The online racing simulator
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Scawen
Developer
Are you using the newest version of the editor?

That is highly recommended.
LFS NISSAN
S3 licensed
eng files are not audio files. If you want to clip the car sound, press shift+a to open the sound editor.
Racon
S3 licensed
I had a think about this a while back, but I'm not so good with trig and have a lot of other irons in the fire. Lots of other fires too, in fact XD

I was thinking that I would save a trail of coordinates, speeds and timestamps during a lap, saving it if it's a better time or the first lap.

At each MCI I would find the closest 2 points, work out where I am proportionally in regard to those 2 and use their data to calculate my target time/speed for that moment. (Edit: the bit I struggled with is here - I would need a line between these two points and a 90degree angle to the car, but i couldn't work out how to get around when the closest two points weren't the right 2 to get this part to work)

I can't see it would need anything more than is present in InSim already to achieve that for someone who knows the maths, if we know what layout is loaded. (IIRC there is no AXI fired when a layout is loaded by an admin from the editor - I'm guessing because the client does it rather than the server. I'm requesting an AXI every race start as a workaround).
Last edited by Racon, .
Bass-Driver
S3 licensed
It whould nice to add "insim nodes" with ID's (1 - 1024 (or more)) as a option in the AutoX editor.

And send a InsimPacket to the insimapp when someone cross a node.

could look something like this (Probably totally wrong LOL)

struct IS_NOX // Insim Node xTime
{
byte Size; // 15
byte Type; // ISP_NOX
byte ReqI; // 0
byte PLID; // player's unique id

word Node; //Node ID
byte Sp1; //Spare 2
byte Sp2; //Spare 3
byte Sp3; //Spare 4

unsigned Time; // hundredths of a second since start (as in SMALL_RTP)
};

Edit: The AutoX object count need to be increased by uhm ALOT.
For example: i run a timeattack server which has 6 stages. If i want to add 1024 nodes on each stage which is in total 6 * 1024 = 6.144 objects.
Or you need to add a seperate SubObject counter like you have done with the restricted area circles.
Last edited by Bass-Driver, .
Aleksandr_124rus
S3 licensed
Quote from NENE87 :Maybe allow to choose rims at garage?

It's a highly anticipated feature. I think it makes sense to make configurations available for the spoke editor too if it doesn't take too long to develop. It is important for many people to have a choice in rims. Otherwise they will be use the workarounds with hub object for this, cuz hub object can be puted in configurations.
NENE87
S3 licensed
Try to make a basic square car to learn and understand, work hard and you might progress! Blender is not hard to learn, there is a lot of tutorial on internet! Or you can create the car on lfs editor, the software is really nice!
NENE87
S3 licensed
It appears legal, this guy make different models with blender, if you take a look here : https://assettocorsa.club/mods/auto/koenigsegg-one-1.html this is asseto corsa mod, there is not grid in front of the car modelized (in asseto)interior is not the same too, that's why it appears legal, if you want input this model in lfs, first you need reduce poly with decimate tools, or use this model for making your own, you have the shape etc, if the model is too close with the real car, maybe the car can't be accepted... After you need import object with lfs editor Wink there is a complete tutorial here =>https://en.lfsmanual.net/wiki/LFS_Editor

I hope that can be help you Wink
Last edited by NENE87, .
Brake Discs
teeembo
S3 licensed
One of the distinctive features of this car, and prominent for the in-car view, is the inset brake discs. I wanted to replicate the vented design (even though the drivers apparently didn't like them!).

I couldn't use the LFS editor discs because the 49's disc are inset too much (circa. 130mm front and 190mm rear) so I needed a solution.

This was before Scawen made the "Hub" sub-object available but I am glad I didn't have that option otherwise I wouldn't have found this ...

I defined the disc faces as "Brake" sub-objects which do not rotate - this may seem counter-intuitive but it means that I could use an image of a real disc with all it's reflections and shadows which would have looked wrong rotating. The illusion of rotating is provided by the ventilation holes which I defined in the wheel "Spoke" definition. The result looks really good in action!!



As I further develop the car I intend to redraw the ventilation holes as "Hub" sub-objects and also create a disc _ALP to allow a metal overlay so that the discs reflect the environment.

Improvement Suggestion
- A bigger range of movement for the disc offset (even though I didn't use them)
ACCAkut
S3 licensed
Quote from NENE87 :What about this project?

Does the editor allow the use of existing UV maps, made in outside tools like Blender, to apply materials yet? If not, this remains stopped as I can't make it the quality I aspire to.
Facu23
S3 licensed
so, since tnis is an incopatible update, can we get westhill int. without chicane? Rofl jk

lovely, rim editor needed an update
Rim editor updates coming soon
Scawen
Developer
Hello mod developers.

As many of you know, I am trying to get to a full version release so that all racers get the benefit of the recent updates, which I won't list here (you can read the first post of the editor test patch thread).

I noticed that some people, who want better looking wheels, have been using workarounds for deficiencies in the wheel rim system. So I really had to sort that out, even if it delays this full version release and my subsequent work on tyre physics. Sorry to the physics purists but I can't really leave the editor with such glaring issues. Wheel designs are very important and some people are putting a lot of effort into their mods. It's not good to have more and more mods with workarounds for a system that needs changing. So I have worked for a few weeks on this system for rim and wheel graphics.

