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stuchlo
S3 licensed
Translucent window stickers

Translucent (but not transparent) materials are not supported in the LFS editor. However there is a way, how to approximate diffusion of sunlight in some cases (for example window stickers). In the picture can be seen a difference between sunshield of Škoda Felicia Kit Car mod and the original XFG GTR car. No post-processing shaders were used. The result is skinnable and its color can be defined by players.

1. Remove "double sided" option from sticker triangles.
2. Create the same triangles with flipped normals using "build mode". These must be done one-by-one. Do not use duplicate, because duplicated vertices will have their own normal vectors.
3. Select the created triangles and set their n.c. level to zero to remove bad normals. The triangles from the outside must have at least low n.c. level. This causes that the interior triangles use normals from the exterior ones without distorting the exterior shading.
4. Normals are fixed now, but the sticker is too bright.
5. Duplicate the original mapping (and cutout) and change the material to matt. Change its naming from C1_mapping to E1_mapping to darken it (otherwise it will be too bright).

Edit: One more thing - both outer and inner triangles (and the whole window) must have the same smoothing group. Otherwise the inner triangles will not use normals of the outer triangles

Last edited by stuchlo, .
J_Valkonen
S3 licensed
Is there someway to do your own pathfile? I can watch cordinates from track editor and i could draw my own track lines if code was readable with notepad++ or there was some sort of adapter program.
Know that I can copy existing path file and make it work on X or Y layout, but i would prefer to code my tracks also for easier camera alignment.
editing other mods
Yanny
S3 licensed
ive been trying to find out how i can edit other peoples' mods for myself on the lfs editor and i couldnt find it. the only thing i want to edit is to remove the exhaust popping sound when i shift gears on the bavaria x82 and on the ahmed 4.0rs (its just annoying).
stuchlo
S3 licensed
The model looks very nice, but I am afraid that the topology might cause some trouble with shading, when exported into the LFS Editor. Would suggest to create a low-poly model first and adding more detail later and from time to time import the WIP model into the LFSE to check the shading Smile
Rubbel_31
S3 licensed
The round lines of the mod are very well done, very good job from the editor
stuchlo
S3 licensed
Kit Car progress: finished default skins, minor shading fixes and added some minor dashboard details. Made some tests with various tire sizes and compounds.

Found out, that an original 185/65 R15 gravel tire size from a Michelin catalog cannot be replicated in the LFS Editor, because there is a different ratio between width and thread. In LFSE thread is much smaller and car understeers badly. To preserve an original thread, 200/55 R15 is needed. With such tire the car can compete with TBO class, however, it is too large for rear mudguards Frown Finally, I decided to use 195/60 R15 tires. Thread is still too small, but the size is compatible with the current V1600 class used by the LFS Rally Community Smile

Did a multiple tests with this size and found out, that now even slicks can be used, without flipping the car on roof every 5 seconds. Added a default racing setup with slicks and a terrain setup inspired by 1997 Rally Acropolis. Still working on dashboard panels.

Bokujishin
S3 licensed
Hi! Godot is a game engine, but also has a pretty nice UI editor for non-game applications (or for games too). You don't need it to run this tool, actually the 60-ish MB executable is the engine itself (with the editor and some other stuff removed, and my own project embedded).

One important thing with Godot though, is that it supports multiple rendering APIs, like Vulkan and OpenGL, and I chose Vulkan by default, so if your GPU is old it may not support it; however, I also released an OpenGL version, you can use that one and it should work just fine.
The next release of Godot should automatically allow falling back to OpenGL if Vulkan is not supported, at that point I will be able to provide a single version, and that error message should stop showing.

Let me know if you have any other issue!
Vritrasura
S3 licensed
Quote from scania :can I load a map from google into this editor?

the editor is Blender3D and I am sure it is possible to load background images into it. Just goigle any tutorial how to do it.
scania
S3 licensed
can I load a map from google into this editor?
Skoda Superb 2020 L&K
Mehmetgulec
S3 licensed
Hello,
after the f30, I decided to model a sedan car again. I started working on the superb, a well-known skoda model that we all know is easily recognizable by its stripes. i would say it's almost 90% over now. I tried to do quite different things on this tool using the editor's animations.
-The ambience and indicator colors can be changed from inside the pit.
-The glass ceiling opens and he can come back.
-The taillights slide when you turn the car on and off.
-The indicators and multimedia turn off and on with animation when you turn off and turn on the car.

