I've put the new limits in Editor D26. For LOD2 it is maximum 8192 triangles / 12288 vertices.
To help with this, for people who want to work down from a high poly model, I've added a crude "reduce detail" function that acts on the selected triangles.
I suggest using CTRL+SHIFT+LMB to flood-select groups of triangles, then click "reduce detail" (or SHIFT+R) on the small groups. Inspect them each time and undo if the effect isn't good enough.
Automatic LOD reduction is a challenging problem so this crude version is about all I can do for now. I'd like to know if anyone finds it useful.
Groups are also compressed when exporting for test or upload.
In the development version, shadows are now highly detailed because of a shadow map system. It would be a waste of my time to develop a new subobject shadow system for the current public version. In the meantime I suggest that LOD2 should have enough geometry representing the subobjects, as part of the main object. This way it can function as a reasonable LOD at distance and cast a better shadow.
By the way, this suggestion and the previous one about virtual mirrors have absolutely nothing to do with the modeller. Could everyone please try to use an appropriate thread?
From the first post:
This thread is for suggestions regarding the LFS object modeller only. That is, the editor you see if you click "Modeller" or you press E or "edit model" when you are in the vehicle editor. The modeller is about points, triangles, mappings and the tools you use to create, manipulate and texture the object.
Please DO NOT post suggestions for the VEHICLE EDITOR, or the mods system in general, in this thread.
If you have suggestions for the vehicle editor, please post them in Vehicle Editor Suggestions
There is also another thread for the mods system, such as how it appears in game and on the website.
If you have suggestions for the mods system OUTSIDE editors, please post them in Mods System Suggestions
We have discussed this on discord many times; why is there no separate upper limit to the number of triangles in LOD2 when it comes to the editor? It's a real fps drainer when people join the track with an LOD2 that has 10s of thousands of triangles. Sometimes the game will even freeze for a split second because of cars like that joining the track (i have a high end pc). There are way too many mods like that out there.
I realize it can become a problem of backwards compatibility in implementing a limit now, but i think it's necessary and better done sooner rather than later.
just got the rear bumper finished was mutch easy then front, i decide to mount the parts to the car as im going to modify side skurts in lfs editor without having to do it all in blend, after that will make rear wing, so far im happy with results it look nice.
A new style dialog is now used for merge points (ALT+M) options
FIX: Points more likely to remain selected after scale or lathe
Vehicle editor:
For flashing pit speed limiter light - choose brake or rear fog
Width / ratio / rim width move in bigger steps with right click
Frame position adjustments use expected steps for mouse clicks
Limited sidecar support:
Lone wheel (e.g. front) can be offset left (in Suspension tab)
- offset wheel to right is currently disabled for compatibility
Pair of wheels (e.g. rear) can be longitudinally staggered
- only the rearmost wheel of a staggered pair is driven
- anti-roll is disabled when the pair is staggered
NOTE: You also need LFS test patch D25 for:
- one-wheel-drive sidecars
- pit speed limiter flashing light using fog light
Thanks for the fog light suggestion. In my version I've added a switch in the editor to choose 'brake' or 'rear fog' for the flashing pit speed light. I think this allows enough possibilities, while allowing existing F1 cars' flashing lights to continue working.
I've also added some limited sidecar support. I can't do full sidecar support at this time. I've done what I can within the limits of a compatible version. I'll describe it here in case anyone thinks of something.
Limited sidecar support for D25:
Lone wheel (e.g. front) can be offset left (in Suspension tab)
- offset wheel to right is currently disabled for compatibility
Pair of wheels (e.g. rear) can be longitudinally staggered
- only the rearmost wheel of a staggered pair is driven
- anti-roll is disabled when the pair is staggered
So this allows you to start with a trike, move the front wheel and driver to the left, and move the rear right wheel forward. Then the left rear wheel will be driven. You can use front passenger seat or a rear seat for the passenger.
Further sidecar support I can't do at this point but is noted for future:
Allow positioning of a lone wheel on the right (to allow bike on right)
Allow freehand positioning of passenger seats
Allow suspension (edit: I mean frame) tubes to not be mirrored
Passenger moving left and right for weight distribution (important for sidecar racing)
I agree. Adding it to existing cars would perhaps not be ideal.
If you look at most pro setups for BF1, FOX, GTRs (winged cars general in LFS) setups are always much higher than what you’d expect, and this is because of the big delta in dynamic and static force on suspension, which normally is adjusted with packer gaps, heave, preload and other fancy words I cannot fathom to remind my jet lagged mind.
Would it be something perhaps to have as a experimental stage in the editor alone? I believe the system itself is ready, as it already simulates roll stiffness incredibly accurate.
Just a question, I mapped some tris for pit limiter light as l_brk and enabled feature in editor but nothing happened with the car on track... im missing something?
Thanks for the report. This has happened as the mod failed an upload check, due to a new upload checker that I put in place. It's not that anything is really wrong with the upload checker, but when people don't use a recent editor test patch to export their mod, it's possible for this issue to come up due to issues in their old version of the editor.
Then, when that does happen, the website doesn't really do the right thing, as you noticed.
I've notified Victor to see what he can do on his side, and also I've reinstated the original upload checker so this doesn't keep happening right now.
I will now notify the uploaders of a few mods that have gone wrong in this way since yesterday.
After the complete graphical rework of my oldest mods and a lot of online research to gather enough technical data, it is time to recreate another classic from my wishlist. I have started working on my personal tribute to a 1930s Czechoslovak engineering masterpiece, the timeless Tatra 87. One of the most unique, advanced and fastest cars of its era.
Progress: started modelling in Blender according to technical drawings. Built the first version of a chassis with a realistic suspension geometry and a V8 engine in the LFS editor according to the owners manual.
The mod upload checker has been updated to a new version.
I recommend that mod creators should use the latest test patch, to avoid any inconsistency with the upload checker.
EDIT: I have now reverted to the original mod checker. Although now there is nothing wrong with the new one, there can be inconsistencies when mod creators don't use a recent update of the editor. This is too often the case, so it isn't yet the best time to use the new mod checker.
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.
The single subobject mode is now available in Editor test Patch D20.
It works quite simply: if "show subobs" is set to NO it will still display the selected subobject. You can select a different subobject either by clicking in the new list of named subobjects or by switching "show subobs" to YES again, select the other object then "show subobs" NO.