Here I will list the updates and then post a few pictures:

Wheel rims:

Rim can now be fully edited, there are no fixed surfaces
Rim no longer blends seamlessly into the wheels without an edge
Allows more design flexibility for alloy wheels and steel wheels
Removed: edge extra width / lip depth / inner depth / black inner
A simple alloy style edge is automatically added to existing rims
Option to allow separate wheel style (rim/spokes) for front & rear
Tyre vs rim guide in the vehicle editor helps set correct rim size
Rim has 60 segments around instead of 30 (tyres still 30 around)
Rim guide in rim editor shows regions that should be covered
The colour at the bottom of the list can now be deleted
3D view visible in rim editor can now be rotated

Wheel lighting:

New ambient lighting system for wheels and spokes
Separate options for front and rear "concealed wheels" lighting
The new lighting system replaces the old 'rim shade' option
Auto repair removes the Dx/Ex darker colours from rim

The new lighting system affects both the rim and spoke objects. The lighting at each vertex depends on its depth in the wheel and the direction it faces, by an approximation system that is also affected by the "concealed wheels" setting (that makes it darker on the inside).

I think this ambient lighting should also be applied to any 'brake' or 'hub' objects that are found, because they are also within the wheel cylinder. But let me know if there are other uses for such objects, that mean the new lighting shouldn't be applied to them.

More notes:

I would advise mod makers not to use rim workarounds for now, as the auto repair is likely to affect the look of your work in the rim flange area. It's probably best to go along with the default LFS rims at the moment. If you do use workarounds, please be ready to fix your mods as soon as the update is released.

The update will be incompatible. Not for physical reasons, but simply because the file format is updated. That means, old LFS will no longer be able to load mods saved with the new version. There will be a test patch that can load the newly saved mods, of course. I will start a few test servers for people to test their mods, during the short period of time when the incompatible test patch is out and we are in final testing before the official update. I hope that period will be only around two weeks, to allow enough time for testing.
rog_nilsson
S3 licensed
Online at :
[MRc] RX
Always interesting to see how things go.

Any news on more objects and updates to the layout editor?

Looking forward to even more fun.
Big grin
versiu
S3 licensed
Quote from Aleksandr_124rus :Im wondering what changes when i changed vehicle class from saloon to gt?
I test it and i dint noticed any changes, i hope its good.

Some editor updates ago it was changing available options of what u can put in the car, for now it's just gives category on mod list.
Evolution_R
S3 licensed
Hey.
In short - you can't directly edit them.

You can make and submit a derivative version if allowed by the author. If not - you can always ask the author for permission.
It's written in the mod description page under license type:
Derivatives are allowed: YES

or
Offline only:
You can locally edit the .veh file and use it offline only.
Example: go to LFS\mods\vehicles\BZ30 ROADSTER~034\ and copy BZ30 ROADSTER~034.veh into LFS_EDITOR\data\veh\ -> edit the .veh inside the Editor and save it -> copy that modified veh file and paste it in the LFS\mods\vehicles\BZ30 ROADSTER~034 folder replacing the original one. Always make a backup of the original file or just delete it and it will download it automatically if you want to use the mod online.
Last edited by Evolution_R, .
Scawen
Developer
There are two parts to making a dashboard. One part 'compulsory' and the other part optional.

The 'compulsory' part, edit the dashboard:

Vehicle editor
Textures tab
Select s_clock / s_clock_white / s_clock_formula
Click "EDIT" on the CLOCKS line
There are a lot of options

The optional part, create a dashboard back texture:

- backing texture appears *behind* needle, numbers, markings
- appears illuminated (self lit) like the default dashboards
- recommended texture size is 512 or 1024 for future-proofing
- load the texture in page mode in the modeller
- click the "fixed" button to mark it as "dash"
- there is a reload button in the dashboard editor
- alpha channel has no effect

There may be many tricks and tips but I guess from this point you will need to ask more specific questions.
Scawen
Developer
Is there a line "Adapter Select" or "Output Select" in your cfg.txt?

Some more info here. I'm wondering if there could be something left over from your previous install. Or maybe you have reinstalled a new editor, so then there isn't much in your cfg.txt anyway.
https://www.lfs.net/forum/post/2051977#post2051977

I do think I need to include some extra error logging for startup issues, and have a note about that.
ElPvtoV2
S3 licensed
Online at :
GT3 CHALLENGE
I have the same error, this is my deb.log file info:
Aug 05 13:37:04 LFS : 0.7C
Aug 05 13:37:04 timer resolution 1 ms
Aug 05 13:37:04 read config
Aug 05 13:37:04 get command line
Aug 05 13:37:04 preinit d3d
Aug 05 13:37:04 No modes found

i tried a lot of things but nothing works (LFS editor works while i had windows 8.1. Now i have windows 10, i dont know if that could be the problem.
pantiainen
S3 licensed
I am really happy to see all the progress, and I really want our community to prosper. Thank you devs so far.

