You can import the mod to LFS Editor and change the engine stats, then you can test it in single player. So you can't change the engine stats without LFS Editor.
I'm not a fan of the current matte material, it really lacks of depth, hence why I tried something different. Not so long ago I made a test in the Editor, and with the new upcoming shaders I can make the steel body look like this which I think it's really nice, but the new shaders are not in the game yet so we have to wait for this result.
Looks great, drives great but maybe a bit familiar.
Would love to see this done properly instead of just focusing into the graphical aspect (quality is very good though, hats off there). i could fiddle with engine editor for a minute and get the stock version hp/torque peaks accurate to ~50rpm and ~1hp/2nm compared to spec sheets i can find online. The frame and suspension are just slightly altered XR variant.
Wouldn't complain otherwise but i also wouldn't call it a diamond with this much uncertainty
Would be nice if the OBJ import could be a bit more streamlined for re-importing. Let's say you have a subobject, with pages, cutouts and mappings already set up. It would be nice if the OBJ import would use embedded material data to re-route the existing mappings to the corresponding tris.
So let's say I have an object in Blender with 3 materials assigned to it. Mat1, mat2 and mat3 and I export the OBJ. If I then import the OBJ in LFS editor for the first time, it could create these mappings based on the material names.
Or if I overwrite an existing object, and this object arleady have the mappings Mat1, mat2 and mat3 it could keep these mappings, and assign them to the correct tris once again based on the .OBJ materials.
Currently, optimizing the model with an external editor is a destructive step once the texturing phase have started. So a feature like this would help a lot.
Firs thing. Location of the first car on the race track in the area.
Now the insim points detect the car from somewhere in the middle, which is not accurate enough if you want to track the car's movements based on the location of the tires.
Example:
If you drive through the clip at a small slip angle, the other tire of the car may not fit inside the clip box. It is practically impossible to build such situations into the scope of automatic judging at the moment. So, for example, this season the driving lines are sort of speak "indicative", although it is the same for every driver and the aim has been to place them as well as possible.
Second thing. Index for insim checkpoint.
Below you can see how many indices we use for different clip points and each of them has its own purpose.
Example clip 4 is coded that way, index 4 is hit with both tires, index 44 is hit with one tire and index 40 is no hit.
Now they all are circles, but straight lines or checkpoints with indices would allow the track builders to have many more measurement points and more precise placement. And if the driver drives out of the clip box "from the side", you could use your own index for that too.
And if we have 50 different layouts and each has 5-8 clips, all of them with three different hit accuracy (both tires, one tire, no hit). How many coordinates do we have to retrieve, if every cordinate needs to be programmed separately (750-1200)? The are 15-24points in one track layout .
It would be easier just move that checkpoint in the auto x editor than enter cordinate values into the lapper code.
With checkpoints, anyone could build drifting tracks based on the Lapper code, and there would be no need for a Lapper programmer.
Of course, this would also require an update to Lapper if the game were to have tire-specific triggering from indexcircle and if indexcheckpoint were added to the game.
Nothing is easy, and it is good to live in Toivo(hope) and die in Rauha(peace), said the tapeworm.
Top tip: If you ever need an index for something that doesn't have one, hash whatever it is about the object that is unique and use the hash as an index.
I'm using ~100 checkpoints for a project (I can't see a way to set indices in the layout editor, other than the first 4) and I've just hashed the X and Y coords together to use as the index as none of them are going to overlap.
oh my god. YES. you got no idea how much i wanted this car in lfs , im not great at modeling and i cant use blender, but i could gladly help with lfs editor
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
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.
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).
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
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 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
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.
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.
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.
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
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.
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 ;/