I took great care to transfer the actual characteristics of a car like this into the game.Smile
0 unlock left
vieir
S3 licensed


i change my pc and in this week i update lfs editor and the lfs reinstall like 3 times beacuse ff tools and i want to login in lfs editor can someone help me get unlockes key
versiu
S3 licensed
Quote from stuchlo :Hello, I would like to ask a question about tire design in LFS editor. During...

I think it could be specific tyre construction or measurements standard.
Sometimes if u install tyres on a rim, put air into them and measure dimensions, they can be different to ones from tire catalogues. Air pressure also influences that but Editor doesn't show that for some reason.
Last edited by versiu, .
versiu
S3 licensed
Quote from T R I C K Y :Why has this excellent mod never been approved?

I used it to learn LFS Editor and uploaded it too early in development. Physics and sound were good but model, graphics side... ouh... It was rated in early state and it's just tweak mod so very small group of drivers uses it. There's some graphics bugs to fix anyway.

If u look at my modification of Rubies Memolution, u gona see day and night difference in quality. I have even better parts WIP but lack of time to finish anything for now ;/
Last edited by versiu, .
stuchlo
S3 licensed
Hello, I would like to ask a question about tire design in LFS editor. During work on a rally replica I went through some real rally tire catalogues and picked a few realistic tire sizes to test. Unfortunately I was not able to replicate those tire sizes. For example I have found a 205/60 R15 gravel rally tire with thread 7.76'' and radius 322mm, but when I adjusted a tire in the LFS Editor to 205/60 R15 I got thread 5.66'' and radius 314mm. Not a game-breaker, just curious, if I did something wrong, or it is a LFSE limitation Smile
1973 Nissan Skyline 2000GT-R KPGC110 "Ken & Meri"
AR92
S3 licensed
Hello, this is my upcoming project. 1973 Nissan Skyline 2000GT-R KPGC110 "Ken & Meri", also known as "Phantom GT-R" because of it never got chance to race at all, opposite to Skyline tradition, due to oil crisis striked back in 1970s.

3D model is Martin Trafas' Nissan Skyline GT-R C110 Kenmeri '73. I downloaded model and unsubdivided it in blender & merged by distance in LFS Editor to make it fit in the tri-limit. All interior parts is modelled in blender with looking to real life and Gran Turismo's interior photos. This video really helped about reference: https://youtu.be/TgBlKRScTno?si=P2LV0blSZs_4ZoDV

Full development walkthrough video is here. Despite how much i try to model the interior and dashboard low poly as possible, it ended up in 64622 tris, so you'll see a little humor about it in this video Big grin

https://youtu.be/wMhI7mx34HA?si=BYXr4hXcxpgY8-_G
Peugeot Rifter 2023 Glass van
Rubbel_31
S3 licensed
I decided to make this vehicle as Glass Van. I am currently continuing my modeling through the Editor. It was September 25th and I started doing it around 18:00 in the evening. I showed the developments regarding modeling in LFS's modding channel on discord. Exterior modeling is now completely finished. I'm currently working on interior work. Developments based on my work; Smile

Aleksandr_124rus
S3 licensed
In my opinion bots should be stronger, but now it should not be a development priority, there are too many more important things to do before that, update with graphics and physics, track editor, dynamic weather, etc.
LE_TANCKER
S3 licensed
Quote from sevendust :i understand how to to duplicate mapping but when i do it. it doesnt highlight...

The duplicated mapping will be exactly like the original one. So same size, location and cutout. While it looks like the original is highlighted, it's actually the copy. You can drag and rotate it with the blobs around it. You always need to assign the mapping to the tris. it's supposed to be shown on. So in your case the duplicated mapping needs to be rotated to the side and assigned to the "side" of the roof.