One personal suggestion (after getting old Westhill drivable first) is that now when South City has a huge expansion, we should also have a big number of official layouts. Instead of so1-so6 we should have like so1-so20. Basically I want this so that we would have green line in every single combo we are driving. Official layouts also make it possible to hotlap all. And it seems like we got more official content without using layout editor.
superlame
S3 licensed
Resize everything down to 256x256 and inside the Dashboard editor in LFSLazy - X and Y positions to /2.

Or just update to 0.6U.
8th gear
subUwU
S3 licensed
add the option to create 8 gear transmissions in LFS editor
Scawen
Developer
Create a new subobject, position it near one of the wheels, set its object type to hub object. Then, when you exit to the vehicle editor, you should see it positioned at the wheel centre and it will move with the wheel.
Scawen
Developer
Quote from Amynue :Although, now I've also read the changelogs for the D33 (game) Test Patch and didn't see a mention of that change

You are right, there is barely a mention, I can't find it in the log either, just mentioned in this post.
https://www.lfs.net/forum/post/2049235#post2049235

I do recommend that mod creators should use the latest patch. I'm not like Microsoft. My updates contain many useful updates and more fixes than new bugs. Any new bugs are fixed extremely quickly, especially when there are more people testing.

I know it's not practical for everyone to get every update, but I'm sure it is best to keep up with the updates, which have been done with a lot of care and input from community members. Then there is no need to read such a long list that can leave your head spinning.

Quote from Amynue :All I want to know is - why can't we have 65535 triangles in the main object, if that's the triangle limit for the whole mod?

There are different reasons for limits on points and triangles.

Triangles refer to points using 16 bit integers. 15 bits for the point ID and one bit to specify whether the referred point is the original or mirrored version of that point. So no point can have an index above 32767 (the maximum number represented in 15 bits). So that's the point limit. Sure we could make all objects use 32 bit integers instead and be bigger, but then the pit out glitch would be worse. Related to CPU usage when creating the in-game model from the 'editor model' stored in the veh. So limits are a good thing, in the context of a game. In this case that sensible limit happens to be around that point where we would need to switch to larger integers, so as there is a natural 'hard limit' there is little incentive to change the format at this time. Better if artists work within boundaries. As it's a game efficiency is important.

For triangles, the same limit does not actually apply in the same way, but the number of triangles is in the same region as the number of points, so the same limit seems to make sense. It is intended that mirrored triangles should be used as most vehicles are mainly symmetrical. There is a limit on output triangles of 65536 and I think the modeller limit of 32768 "original" triangles is to prevent this number being easily exceeded by mirroring all the original triangles.

If the maximum number of original triangles was increased, then the artist would be able to exceed 65536 easily (by mirroring all) and the game would simply not add them to the output mesh. This doesn't seem clean. Although I see there is a case where number of modeller triangle could be increased without exceeding the output limits (but not mirroring them all) this doesn't seem a high priority. These are very high numbers anyway, and it seems better for people to work within the limits (that already cause a disruptive pit-out glitch on some computers).
johneysvk
S3 licensed
Quote from Avraham Vandezwin :I don't know how Eric's current tool works, or what else needs to be developed to make it public. I'm not talking about complicating things to waste time.
In my opinion, a 3D track modelling algorithm and a few specific 3D object libraries would produce tracks faster than doing everything from scratch.
No matter the visual resemblance to reality. What matters is the quality of the track. In the track environments, there are always the same things (grass, pits, stands, etc.). A track is not a car . It is totally unnecessary to model everything every time. Having standard resizeable generic objects would suffice. And we would have quality tracks more quickly.

Of course the main thing is the layout and design of the track itself and reusing assets to a degree is a valid and widely used technique, but generic environments and reusing generic assets in the name of 'quickly' doesn't scream 'quality' to me to be honest.

Either way, i feel like track editor should be lower priority than more official LFS content and updating the existing content to a somewhat modern standard.
michal 1279
S3 licensed
Online at :
[MRc] RX
Quote from Avraham Vandezwin :I don't know how Eric's current tool works, or what else needs to be developed to make it public. I'm not talking about complicating things to waste time.
In my opinion, a 3D track modelling algorithm and a few specific 3D object libraries would produce tracks faster than doing everything from scratch.
No matter the visual resemblance to reality. What matters is the quality of the track. In the track environments, there are always the same things (grass, pits, stands, etc.). A track is not a car . It is totally unnecessary to model everything every time. Having standard resizeable generic objects would suffice. And we would have quality tracks more quickly.

I'm sure the track editor has its own subobject system, after all you can see plenty of reoccuring objects across existing LFS environments.
rane_nbg
S3 licensed
Just a clarification for the 32768 thing. Usually one only has to model 1 half of the car and the other half is just a mirrored copy. A full car model has to fit into a 16bit integer. I guess that Scawen can make an option in LFS editor to enable/disable a planar symmetry with 32k limit. When disabled a 65k limit for the whole car would be allowed. I'm not using the editor so I may be wrong as this feature might already be implemented.
Last edited by rane_nbg, .
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