The online racing simulator
Skin resizing ratios (Have some and need some)
Hi all! I wanted to ask if you could tell me how much squashing should I do to make logos or designs on the BF1 and RB4. I have some here who a friend, biggles, sent to me a while ago. He told me that he found them from other place but can't remember where so I'm very sorry for not providing credit. They're not my calculations, altho, I changed the Front and Back percentages of the FZ5/FZR as I was skinning and found the ones that were there were wrong.

Heres are the ones I have:

UF1000 (UF1)
UF1000 Open
UF GTR (UFR)
Top 97%
Side 96%
Back 135%
Front 74%

XF GTi (XFG)
XR GTR (XFR)
Top 84%
Side 80%
Back 83%
Front 87%

XR GT (XRG)
XR GT Turbo (XRT)
XR GTR (XRR)
Top 88%
Side 68%
Back 98%
Front 97%
Back spoiler top 125%

FXO Turbo (FXO)
FXO GTR (FXR)
Top 87%
Side 66%
Back 108%
Front 107%

Raceabout (RAC)
Top 83%
Side 60%
Back 109%
Front 222%

FZ50 (FZ5)
FZ50 GTR (FZR)
Top 91%
Side 60%
Back 68%
Front 68%

MRT5 (MRT)
Side Grill 155%
All others 100%

LX4 (LX4)
LX6 (LX6)
Top 71%
Side 63%
Back 125%
Front 114%

Formula XR (FOX)
Top 76%
Top front spoiler 122%
Top rear spoiler 112%
Side 63%
Side rear spoiler 100%
Side front spoiler 73%

Formula V8 (FO8)
Top 74%
Top front spoiler 116%
Top rear spoiler 100%
Side 61%
Side bargeplate 87%
Side rear spoiler 108%
Side front spoiler 65%

These are the ones I need:

RB4 GT (RB4)
Top ?
Side ?
Back ?
Front ?

BMW Sauber (BF1)
Top ?
Top front wing ?
Top rear wing ?
Side ?
Side bargeplate ?
Side rear wing ?
Side front wing ?

I think the percentages are based on width resizing of the percentage of the original (Example: 60% width, 100% height).

NOTE: I know of Bunta's resizing ratios thing but it doesn't work with all cars.
#2 - Gunn
Different parts of certain skins suffer more from stetching than others. There is no perfect one-size-fits-all formula for all cars. A little trial and error will do the trick.
I know that but I think that those were found out like that so I just thought I did my part of posting a LOAD of them up so if someone could help me with the other 2 .
#4 - Gunn
What I mean is, not all polygons are stretched to the same ratio. For example, the side view of the XRR differs from part to part. The side of the front bumper is not the same ratio as the door, so therefore one common ratio can not be found for the "side" of the XRR, some adjustment (a lot in this case) will always need to be made to produce accurate decals when mapped to the sides of the front bumper.
Wings are fairly predictable but larger areas are not.
Some polygons on some skins are very stretched while others are almost mapped correctly for in-game viewing.

I still think your project is worthy, I'm just clarifying that further adjustment will be required in some areas regardless of the ratio used to resize the areas to avoid strecthing.
the ratio is directly proportionate to the angle/normal of the polygons... in other words, the skin is projected onto it from the side, so the more angled the surface is, the more stretched it will appear.

I must admit though, I always thought that the sides & top required a 75% X-scale first. Atleast that works for me.

FGED GREDG RDFGDR GSFDG