The online racing simulator
Searching in All forums
(724 results)
AR92
S3 licensed
For some reason, Windows Defender sees LFS editor.exe as trojan when i extract the zip.

note: sorry for the system language, you have to translate, my Windows product is only supporting Turkish at the moment.
It recognizes it as Win32/Wacatac.B!ml as you can see.
Last edited by AR92, .
Scawen
Developer
Thank you for the reports. I confirm that if you change a texture name to one that doesn't end with _ALP then cutouts with VSHINE or OVERLAY will change to MATT. But I don't think this has changed since the earliest version of the editor. Maybe there could be a warning.

About the corrupted number plates, I can't reproduce it yet. Can you remember what you did before that happened? Was your instance of the modeller started from the entry screen or from within the vehicle editor? Had you changed the number plate (in Driver options) or can you remember anything else that could affect texture memory? I suppose the number plate textures must have either been generated wrongly or became corrupted after generation.
stuchlo
S3 licensed
I have just tried the 0.7D34 version and I am very happy about the new functionality. The automatic search for little triangles is an extremely helpful feature. Also, the new dashboard options are perfect as it enables a historically accurate recreation of a boxy Citroen DS dashboard.

Have found only two strange bugs (unfortunately did not take a screenshot):
  1. Corrupted license plates. Sometimes the s_plate_ALP texture looked like it contained mip maps. At the same time small black letters were drawn over the bigger white ones in the modeller. At the same time the plate letters were drawn black with white contours in the vehicle editor. Repeated reloading of the textures fixed the issue.
  2. When changing the fixed texture page, all of the linked cutouts switched to the MATT. It was probably triggered by trying to load non-reachable file first.
stuchlo
S3 licensed
Quote from ivo_drifta :You are a perfectionist and I love your work. I mean retro cars are not so mainstream here, but I'm impressed of that how much time you spend on your mods and you came back to update this and become perfectly done. Respect!

Thanks, it is always nice to get such feedback, especially from such good modder as you are Smile I also admire your modding, the way how you work with the LFS editor is just extraordinary. I have used those old cars to learn the modding basics for two reasons. Firstly, they are technically much more simple then modern cars and thus can be recreated accurately. Secondly, I just love old cars Big grin

Every mod took more than 50 hours of work and research and some of them (for example Xsara) more than 100. But it would be a pity to make non-realistic mods for such realistic simulation Wink
Scawen
Developer
D36: https://www.lfs.net/forum/thread/102626

Vehicle editor:

Backing texture can now be used with all types of clock texture
Text colour and opacity can be set on the s_clock_formula clocks
FIX: Vehicle lost 'saved' status exiting modeller with no changes

Modeller:

Message if user attempts to set backing texture on subobject
Texture page marked as dash is shown green (if not used by model)
FIX: Model lost 'saved' status if cutout or mapping drag cancelled
Scawen
Developer
D30: https://www.lfs.net/forum/thread/102117

Backing texture can now be used with all types of clock texture
Support for new formula clocks text colour and opacity settings
FIX: Brightness of multi function display now matches the editor
Scawen
Developer
Quote from Evolution_R :I wish the texture was appearing a bit brighter.
In the editor looks fine, but in LFS appears a bit too dark.

In Test Patch D29, dashboard brightness should now look the same as it does in the editor.
https://www.lfs.net/forum/thread/102117
Scawen
Developer
D29 dashboard brightness should now look the same as in the editor.
https://www.lfs.net/forum/thread/102117
Scawen
Developer
Quote from Evolution_R :I wish the texture was appearing a bit brighter.
In the editor looks fine, but in LFS appears a bit too dark.

I agree, I'm having a look at this to see what sort of results I can come up with, to make the public LFS dashboards have a similar brightness to the ones in the editor, without making older ones excessively bright. I think it's a few hours to carefully figure this out, maybe can release an update tomorrow with better brightness in game.

Quote from Yasso7up :Are you looking forward to do the same thing to formula and f1 clocks?

I'm not really looking forward to that, no! Big grin

I don't have plans to update those clocks at this time. I felt the dial clocks were in serious need of an update for all those reasons. People were forced into either accepting a look they didn't want, or doing workarounds that would not be the proper way to do it. I didn't even plan to do this but sort of fell into it because of the need to add the damage light to the clocks. I don't regret it though, as I'm happy to see what results people can come up with. But it has been surprisingly intense work for the whole of last week and already two days this week.

All I really want to do is get this official update finished so I can leave it and work on the tyre physics. I want to get to the situation where everyone has the new graphics and I can work on one version of LFS instead of copying all the updates into two divergent versions of LFS.
Evolution_R
S3 licensed
I wish the texture was appearing a bit brighter.
In the editor looks fine, but in LFS appears a bit too dark.

Looks a lot better with edited Car3.vsh "Out.VCol = In.LitCol + 0.3;" which is not ideal solution.

That's probably due to current LFS shaders / graphics. Shrug
Scawen
Developer
Test Patch D28 supports the new dashboard backing textures that can be added in Editor Test Patch D35.

Test Patch D28: https://www.lfs.net/forum/thread/102117
Editor D35: https://www.lfs.net/forum/thread/102626
Scawen
Developer
Quote from superlame :im dumb and dont understand. this works only with TEXTURE dashboard ( for example simox new bike ) and not 3d modeled with tris dashboard ( like my bumer 7 )

right?

I've looked at your Bumer, and was amazed to see the modelled numbers!

You don't have to do anything so complicated now. You can make a texture that matches the plan of your "s_clock" texture (that you created in the dashboard editor). Then load as described above.

