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Rim Editor
Scawen
Developer
EDIT: This thread is now obsolete.
A new triangle budget of 4240 is shared between spoke and rim objects
You can get the new editor in the Editor Test Patch Thread



I recently learned that some people discovered a hack that allowed them to exceed the triangle limits for spoke objects.

The mod checker now makes sure you do not exceed triangle limits when uploading a mod.

There shouldn't be any need to exceed the limit of 1600 triangles per spoke object.

The trick is... do not include the rim in the spoke object!

Use the RIM EDITOR to make the rim.
Use the SPOKE EDITOR to make the spokes.

The rim editor has been updated in the recent update. I did a lot of work on it and it is a lot better than in the original LFS Editor. You create the cross-section of a rim by adding points and connecting the points with surfaces. The rim uses the first mapping from the spoke object, so you can use any material settings you wish (including a texture if you like).

There is a new guide in the rim editor that shows the cross-section of a steel rim when you are in the rim editor. The idea is that the steel rim represents the minimum amount of material. Alloys have thicker metal and exceed the steel rim outline.

These two images show the sequence for setting up a realistic rim.

EDIT: Added 3 more images showing examples of steel rim and two (of many) possibilities for alloy rims.

First set the correct rim width.


Then edit the rim, making sure you cover the steel rim profile.


An example of a steel rim style:


Alloy example 1:


Alloy example 2:
Last edited by Scawen, .
ronhill_lights
S3 licensed
Ok but i downloaded the file and i eneter it in my Lfs editor map,but Microsoft Defender says that this app is unknown and it may be dangerous to my computer
CRAAACH
S3 licensed
Krita might be nice image editor aswell.

Make sure to check <game path>/data/skins/Skins_README.txt if you haven't already.

And if you got the urge to load-in image saved in .dds format, you can try out ImageMagick of FFmpeg to do so, quick google will show you what you need to get them running. Than both programs require just this one command line for basic usage:

ffmpeg -i from_dds.dds to_png.png
magick.exe from_dds.dds to_png.png

Just remember that the 2D plane of the skin file LFS needs, due to technical reasons with 3D graphics, does not have proper aspect ratio when imported to the game. Thus, for example even size circle in the editor will become bit squeezed / elipse. Maybe one day someone will make plugin for blender to edit the skin when it's already mapped on car for best preview.

kristofferandersen
S3 licensed
You can use any image editor that is able to export to .jpg. I use Affinity Designer. Here's a short list of applications you can use:

- GIMP
- Photoshop
- Canva
- Pixlr
Rubie
S3 licensed
gonna upload interior progress video, car is almost done in editor.
Lfs Editor Updating
ronhill_lights
S3 licensed
hi, I would like to update the lfs editor to see what's new in the editor, but there is one problem. When I unlocked the lfs editor (with my username and password), the version was still 0.7C. Please give me suggestions. Thank you!
Drifting faster and logner with punctured slick tires.
LukasM
S3 licensed
Hello guys,
I would like to share my findings regarding slick tires and drift.

I'm playing around with mod editor. My goal is to achieve longer drift time or/and faster drift car (by faster I mean the car that slides with higher speed).
I found out, which is for all of You probably obvious, that sweet spot for a sport/normal tires is around 300HP on <1000kg car. Adding more power doesn't make a car faster (I tried clocked myself on the same track achievieng 39.xx lap each time - 300, 600, 900, 1200HP cars with 16-18inch wheels in high/low profile tires).

Then I tried to explore the possibilites of slick tires. They're burned after two corners in any given scenarios, but with the setup of rear wheels at 315/35 - 19" and 375 kPa and tires blown the car behaves like normal and it allows me to slide for almost 7 laps (4 laps without time loss). Also - a car with 10000HP, 890KG weight and this tires runs a full four drift laps at the same time - 34.xx. Using mods like saliva i achieved 39.xx on 1st lap, 41.xx 2nd, 45.xx 3rd and then tires blown). Burned slick gives 5seconds faster lap time than first lap on normal tires, 7 seconds faster than second, 11 seconds faster than third lap.
The only main difference is You have to use left foot brake instead of handbrake.