"free" behind a mapping only means that this mapping is not sitting parallel or perpendicular to the x,y,z planes of the editor. If you want a mapping to be marked as (for example) "top" it needs to be visible from the top view and the rotation values in the bottom left need to be either 0, 90, 180 or 270. But it doesn't really matter as long as the mapping isn't stretched on the model...
turbofan
S3 licensed
Online at :
Just a Ride
we only have planar projection mappings in editor
each X Y Z axis will need a mapping
each mapping can have same cutout
u will rotate each mapping so they face their axis
polygons must have the mapping of the closest axis they are facing to

cubic, spherical, cylindrical, UV mappings, or exotic projections are not possible yet
LfsUIBuilder
pkoutsogiannis
S3 licensed
LFS UI Builder
==============

Introduction
------------
LFS UI Builder is a tool for creating and editing user interfaces for
LiveForSpeed, a racing simulation game. It allows you to visually design
UI elements and preview them in real-time within the game.

Features
--------
- Visual design interface
- Support for buttons, text labels, and panels
- Real-time preview in LiveForSpeed
- Property inspector for element customization
- Undo/Redo functionality
- Copy, cut, and paste support
- Element layering (bring to front, send to back)
- Most Recently Used (MRU) file list

Getting Started
---------------
1. Launch the LFS UI Builder application.
2. Create a new UI design or open an existing .lfsui file.

Designing Your UI
-----------------
- Use the toolbar to add UI elements (Panel, Button, Text).
- Select and manipulate elements in the design area.
- Modify element properties using the property inspector.
- Organize elements using the tree view and layering options.

IMPORTANT NOTE:
The size of the designer area is 400x400 pixels, but the actual size in
LiveForSpeed is 200x200 pixels. This larger design area is provided to
make it easier to create and manipulate UI elements. The design will be
automatically scaled down when saving or previewing in LiveForSpeed.

Previewing Your UI
------------------
1. Click "Tools" > "Live Preview" or use the preview button.
2. Enter the IP address and port of your LFS game instance.
3. Connect to see your UI in the game in real-time.

Saving Your Work
----------------
- Use "File" > "Save" or the Save button to save your design.
- "File" > "Save As" allows you to save with a new name or location.

How to use the .lfsui files
---------------------------
The .lfsui files are XML files that contain the UI layout information. To use these files in your project, you can parse the XML and extract the necessary information. Here's a simple C# code example that demonstrates how to parse the .lfsui file and print the results:

using System;
using System.Xml.Linq;
using System.Collections.Generic;

class Program
{
static void Main()
{
string xmlString = @"<ui>
<element type=""TLfsUIPanel"" align=""0"" anchors=""akLeft,akTop"" rel_left=""14"" rel_top=""16"" width=""250"" height=""200"" id=""4"" text="""" typein=""0"" bstyle=""32"" left=""14"" top=""16"">
<element type=""TLfsUIText"" align=""0"" anchors=""akLeft,akTop"" rel_left=""12"" rel_top=""16"" width=""100"" height=""30"" id=""1"" text=""TEXT"" typein=""0"" bstyle=""64"" left=""26"" top=""32""/>
<element type=""TLfsUIButton"" align=""0"" anchors=""akLeft,akTop"" rel_left=""128"" rel_top=""158"" width=""50"" height=""30"" id=""3"" text=""BUTTON"" typein=""0"" bstyle=""40"" left=""142"" top=""174""/>
<element type=""TLfsUIButton"" align=""0"" anchors=""akLeft,akTop"" rel_left=""188"" rel_top=""158"" width=""50"" height=""30"" id=""2"" text=""BUTTON"" typein=""0"" bstyle=""40"" left=""202"" top=""174""/>
</element>
<element type=""TLfsUIText"" align=""0"" anchors=""akLeft,akTop"" rel_left=""20"" rel_top=""224"" width=""100"" height=""30"" id=""0"" text=""TEXT"" typein=""0"" bstyle=""64"" left=""20"" top=""224""/>
<element type=""TLfsUIButton"" align=""0"" anchors=""akLeft,akTop"" rel_left=""132"" rel_top=""224"" width=""50"" height=""30"" id=""5"" text=""BUTTON"" typein=""0"" bstyle=""40"" left=""132"" top=""224""/>
</ui>";