I don't think you'll find it hard to understand. Smile I've attached a texture that I used in testing - it aligns with the RACEABOUT's tacho and speedo. You can try loading that and see how it works.
Scawen
Developer
I realised that people would use (some are already using) the new dashboard updates to help with a hack or trick that is not really ideal. They create a transparent overlay with the dash designed as they want it to look, then map that over the dashboard.

But then there are two problems:

1) dashboard overlay is not self-lit
2) the needle goes *under* the numbers, etc.

Today's update should eliminate the need for such a trick. You can create a dashboard texture that goes *behind* the needles and numbers. The idea is that instead of clearing the dashboard texture to black or white, it copies your supplied texture onto the dashboard texture.

Once again, it is semi-compatible. You will need test patch D28 to see it in game.

How to use:

- only for s_clock (black) and s_clock_white dashboards
- 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

Download: https://www.lfs.net/forum/thread/102626
Last edited by Scawen, .
turbofan
S3 licensed
maybe simply avoid pay for things that u can find for free elsewhere
in anyway, tweak is mostly obsolete, make your own mod with editor instead.
M7md1467
S3 licensed
Another progress. Exterior is almost finished.





working on rear lights. this is how it looks so far. Smile



on LFS Editor:

Last edited by M7md1467, .
Evolution_R
S3 licensed
I'm very happy with the new dashboard editor changes allowing further customization, thank you Scawen. Thumbs up I'm gonna test it now to see if there are any issues.
Viperakecske
S3 licensed
Well,we are not getting closer to the big update whit dashboard editor
Scawen
Developer
A new test patch, D26, supports new dashboard options available in editor D34.

Engine damage light on dashboard is now available if set in editor
Support for new speedo and tacho style options (see editor notes)
FIX: Text size on dashboard more closely matches text in editor
FIX: Mod with 27 character name appeared in mods screen Test mode

Download: https://www.lfs.net/forum/thread/102117
Scawen
Developer
As you may know, I'm trying to finish this round of test patches and release an official version so I can focus fully on tyre physics.

Unfortunately, finishing always takes longer than expected but I'm getting there. One thing to add was the dashboard version of the engine damage light. I did that on Monday, but noticed certain issues with dashboards while I was in the dashboard editor. Remembering various issues and requests for improvement, on Tuesday I started to add options for the tacho (allowing x100, steps of 5, set maximum value) and on Wednesday for the speedo (set maximum value, make mph and km/h have the same needle position). On Thursday I added several options that can be applied to all the dials. Finally today I've added the option to show and position the unit (km/h or mph on speedo, x100 or x1000 on the tacho).

I'm sure many of you will find these options useful and they will add some variety and realism to the traditional style dashboards you set up. I don't suggest that this is complete or allows all the possibilities you would like, but these are the things I could do quickly, in a semi-compatible version.

To see the effect of these options in game, you will need Test Patch D26.

By "semi-compatible" I mean that versions before D26 can still load vehicles you save with this new version, but they won't see the effect of the new options.

Vehicle editor:

Engine damage light can be enabled (in Transmission tab)
Maximum value for main body drag increased from 1.0 to 6.0
Some tooltips added and descriptions adjusted in Aerodynamics tab
Estimated max speed (in Aerodynamics) shows speed in mph or km/h
FIX: Dashboard for electric vehicles was switched off in editor

Dashboard editor:

Speedo:
- set maximum value in km/h (steps of 5)
- option to show units (km/h or mph)

Tacho:
- set maximum value
- x100 or x1000
- gap 1/2 (x1000) or 5/10 (x100)
- options to show units (x100 or x1000)

Options on all gauges:
- needle colour = text colour
- needle is long
- needle above pivot
- hide pivot
- hide numbers
- hide symbol (if applicable)
- hide marks
- smaller text

Download: https://www.lfs.net/forum/thread/102626-Editor-Test-Patch-0-7D34
joaopaulopt
S3 licensed
Track editor didn't want much, but I would really like to see more gravel circuits and rally zones.
turbofan
S3 licensed
well u're right and I had doubts very much too, but I tested a lot of export options before posting and am rly puzzled with that.
so I tried with editor 0.7C and still have that issue, alright.

I test like 15x exports with different options again on 0.7C, I don't get it working no matter what I try. Seems there is some bug somewhere in LW.
No clue, but i'll find another way.
Scawen
Developer
Before I can even think about this, you really should verify that something has changed between the versions (which I doubt very much).

You can simply put an older editor exe in place of the new one. You can figure out the download link as well.
turbofan
S3 licensed
well, I updated Editor to D33
now it seems I cant import an obj with smoothing groups anymore
I am using same options which worked before update, so am a bit confused about why it doesnt work as expected

here is some test files with 3 angled polys
on first object "test" I have set all polys with same group at export
editor will load with one group per face.
on second object I have set 2 groups, one with 1 poly, the other with 2 polys
editor will load with one group per face.

I cant attach obj file in that post : "file type not permitted", so i put a zip archive
Scawen
Developer
Update D33 improves the screenshot that will appear in game or on the website. Also there is a warning about unsaved changes if you press the top right X button in modeller or vehicle editor.

Vehicle editor:

A sky reflection (environment map) is included in mod screenshot
Undo "edit model" is removed if no changes were made in modeller
More tooltips in Allow, Light Colours and Object Positions tabs
Unsaved changes warning on clicking the X button to exit LFS

Modeller:

Unsaved changes warning on clicking the X button to exit LFS
Scawen
Developer
Update D31, now includes REDO functions for vehicle editor and modeller.

Also modeller improvements:

Map / cutout / page selections are preserved when possible
Undo and redo deal correctly with map / cutout / page modes
Cutout mode works more like map mode and avoids button overlap
Overlay function from page mode is now available in cutout mode
Square buttons in map mode match mapping aspect ratio to cutout
FGED GREDG RDFGDR GSFDG