Sorry about that. I don't yet know how it could have gone wrong in that way.
I have reinstated the old veh checker on the server. Please try editor D23 and let me know if it works (also, D21 or others should be OK).
Only D22 should *not* be OK, because it does save the subobject names, which will fail on the reverted veh checker.
D23 *does* save subobject names if you share for development, but not if you export for submission. So that should solve the issue that kenblock30 reported, in a more specific way.
Now I'll try to figure out why the new veh checker didn't work as expected.
EDIT: (4 May 11:03 UTC) I found out why the veh checker didn't work. I have made the necessary change and tested it manually. I have put a new version there, which hopefully causes no problems (and should allow use of editor D22).
EDIT2: (4 May 12:38 UTC) I've reinstated the old veh checker again as there is some other error that I can't understand yet.
EDIT3: (4 May 13:46 UTC) I found out why the 2nd new veh checker didn't work. It was a completely different issue from the 1st new checker's problem. I have made the necessary change and tested it manually and also by doing a test submission of a private mod. I have put a new version there, which hopefully causes no problems (and should allow use of editor D22).
Update: I did not like the tire overheating during racing and tried to do more research about tire sizes used on rally cars. Unfortunately, I did not find if there were some more suitable tire sizes than the stock ones. However, looking through the tire sizes showed that I made a mistake in the stock sizes.
To fix this, I have used the size of the 180 HR 15 Michelin XAS tires and fitted them to all wheels. These were used on 1965-1973 models and are the only original DS/ID tire sizes, which can be defined in the LFS editor (the original DS/ID saloons had smaller tires in the back but today it is recommended to use the same size for all wheels, which is also more suitable for racing).
The mod is a little more stable now and is visually better proportioned, when compared to photos of real cars. The tire overheating is slightly better, but still there.
Are they actual mirrored triangles? I've deliberately made it so that mirrored triangles don't report the same error twice.
Other than that, I can't say much without looking at a copy of the model in my editor. If you'd like, you can cut away most of your model, leaving just enough to show the apparent error and attach it here so I can look at it.
Not much done, really. except a lot was done, mostly being mapping corrections and making sure its triangulated properly in the editor, while I was at it I fixed the scale to match the real counterpart as best as possible, not a 1:1 scale but on a very acceptable level...
A couple of pics from today's work, yes while scaling it down I ran into a couple of issues, so the shape got a bit wobbly. ofc that's gonna be addressed in the next update
For some reason I still can't update the editor. Black screen using the given LFS Editor.exe.
Old 7c editor exe works fine even with the updated 7d20 data and bin files but the start screen still says 7c and I don't have the new features described.
Also just tried with a fresh LFS Editor install and had the same outcome.
No anti-virus blocking the app, won't change the outcome when ran as administrator. Win10 here.
ESC or SHIFT+X from Modeller do not give warning of changes if entered from Vehicle Editor
You can hide subobjects other than the selected one: show subobs NO (with subobject selected)
Few times by mistake I have lost all of the changes I made because I thought I'm in Edit Mode (Modeler) where the changes are saved automatically and usually I just ignore the message, but this time I was in vehicle editor and got confused since the message is the same.
If changes are saved automatically no need of warning. If I want to export my model as .sre, I would without reminders.
Would be nice if there is a warning message when exiting the LFS Editor window by the X.
I'm not sure how or why I made this change but maybe I was trying to make something consistent with something else. Maybe it was related to the reinstatement of SHIFT+X to exit, which I did every single time without fail, and only hid all the triangles which was so annoying (because X was the Hide key).
Now that H is the Hide key, and SHIFT+X works again, I did think there could be a danger of people pressing SHIFT+X, intending to hide points or triangles, but exit the modeller instead, so losing their modeller state including undo buffer and current selection.
I wonder if ESC should be instant exit without question (if modeller started from vehicle editor) but SHIFT+X should continue to ask for confirmation. It seems a bit odd but maybe it makes sense.
I get this pop-up too and it is a bit inconvenient. What I usually do is switch to Modeller, do some editing, then switch back to Vehicle Editor and vice versa. Having the dialog pop up every time can get a bit annoying, as I don't need to save the standalone model at all.
Maybe the unsaved changes dialog should not be shown if you enter the Modeller from Vehicle Editor?
So i was using an older version of editor something like 7C before, wasn't doing anything recently so was no need to update, but now downloaded D19
I don't know how people make their mods, i open vehicle editor, select my mod and it loads. Click E to go into modeler and do mapping, coloring, building, etc. Back in 7C, after doing some mapping i would press ESC and it would instantly go back to vehicle editor so i could check the lights, subobjects placement, etc.
Now it asks me if you want to quit the editor because there are some unsaved changes. As far as i know it automatically saves the changes done in modeler when you quit into vehicle editor, even in this D19. So why this extra Yes/No window? Now it only confuses me and i might quit the actual vehicle editor.
if you are looking for news on these new tracks, go on 20th anniversary announcement. However referring back to map editing, maybe with the track editor in a couple of years there might be the possibility to create real life tracks, but without license like skin making. Real life licensed tracks are unlikely to be announced by the devs judging by how long it took to get one licensed track and how there aren't any further notices on the subject, that said it would be great to have them.
Hello, I encountered a problem today with lfs editor that when i click to create new vehicle or something, it crashes and says in red ERROR: IPoints==NULL in ApplyDamageNodesGraphical. Also i noticed when opening vehicle in editor it says too, but not crashes. What can cause this and how to fix this, tried reinstalling lfs editor, tried restarting pc. Im using lfs editor 0.7d9 cause i didnt liked new version how it looks.
Unfortunate this is not going to happen very soon.
This is the soonest possible in my eyes. Speculation.
At the moment is being worked on physics and graphics overhaul.
When this is finished (lets say mid 2024), then maybe there will be announced a track editor (perhaps to be included in the LFS Editor).
This could take ~ 1 year (judging by the release of the Modeller and Vehicle editor - LFS Editor).
And then the modding community could make such tracks in maybe a few months.
So, 2-3 years from now hopefully there will be some light on the matter by the devs.
EDIT: there will be some new tracks coming with the graphics update.
Found two little issues when trying to use the built-in engine sound editor (in LFS) for mods:
1. When saving a modified sound, LFS does not prepend the car's prefix like it does for normal cars. Like "RAC_". When changing a sound for a mod, I would expect the skin-id or something as prefix.
2. LFS doesn't load the last used engine sound for mods. It always starts with the sound shipped with the mod. I tried saving a modified sound prefixed with the skinid & name, but LFS ignores it.
Yeah, that gave me a hint. And model had something like 5 different glass texture pages and few other small ones with different material settings (fancy vshine, overlay, etc) so those really blew material count up.
That's a capture from 7D14. Switching to the problematic config would indeed make the editor crashes.
Right, I haven't actually tried the newer test patch as I managed to merge some textures and make progress (and it's very close to finish, kind of, maybe). So, no really need to panic now.
Much thanks
And sorry for not posting quite a while (yeah, seems like my head keeps crashing as hard as the editor did).
I've received another South City update from Eric so did a few track editor updates that were relevant at this point. In the process I updated a few features from the public editor, so here they are.
Editor Test Patch D19:
Hotkey for "hide/unhide (un)selected" changed from X to H (like blender)
- small H button at top left to hide/show message history (old H function)
Left click increments should now always be smaller than right click
- previously this was not consistent for all types of buttons
- as before, CTRL may do smaller steps, SHIFT may do larger steps
- this change should apply to distance, colour, angle and scale
Find button for error triangles or points now selects all as expected
- previously only selected the first point or triangle in the list