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Scawen
Developer
Here are the veh for the editor.

Also here are vobs for LFS client, but you can't use this XF.vob online until 0.7E. A triangle rotation has occurred and goes OOS online.

Please let me know if they seem OK.

EDIT: I seem to have broken the headlight mappings. Taped Shut

EDIT2: I really remember a version where the left headlight looked correct with LFSNL skin selected, but now that doesn't seem to be the case.

EDIT3: It's this change in D56, that has finally showed a problem.
If I revert this, the mapping is OK. Schwitz
Skin mappings that move with driver side swaps no longer avoid flip
Last edited by Scawen, .
Drifteris
S3 licensed
Small issue, but ignition switch test is missing in vehicle editor. I got one slider connected to that but in order to test it i have to change it to horn or something.
teeembo
S3 licensed
Quote from Scawen :It would be great if someone had a go and reported if you find any issues. I hope to avoid any bug reports after 0.7E is released.

The Rim Editor appears to be working as intended. Thumbs up

Scawen
Developer
I've worked a lot on the Rim Editor but can't remember anyone commenting on it.

You can edit rims much more easily than before, and you can map any texture onto the rim (it uses the material properties from the first material of the spoke object).

For example you can now make a good representation of a chrome plated steel rim. There is a guide in the rim editor showing the profile of the rim flange so you can add points and surfaces to match.

It would be great if someone had a go and reported if you find any issues. I hope to avoid any bug reports after 0.7E is released.
Scawen
Developer
D63 (LFS and Editor versions) out now and I hope to do no more test patches at all.

If you can test, please do. I really don't want bug reports immediately after 0.7E is released.

LFS: https://lfs.net/forum/thread/106005
Editor: https://lfs.net/forum/thread/106004
Scawen
Developer
D63:

Graphics:

Spinner objects now stop nicely at the default position
Support for the new light switch options in Editor D63

Misc:

LFS now always checks for existence of some folders at startup

https://www.lfs.net/forum/thread/106005
Scawen
Developer
D63:

Vehicle editor:

New switch options for rotator and slider: signal / light switch
New flip function "with driver" (move across with driver / no flip)
Spinner objects now stop nicely at the default position

https://www.lfs.net/forum/thread/106004
Scawen
Developer
D61:

Modeller:

Message selecting triangle in another subobject uses subobject name
ALT+click on triangle in another subobject to select that subobject
FIX: Spoke editor duplicate and delete buttons in texture page mode

Rim editor:

Added CTRL+D (duplicate) and CTRL+N (new point) keys

https://www.lfs.net/forum/thread/106004
gu3st
S3 licensed
Quote from dert296 :Hi everyone,
my suggestion is to implement a version of adjustable lighting that is present in LFS Editor (Ctrl + LMB) into LFS in Free View mode (with a toggle button to enable this functionality).

I understand this would maybe not match up with the track if some static lighting is used but nevertheless it seems like a great feature for taking screenshots of for example mod cars from different angles very quickly without having to move the car into position.

I think that'll be something that could come with the graphics + physics update as the editor is actually using that "branch" of LFS, hence some minor differences between the two when building mods.
Aleksandr_124rus
S3 licensed
Quote from Scawen :At this stage I can't do any more such requests. Release is this weekend and I've already cut it fine for testing. Also I am very tired.

This is completely okay, you have already made so much needed improvements in this test patch that will greatly improve default cars, mods and LFS Editor! It's a great work, I think everyone agrees that you deserve to take some time off and do something you want to do besides constantly coding some uptades for LFS. Thank you for your work!Thumbs up
Scawen
Developer
Editor D60:

Graphics:

Support for stretched tyres (when rim is wider than ideal)

Rim editor:

You can now see and type / copy / paste selected point coordinates
Removed direct drag on point and added diagonal drag handle instead
Snap to grid only works on the relevant drag axes (X, Y or both)

Modeller:

New button to show subobject's axes (beside "rotate" button)

Download: https://www.lfs.net/forum/thread/106004
LFS Free View Adjustable sun location
dert296
S3 licensed
Hi everyone,
my suggestion is to implement a version of adjustable lighting that is present in LFS Editor (Ctrl + LMB) into LFS in Free View mode (with a toggle button to enable this functionality).

I understand this would maybe not match up with the track if some static lighting is used but nevertheless it seems like a great feature for taking screenshots of for example mod cars from different angles very quickly without having to move the car into position.
Scawen
Developer
Quote from stuchlo :Have tested realistic movable 1930s pop-up side indicators and it is perfect! The only trouble I had was that I had to pay attention to local axes (a part of the object was blinking when the opposite indicator was on, which was easily fixed), but that is a feature, not a bug Smile

From D59 it should be now be easy, and you can put the rotation axis where you want it. As the object's offset is added when deciding if points are on the left or right, for indicators.

