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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
Online at :
Just a Ride
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
Online at :
Just a Ride
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
Online at :
Just a Ride
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
LFS Layout Editor Blender Tool
Vritrasura
S3 licensed
Hello,

I have come up with some kind of tool that can be used to create basic skeleton for LFS Layout.
It uses Blender 3D editor and outputs LYT file than can be directly loaded in LFS.

A guide is part of the zip package, however it assumes some basic familiarity with Blender.

Currently in version (v0.2) only slabs, ramps and wedges are fully supported. But those are most used blocks when creating new layout.

Basically I have pre-modelled all possible variants of these blocks so you only need to copy paste them and put them together into layout.

The script for actual export is included in .blend file and can be directly run from Blender - it exports all selected objects to the output layout.

Any feedback, suggestions or improvements are welcome.
Aleksandr_124rus
S3 licensed
What a pessimistic mood here. At the moment is nothing better in the LFS than the official servers. All that the crack can offer is a brazilian servers with a huge ping, no mods, and with inadequate players whose management ddosing the LFS official master server. Fish rots from the head.

It looks like the Scawen is already finishing physics and Eric is finishing Fern bay, which is probably is was the last aspect of this update that needed to be done.

I believe that if the update with graphics and physics is not delayed anymore and comes out at least this year, it can bring new players in LFS, and a lot more players will bring Track Editor, if it comes out some time after the update. Since in all aspects (car mods, track mods, graphics, physics) the LFS can compete with the popular Assetto Corsa. And now it's losing because it doesn't have enough tracks and the graphics are not at a sufficient level.
NathanBrazil
S3 licensed
Quote from denis-takumi :

testing geometry editing

That's awesome! Any updates on this? Would love to model some things outside the editor.

Cheers!
Scawen
Developer
Here is a new update, D30.

It annoyed me too much that on exiting the editor it always warned "Any changes will be lost" even if you hadn't done anything. I knew the best solution for this would be an undo function (because it tracks changes). The trouble is the undo is quite a lot of work and it took me about 3 days. Sometimes it's simple but sometimes some rearrangement is needed. I was a bit shocked by the actual size of the vehicle editor source code file. Luckily most of the more complicated side of the undo function was already done for the track editor undo.

I found some bugs along the way and improved some things as I had to test nearly every button. I hope there are no new bugs! Smile

Vehicle editor:

Undo function for all editor operations
Exit warning only if changes have been made
C key to clear selected point and selected tube
Delete key deletes a point or tube (if only one is selected)
CTRL+RMB (copy) SHIFT+RMB (paste) now work with frame point values
Hide the bottom right buttons now hides the whole settings block
Rim modifiers moved to top right in rim editor avoiding overlap
Special view no longer includes wheel mass cuboids by default
Error message displayed if a vehicle file cannot be loaded

Modeller:

FIX: Bottom right screen layout was wrong in 2D views

Animation editor:

FIX: Driver in wireframe mode could be obscured by the vehicle
Add downforce tab in garage options even if car has no adjustable wings
Eclipsed
S3 licensed
Even if I'm suggesting this as an event organizer to be able to check cars for their aerodynamics better,it would be also a valuable information for drivers to know about car's extra grip. Some cars have added bodywork or undertray negative lift,but that currently can be seen as a non-exact value in forces view on track or you have to load .veh file in the editor. Additionally also visible drag values would allow to determine if a car for some reason has very unrealistic values to weed out badly made mods out of consideration of using them for events.
I hope this is an "easy" change and can be done in nearest future,as there should be no compatibility issues.
ivo_drifta
S3 licensed
Yes, that can works for off road events and will expand the horizons of the game. I can imagine nature, hills, woods, rivers, rocks, canyons.. I hope to see that stuff ingame soon or releasing the track editor for public.
more rallycross layouts or gravel/dirt undergroud for editor
timdecnodder
S3 licensed
after looking at the new proposed maps and running my own rallycross championship on LFS for the last 3 years, i'm running into the roadblock of having to re-use tracks because the options to make good tracks is very limited and the new maps don't show any rallycross roads on them.

that's why i would like to request either some new layouts for rallycross on the planned maps or adding a gravel/dirt underground to the layout editor like we have the concrete sections.

don't know how much work this would be but it would greatly help me to create a more varied and exiting championship in the future.
Scawen
Developer
Quote from Changes in Editor 0.7D29: :Vehicle editor:

Included whole words "load" and "save" for setups and colours
New message on clicking "Animate" if the vehicle has no driver
Tooltips added to Steering tab and some in Object Positions tab
Question button and tip are shown for unusual FR configurations
Caster angle reduced to 2 decimal places (3 seemed excessive)

New vehicle:

Better initial values for engine and fuel tank positions
Light colours are now initialised (all were black except rear fog)
FIX: Editor buttons appeared during dialog in new vehicle screen

Animation editor:

Eye view button (beside origin and object buttons)
Keys O (view object) and SHIFT+O (options) now work

In case you wondered what this means: "Question button and tip are shown for unusual FR configurations"

It's in the Object Positions tab, in the case of front-engine RWD cars (with 4 wheels) the editor tries to indicate that it is usual for the engine to be longitudinally mounted and rotate clockwise as viewed from the front.

I couldn't see such a strong rule for any other configurations so I only did it in that case (FR vehicles). I know that the engine rotation is a common mistake so I hope the yellow question marks can help prevent that (along with the more user friendly options).
FGED GREDG RDFGDR GSFDG