Oh... I've read all of the changelogs in the first post, but didn't see anything about it so I've assumed this hasn't been addressed. What I didn't think about, is to read the changelogs for the test patches of the game itself as this issue is related to the game rather than the editor My bad! Although, now I've also read the changelogs for the D33 (game) Test Patch and didn't see a mention of that change. Anyway... I've installed the D33 Test Patch and the needle indeed is in the same position for both speed units. Thank you! I will make another attempt at "horizontal speedo" for my next mod, which happens to also use such speedo.
Thank you for the comprehensive answer, although I didn't understand much of it
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?
Yeah, 16-bit unsigned integer, has a range 0-65535. I think he asks if there is any other technical limitation that LFS cannot handle 32-bit integers.
I'll try to answer. Well, most probably the reason is once you increase to 32-bit mesh models the frame rate will start to suffer greatly if you want to display all those polys with a full grid. So Scawen decided to make a compromise of good enough quality. But you have a very good point, in LFS editor one should be able to play with 32-bit models and at the time of export make it into 16-bit, similar to how people do with car skins when they make them in 4096x4096 and then export to 1024 as a final skin for upload.
On the subject of gauges...
I was trying to create a "horizontal speedometer" for one of my mods. When I was trying to calibrate it I've noticed that the speedometer needle position is slightly different in MPH mode than it is in KM/H mode.
Here you can see what happens when I switch between KM/H and MPH units in options:
It was impossible to calibrate it to show accurate speed for both the KM/H units users and the MPH users. Because of that, I decided to scrap it and went with a fictional digital gauge cluster.
Anyway, what I'm trying to say - it would be nice if the needle position was identical for both MPH and KM/H setting. This would be helpful when creating custom gauges. Ability to adjust the thickness of the needle would also be useful.
I also have a question regarding the Modeller - why are we able to only have 32768 triangles in the main object if the total triangle limit for the mod is 65535? Is it due to some technical limitation or... ?
It's especially annoying when importing from .obj file. I would like to be able import an .obj with - let's say - 62k triangles and then split some of it into subobjects from within the LFS Editor. Currently you have to use 3rd party 3D software to split it into two .obj files (below 32768 triangles). I would prefer to do this in the LFS Modeller.
It would be even better if we were able to import .obj files bigger than 65535 triangles. So, let's say - I import a 3D model with 75k triangles into the LFS Editor and then I delete some stuff that I won't need in LFS - for example the engine bay - to reduce the polycount to less than 65535.
LFS Editor should not allow to "Export mod for UPLOAD" if it exceeds the 65535 limit.
I think it'll be a long time before we ever get realistic tracks with the track editor. Most mod tracks in other sims are just rips from other games which likely won't fly here.
Im so happy that lfs team suprise us all with the LFS mods editor. Next thing what im really waiting for is if they give us a proper LFS TRACK EDITOR that you can build realistic IRL race tracks.
LFS in my heart to the grave what ever happens to the game, thank you scawen and lfs crew.
Oh thank you, that will be very useful I need to sit down and read all the test patch changelogs.
For the time being I was creating fake lips on my steel rims by adding 2 surfaces in the rim editor - at the spot where the tire meets the rim. It looked better than nothing, but still - not quite right. Looking forward to that improvement
The message "Invalid file" comes up if a dds file or a png file has the wrong header (the first few bytes of the file). Are you able to open that file using other software?
One possible cause (other than a corrupted file) is that a file of one type was renamed to another file type, by changing the filename extension. That cannot work, of course. LFS will create dds files from png files when required. You should use png files in the LFS editor and just forget about the dds files because LFS will create them for you when you do an export.
EDIT: there are similar options for the tacho now, and you can set it to 5..10..15..20... if you set it to x100 instead of x1000
EDIT2: Not yet released but I've been working on some wheel rim updates that should allow reproduction of a rim lip with the style of a steel wheel (and other styles) also with higher resolution and not appearing to blend directly into the tyre.
As you can see, particularly on the Editor Test Patch thread, I have made a huge number of improvements for the mod support. I find it a great thing that LFS is a way for people to be creative, and the mods system is a massive new part of that. It was very "new" indeed when released (basically a bunch of dev editors brushed up a bit) which is why there have been so many issues to sort out.
In the past months, while I have been doing these, Eric was at first finishing South City, which took a lot longer than he anticipated. Filling those holes is not easy, and he likes to fill them just as people would actually "fill the holes" when building a real city. I received an update recently and tested it, reported a bunch of issues and he fixed those. We find the completion level very good now, basically good enough for public testing when we can get the full version together. He is now working on the Kyoto improvements. As you may know from the official progress reports, that was never finished before Eric moved onto the South City, that turned into an epic development and massive expansion.
On my side, I'm trying to finish test patch things so that I can finally complete the tyre physics. In fact my current focus is on wheels, both in the development and public version. In the public version there should be a graphical update for wheels in the next few days, to go along with the many updates there have been for mods. Again, please read the test patch threads to know what I'm talking about.