Quote from OpenClutch :Hey Scawen, I know you have been insanely busy with these last few patches, and I know that the stable branch release is this weekend, is there any chance that we can get (back) stretched tire support?

I plan to do this today. It was most important to get the editor changes done first as they required more testing.
Release this weekend - call for testing
Scawen
Developer
Dear Racers,

We plan to release a new official version this weekend, probably on Sunday.

There's a lot in it, including many improvements for mods. In the new year I will be focussing on the new graphics and physics version, but that is not what this patch is about.

Please test the LFS version now if you can.
LFS Test Patch: https://www.lfs.net/forum/thread/106005

If you are a mod creator, please test the new editor patch.
LFS Editor Test Patch: https://www.lfs.net/forum/thread/106004

You'll see the list of changes is really long. Have a look through the changes if you can!

Or just get the patch and do what you normally do, let us know if there are any problems.

Thanks! Thumbs up
Scawen
Developer
Editor D59

Vehicle editor:

Selected suspension point can (again) be adjusted in SHIFT+L view
Subobject indicators left / right now relative to whole vehicle
FIX: Passengers were not updated when selecting a different setup

Modeller:

New flood select function to select all triangles by point sharing
- different from CTRL+SHIFT+LMB (select related triangles by edge)
- ALT+RMB selects all connected triangles regardless of properties
- triangles are considered connected if they share a single point
FIX: Keep merged subobject feature was controlled by wrong option

https://www.lfs.net/forum/thread/106004
Can the spinning subobject be modified to when the user stops the function, the spinning continues to the original place. Or maybe an editor option (continue spinning to origin yes or no)
Flame CZE
S3 licensed
Moderator
Now that we can test the car lights live in the editor, could the dashboard be in sync with those switches just like light mappings? Right now all dashboard lights are on by default.
neozixxs
S3 licensed
Editor 0.7D58:


thank you for this nice update Omg omg omg hope you can sleep now haha
Scawen
Developer
Moving subobjects controlled by boolean switches is now available in Editor and LFS 0.7D58.

LFS: https://www.lfs.net/forum/thread/106005
Editor: https://www.lfs.net/forum/thread/106004
Scawen
Developer
Editor 0.7D58:

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Subobjects can rotate a set angle, slide or spin at a given speed
This can be connected to switched lights / ignition / horn / siren
New test system in vehicle editor "Class / Inputs" tab (top left)

Download: https://www.lfs.net/forum/thread/106004
Scawen
Developer
For now they are purely graphical, but it does seem to suggest interesting possibilities for the future.

I'll be a few more hours, the changes are merged into the public version and it's fairly well tested, but I need to update the test facility in the vehicle editor or it will be too frustrating to use.
Scawen
Developer
Let's make that this afternoon. I still need to:

- make spinners carry on and stop in the default position
- update vehicle editor to allow testing by switches
- merge code into old LFS
- more testing
Scawen
Developer
Today I have coded part of the more flexible moving objects system.

You can select object type:
"Rotator : rotates on a specified axis",
"Slider : slides along a specified axis",
"Spinner : spins on a specified axis",

And connect to:
"Lights : low or high beam",
"Ignition : ignition switch",
"Rear fog : rear fog light",
"Front fog : front fog light",
"Left ind : left indicator",
"Right ind : right indicator",
"Extra : extra light",
"Horn : horn button",
"Siren : activate with siren",

I think that's as far as I can go, there isn't time this week to code other options such as connecting with other rotating parts or controller axes. For 0.7E it will only be these these boolean switches, sort of like the headlight, but now you can connect to these 9 things and these 3 different motion types.

I hoped to release it this evening but it's taken so long, and I still have to merge all the changes from the development version into the public version. That might only take a couple of hours but I'll have to do it in the morning. This evening I still have to finish the editor side of it.
RE Amemiya
S3 licensed
I really liked the ability to move nodes in editor when I had the suspension tab (Shift + L) open, it was a lot easier to dial in the caster and inclination quickly.

Also I am finding that for some specific offroad vehicles I want to be able to set the spring rate lower than the game allows, is it possible to change the lower limit for that?
Scawen
Developer
Quote from OpenClutch :I think I found a bug between the editor and game version, when using a skin to paint on the hvac on my mod, I have it set for full flip, so the texture should not flip when going between driving sides.

In the editor, it seems to transition sides correctly, in the game the texture flips.

Gold handle is game (incorrect) red handle is editor (correct)

OK, as Flame says, there was a change.

I have two questions, please let me know the answers.

1) Are you sure it's different between game and editor, if you use the latest game and editor? This was changed yesterday, and should be consistent (even if "wrong") if you use editor and game D56 or later.

2) Assuming that you install the editor and game D56 or later, and find they are consistent but wrong, can you try renaming your mapping starting "U_" e.g. "U_name". This special prefix should avoid the flip, the only problem is you can't have it as a user custom colour in that case (as they start M1_ and C1_ etc. Is that a problem in your case?
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