Here's the footage as a proof:
https://www.youtube.com/watch?v=sYiuE5QxhN8&ab_channel=luq_fpv

And also I did not do anything with the front tires - so there is a space for a better setup which might give more handling/drifting time

I'm using mouse as a steering wheel, so it's quite messy ride Smile
Last edited by LukasM, .
sqlyzy
Demo licensed
Interesting but I would like it in game editor.
fabrandaz
Demo licensed
Quote from Flame CZE :The LFS manual is a good starting point when you want to learn how to use the LFS Editor: https://en.lfsmanual.net/wiki/LFS_Editor

the editor is really excellent. However, I hoped/believed that you could simply activate/deactivate the digital speedometer to be able to use it in hot laps.
do you know a way that allows this?
Flame CZE
S3 licensed
Moderator
Quote from fabrandaz :Hi, I saw that using the editor it is possible to set the digital speedo; How do I enter in the editor? Is there a guide?

The LFS manual is a good starting point when you want to learn how to use the LFS Editor: https://en.lfsmanual.net/wiki/LFS_Editor
gu3st
S3 licensed
Quote from fabrandaz :Hi, I saw that using the editor it is possible to set the digital speedo; How do I enter in the editor? Is there a guide?

I believe you need an S3 licence to use the editor.
fabrandaz
Demo licensed
Hi, I saw that using the editor it is possible to set the digital speedo; How do I enter in the editor? Is there a guide?
Eclipsed
S3 licensed
Why would you need to use editor for skin creation? In LFS garage you have the viewer where you can see the skin on car without hassle of converting dds for editor.
[solved] Problem with skin testing
Hector.S
S3 licensed
So, I was making my first skin for the mod PROTOTYPE2, so I copied the veh file from "LFS\mods\vechiles" and pasted it to the veh folder of the LFS editor. Everything was fine with creating the skin after watching some tutorials.Finally I had finished my skin and tried testing it from the editor but I got an error: "19 png textures not found". I went to the folder where I got the 'veh' file from and copied the 'dds' files and then pasted in the folder the editor was referring to (png folder), it didn't work...I then turned the 'dds' into 'png' but didn't work either...

If anyone knows the solution or wants to suggest something please answer.

Thank you
2020 Hirochi CCF2 - a BeamNG.drive mod
Evolution_R
S3 licensed

The Hirochi CCF is a small roadster produced by Hirochi from 2020, in order to celebrate the 50 year anniversary of a small sports car, their first. For this reason, it is in its first generation..

Big thanks to Theo Wilkinson and Finn Wilkinson: https://www.beamng.com/resources/2020-hirochi-ccf.29318/

Quote from Momchil Dimitrov :I would like to ask if you allow me to use your 3D model of the 2020 Hirochi CCF (Rework 1.0.0)? Thanks!

Quote from Theo Wilkinson :I’ve seen your work back when it was done- of course you can use the CCF.


Haven't done much progress yet, just trying to figure out the 3D model and how to fit it within the LFS Editor triangles count. Smile

About the name - I'm thinking about "MZX Roadster". Uhmm
Last edited by Evolution_R, .
New updates are awesome
RE Amemiya
S3 licensed
Thanks for the awesome new updates to the editor! And the wheels etc all of it looks good.

Adding trail adjustability to the cars has made the biggest difference of all to some of the mods. Very positive improvements! Many cars don’t run any trail offset but lt is very common.

Sometimes positive and sometimes negative.

For example the bmw e46 m3, e36 m3, ford mustang, 300zx z31 and Z32, run positive trail reduction, somewhere between 15 to 25mm.

Most drift angle kits run negative trail “reduction”.


And, it seems that there are some fwd and 4wd cars that run negative trail reduction as well. 5-10mm makes a big difference in the feedback on a fwd car! The r35 gtr appears to have about -5mm, some wrc teams appear to have over an inch (25mm).


Merry Christmas!



Merry Christmas!
Eclipsed
S3 licensed
LFS community in a nutshell:

Many ask to open LFS for modding and even make it open source,so people can improve it to make it much better.

