The online racing simulator
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AR92
S3 licensed
@Scawen, would you please make a "keep subobjects" option when changing a main object? Sometimes mappings are losing the position and scales when merging the subobject which contains gauge, to main object, for the backing texture. To avoid the mapping dislocation, i imported the gauge subobject first to modeller, as main object, then i imported the actual main object (car's body) as attachment to modeller. and merged both and there isnt a problem but when you try to change the main object in vehicle editor with new merged main body, it deletes all the subobject which contains the seats, interior etc.
Scawen
Developer
The colour selections and some updates for formula clocks are nearly ready but I want to test thoroughly and finish a couple of options. So I should release an updated test patch and editor tomorrow instead of this evening.
bayanofmansorofisky
S3 licensed
Hello, LFS EDITOR bug when changing the graphics adapter
It's defaulting on Intel HD 4000 and works fine
I try to set it on my Radeon R5 graphics card then exit lfse
When trying to lunch it again it shows error " OUTPUT NOT FOUND"
All drivers are updated.
kenblock30
S3 licensed
Hello all Smile
As you can see, a new version was uploaded.

At this moment, the mod is on WIP mode for testing.
We are working on an incompatible update to get it more optimized, detailed and with a fresh look.

After months using LFS editor, now we got some new knowledge and want to implement on our first mod!

Physics:
-We changed the measurements of the tires as we discovered a conversion
error to the measurement system used by LFS.
-Modified the point of incidence, lift and aerodynamic drag (we found
better data)

Model:
-Now we´re using the same model than before but it will be updated on interior and exterior.
superlame
S3 licensed
Quote from AR92 :You sure? Is this happened in the past editor versions too? Sorry i'm kinda little bit paranoid when it comes to viruses Big grin

yes scawen himself the coder of lfs and the lfs editor implemented virus in the new version.. are you even serious?
AR92
S3 licensed
Quote from Scawen :This is fairly common. It's safe, just a false detection.

You sure? Is this happened in the past editor versions too? Sorry i'm kinda little bit paranoid when it comes to viruses Big grin
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.
Scawen
Developer
Thanks for the reply. I get what you are saying and that's what I would think for something like a browser, etc. I don't want to be on the beta channel and want to wait for the stable version.

But actually in our case, the official version of the editor is quite old now and was pushed out before it was ready (in a way). The test patches have so many fixes they are a lot more stable and safe than the official one now.

Another issue is you might miss a lot of the improvements. Maybe when you have some time you could try to read through them all.

A cautious approach I would find more valid, is perhaps to wait a day or two after a patch is released. If bugs aren't reported by then, it's probably safe as there are enough people checking the new features. I'm very fast to fix any crashes or issues, which there have been occasionally. For example I don't put out a patch and go to bed. I prefer to put them out in the afternoon so they get a good test on the day. If I do one in the evening, I'll be back checking in case anyone found an issue.
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
It's not really about whether you break off or not.

The rule is:

- as always, the live dashboard texture (s_clock etc) can be on subobjects.
- the new dashboard background texture must be specified on main object. EDIT: but does appear on live texture in the subobject

But thanks for your report, I see this might be confusing and maybe the editor needs to help with this in some way.
Last edited by Scawen, .
Scawen
Developer
Seriously, please use the test patches.

We are getting near to the official version. The test patches need testing.

EDIT: I think anyone who is interested in making mods should read through the list of editor changes and hopefully try them out.
Last edited by Scawen, .
M3THANOL
S3 licensed
Quote from Scawen :You can do that in the vehicle editor since Editor Test Patch D28.

A new button to show the view from driver's eye position

https://www.lfs.net/forum/thread/102626

Oh cool, I haven't been using the test patches so didn't see this. Are you nearing an official update for Editor yet?
superlame
S3 licensed
I have a suggestion.

Same as the electric cars, when you turn off the engine, the electric displays turn off. ( MFD (Multi Functional Display) Etc ) But for the normal cars with engine.


Also, to be as an option in LFS Editor
( Do you want to turn off displays when engine off ) YES/NO.


It is just a suggestion, only if it is fast to do and does not slow down the thing you are doing at the moment.

Thanks.
Scawen
Developer
You can do that in the vehicle editor since Editor Test Patch D28.

A new button to show the view from driver's eye position

https://www.lfs.net/forum/thread/102626
M3THANOL
S3 licensed
Not sure if this has been suggested before but I think it would be great if the LFS Editor had an option to sit in the drivers seat in order to determine what the look and feel of the drivers position is without having to export and then enter LFS and test there. This would help with rear view and side view mirror position and drivers seat height.
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.
FGED GREDG RDFGDR GSFDG