XElement root = XElement.Parse(xmlString);
PrintElements(root.Elements("element"));
}

static void PrintElements(IEnumerable<XElement> elements, string indent = "")
{
foreach (var element in elements)
{
Console.WriteLine(
$"{indent}id: {element.Attribute("id").Value}, " +
$"left: {element.Attribute("left").Value}, " +
$"top: {element.Attribute("top").Value}, " +
$"width: {element.Attribute("width").Value}, " +
$"height: {element.Attribute("height").Value}, " +
$"bstyle: {element.Attribute("bstyle").Value}, " +
$"text: {element.Attribute("text").Value}, " +
$"typein: {element.Attribute("typein").Value}");

PrintElements(element.Elements("element"), indent + " ");
}
}
}

This code will parse the XML and print the flattened results, including the nested elements.

Additional Features
-------------------
- Advanced text editor for text elements
- Hierarchical view of UI elements in the tree view

Tips
----
- Group related UI elements using panels.
- Test your UI thoroughly in the game.
- Save your work frequently.
- Remember that the final UI will be half the size of what you see in the designer.

License
-------
Copyright (c) 2024 Periklis Koutsogiannis [email protected]

GPLv3 - See the included LICENSE.txt file or visit gnu.org and read the license.
Last edited by pkoutsogiannis, .
Skin glitch with long cars
UniValvePlums
S3 licensed
Hello all,

I have noticed a peculiar glitch in the Live For Speed Vehicle Editor, where longer cars have their default skins cut off in the skin template. Is there any way to get around this?

Thanks in advance,
Nic

EDIT - I also found out that when I copy a .eng file from lfs/data/engine to lfs_editor/data/engine, and then select it from the LOAD WAVES menu, the engine sound is still the default when loading up in lfs. Very weird!
Last edited by UniValvePlums, .
Flame CZE
S3 licensed
Moderator
It only seems to be wrong in the LFS Editor models. It looks fine in the actual XR cars in game.
LE_TANCKER
S3 licensed
Here are a few screenshots of the new version. You can see the contrast between the most "civilian" configuration (GT Line) and the record-breaking version (Projekt 400).


Since I still have some spots left in the config. editor, I might make some more settings. Right now you can change chrome to carbon, remove the second cockpit, add a longer tail/splitter, change the wing, cover up the vents, add wheelcaps and remove the mirrors.

I will probably upload this weekend. Hoping for some feedback!





Also, my skins are copressed to **** in-game (especially our beautiful flag). Looks fine in the editor however. Any ideas?
stuchlo
S3 licensed
Shiny wooden material with an ambient occlusion using GIMP software

1. Take a photo of wood and colorize it according to your liking in the first layer.
2. Create the second layer by duplicating the first layer. Desaturate (Colors -> Desaturate -> Desaturate) it and adjust contrast (Colors -> Curves) so both completely white and black pixels are present.
3. Remove white from the second layer using (Colors -> Color to Alpha)
4. Change 'Mode' of the second layer from 'Normal' to 'Erase'.
5. Hide the second layer and create the third layer between the first and the hidden second. Draw an ambient light using a black 'Airbrush'.
6. Create the fourth layer by duplicating the third layer. Change 'Mode' of the fourth layer from 'Normal' to 'Erase'.
7. Show the second layer and export a final PNG texture using '8bpc RGBA pixel format' and tick the 'Save color values from transparent pixels' option.
8. Load the PNG texture in the LFS editor and use a 'Variable Shine' option in the material properties. Similar steps may be also applied on many other materials (for example leather and various plastics).

Flame CZE
S3 licensed
Moderator
The way the training lessons mode works is that you do have to work your way down the list to unlock more lessons.

But if you just want to drive around autocross with a layout with objects:

- go to Single player
- select the Autocross track
- in the Layout section, you can choose one of the default layouts with objects (AU1_LX_week1-3)

You can also use the layout from the MRT training lesson. Go to your LFS/data/training folder, find a file called AU1_MRT_AutoX.lyt and double click it or manually copy it over to data/layout. Then it will appear in the list of available layouts on the track selection screen.

It is also possible to create your own autocross layout - more information in the LFS Manual: Autocross Editor
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