Reality - opening LFS to car mods results in tons of junk mods with unrealistic values,many try to sneak in ripped 3D models from other games,while only a handful people do the modelling themselves,not all of them in good quality. After 2 years we have some good cars in the list,but most are useless for proper racing. As much as I would like to race in many other different tracks,I have to admit that I'm affraid from the mess what would be caused by track editor release...

Other reality - Airio has been abandoned by it's creator since 2011/12(?),still being used as best serverside stats add-on to LFS despite being outdated in many areas,there is still noone who has created anything better. Sorry,LFSLapper creators,I'm meaning insim add-on that can be configured also by narrow foreheads like me. Razz

So,where are the programmers,who would take the glorious work to make newer/better/more modern version of Airio? Or where are the programmers,who can create something similar to LFSLazy? (yes,I know,the french guys have something similar,but somehow people still come back this this one and expect to be revived)

LFS devs with their limited manpower and worktime have provided us a great racing simulator with insim protocol for community to create all the needed addons,if there is something missing,then it's the community's effort to make those.

(This was just a long version of Number's "Why dont you program it yourself")
ivo_drifta
S3 licensed
I can only imagine the future when maybe we will have LFS Track Editor and the beautiful maps made for TC cruise server.
Track editor would be nice, but until then...
QuackSauce
S3 licensed
So let me preface with I have not read through the forum so if these topics have been discussed already I apologize..

Okay let's begin.. So obviously a full sandbox track editor would be sweet but until then, these ideas I've had in my head seem so obvious there must be some good reason they aren't features yet. Because if not, come on!

1: Objects already in the game like dumpsters, trashcans, trees, shrubs, light poles... why are these not in our editor inventory??

2: Creating groups of object. We should be able to group objects together, save them, and open that group on any map, duh..

3: Concrete objects. There should be an option to give concrete objects the texture and grip of asphalt.

4: There should be a concrete wedge ramp for creating concave/convex shapes.

I yield my time.

Alright either roast me or this needs done ASAP Omg omg omg
cewar132
S3 licensed
Hello, I was thinking of something that would give more life to lfs and it would be a layout editor, just as you have lfs editor to make car mods, the same could be done for the tracks, of course all this includes being able to use gravel, dirt, own planes that are seen in the circuits already belonging to lfs and any object that forms any track, this including making slopes or elevations but I wonder if the game supports this, loading a hill is not the same as a simple blue wall. These lys could be uploaded to the forum waiting to be approved and thus have more real tracks made by the same users
LX4 GTS
Driftkn
S3 licensed
Hi, im building a carterham (lx4) turbo with some new modern textures and functions with new editor Smile

apprecciate feedbacks
dert296
S3 licensed
I'm getting unexpected behavior in the following scenario:

1. Made FZ5 2023 mod in editor 0.7C
2. Shared , copy pasted share folders into data of updated editor folder (separate independent install/folder)
3. Mod opens up in editor 0.7E without issue, able to edit publish etc except:

Issue: every time I replace the steering wheel subobject (select subobject, load other subobject) I get either part of the steering wheel to load or none with some seemingly random points.

The steering wheel subobject I used(made) is working fine on all my other mods.

I tried to see if my saved subobjects were simply old and not supported or something so I saved from a loaded mod again and tried to replace but same behavior.

Lastly I tried to replace the default FZ5's steering wheel and it worked first try with any of the subobjects (old and newly saved)

Also saving my fz5's default steering wheel and modifying it then replacing it with the modified one works.

So I guess this is a report and a request for help incase I'm missing something.
Scawen
Developer
Yes, it is in the "Mods: Downloads / Web Pages / Videos / Documents" thread

Editor 0.7A to 0.7E: https://www.lfs.net/forum/thread/95664
Flame CZE
S3 licensed
Moderator
Is there a link to the editor 0.7C to 0.7E patch somewhere?
Scawen
Developer
Thank you all for the testing!

I'll close this thread as 0.7E is now released.

0.7E editor download: https://www.lfs.net/forum/thread/95664
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