There is also other work I do, that you never see, such as updates for the track editor. Suppose Eric is doing a task and finds he has to do something in a laborious or repetitive way and one of us thinks of a new editor function that could help him achieve certain tasks more quickly, then I always want to stop whatever else I was doing and work on the track editor for a few days.
I'm trying to get to an official release so my focus can then be entirely on the tyre physics in the development version. It has taken me much longer than expected to complete this round of test patches as there were so many unfinished things in the mods system. When I see creators, working hard and having to use workarounds for issues, I feel a great responsibility to get that issue sorted out.
Of course, the priorities I attach to various tasks, will not be the same as someone else's priority. We all have different priorities, so there's not a person in the world who could agree with all my choice of tasks to work on. But I must work on what I feel is important. Actually I find it a huge mental effort to complete these tasks, and that's why I need to follow the inspiration. Sometimes I'm awake at night working out how to do something, then experimenting and testing, it's a lot of work.
It takes a long time, but there is always progress.
Checking on my laptop with amd integrated graphics and nvidia dedicated gpu, also get that error when I try to switch to the dedicated graphics, but I've found a fix.
Don't change the adapter in lfs settings, but set the "adapter select" to 0, for me in the nvidia settings I have to set the lfs_editor.exe to use dedicated graphics, then it works fine and i go from 361fps to 462fps when viewing the rb4 in vehicle editor. (idk why not more, 60% gpu usage, 11% cpu, but no cores are fully utilized)
Please can you tell me the exact message that comes up? In the code I found two similar messages but neither is exactly what you posted.
Also, I'd like to know:
- When you exit LFS editor after selecting the other adapter, which numbers do you see in cfg.txt in these lines:
Adapter Select [number]
Output Select [number]
- After restarting LFS editor and it fails to start, is there any information in deb.log?
EDIT: If you have any problem restarting after that, you can simply delete the adapter and output select lines from cfg.txt.
I understand there is a conflict at the boundary between LFS generated tyre/rim and the user created objects. It's something I need to consider. I can't jump to quick fixes. This is because the tyre generation and profile will change a bit in future and existing mods cannot be broken at that point. Maybe LFS needs some defined profile styles for physically plausible rims, including a proper 3D edge between the rim and the tyre, and/or some way to interface cleanly with user defined rims. The current tyre shape is a compromise, designed a long time ago, so I need to examine how the visual tyre and rim width are produced from the "Rim width" setting in the vehicle editor. I realise there is a resolution issue - some mod creators want to use a lot of triangles around the edge to create a perfectly round appearance, but that is not compatible with the tyre resolution as the LFS tyres can move and they are CPU-expensive to send to the graphics card each frame, even in the new LFS system. No doubt there is a better way to do that too, with a special shader.
I do see the issues as I can see the high quality rims that people want to make, so I have to think about this a while. At this point I think the changes are not in the immediate future, as you know I'm trying to do this full release to get back to the tyre physics, so things will be easier when I only have to work on one version of LFS, and we all get the benefit of the new graphics.
Anyway, for today there is a new update, D40.
Vehicle editor:
Hub object custom colours now appear in the list of wheel colours
Modeller:
Reflect object function is now available for individual subobjects
Combined clean object buttons into a single button with a dialog
Spoke mode "export SRE" saves combined spokes as a modeller object
Spoke mode "import SRE" function to load modeller object as a spoke
This is not the best solution. This is a oversimplification when it comes to real rims. I don't know how it is seen in the west, but we have a saying that rims are 50% of car beauty (some even saying 80%).
When I was modeling my mods, I studied the theory of rims engineering. In rim design, there is a rim profile. This is an important constructive visualization of the rim that helps when modeling it. And besides that, it was just fun to study (as exampe 1,2). So the rim profile has elements like flange\bead, hump, drop center. And flange\bead cannot be accomplished in rim editor.
You can see that on many rims the flange\bead part (part that adheres to the rubber on the inside) has a curvature of a certain slope and thickness from the tire that forms the visible edge, all this affects the appearance of the rim. This can only be achieved by creating the rim yourself. And when I modeled the rim that I liked based on the parameters of the rim profile I noticed that the bead part starts to go through it, even though the bead is on the rubber in the right place. So it just does not fit the wheel in LFS because of this default non-removable edge. Even though the rim is modeled to the correct specs of rim profile. It was not very pleasant to reduce the diameter of the entire rim because of this, and lose some of its beauty.
Yes, this is what I did, but I lose some detail of my rim and there are some limitations.
It would be much more intuitive to just load/model your own rim and that's it.
Just an option to hide the rim editor produced inner rim.
I think you should use the rim editor to model the cross-section of the rim excluding the spokes, then use the spoke editor to only model the spokes excluding the outer rim.
I've also added a function to export a wheel object from the spoke editor. It multiplies the spoke object by number of spokes and saves it as an SRE in that state (see attached image).
That should be helpful for people who want to convert an SPK style wheel into a hub style wheel.