifiedDate
empty.
Prepare your .fbx within the Documents/Trackmania/Work/
folder. Place your textures alongside it.
The FBX file can be wherever your want, as long as it's inside the Work
folder.
Then drag and drop your .fbx file onto the SkinMaker.exe and follow the instructions.
Showcase video:
2024-06-23.02-08-06.mp4
In order:
- Checks if
skinfix.exe
is downloaded- If yes, check if it's up to date. If it's not, it'll download the latest version
- If no, it'll download the latest version
- Opens the fbx file you passed
- Generates the .MeshParams.xml dynamically based on the materials inside your fbx
- Call NadeoImporter to generate the first part of the skin
- Call
skinfix.exe
to convert the file to TM2020 skin - ZIP all necessary files
- Move ZIP into CarSport folder
Modify the code.
Build with dotnet build
.
Run it with .\bin\Debug\net6.0\SkinMaker.exe "{path to fbx file inside a Documents/Trackmania/Work/ folder}"
.
Create release with dotnet publish -c Release -r win-x64 /p:PublishSingleFile=true /p:EnableCompressionInSingleFile=true
- Nadeo Importer installed in your Trackmania installation folder