SkinMaker

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.

How to use

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

What it does

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

Build

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

Requirements