The online racing simulator
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bayanofmansorofisky
S3 licensed
Quote from Scawen :I've tried to reproduce that, both a single sided subobject with mirrored triangles, and a mirrored subobject with mirrored triangles.

I don't get a problem in either case. Can you attach a model that can be used to reproduce this issue?

below u find screenshots of how it looks in editor and how it looks inside LFS after exporting for test
I've attached a file of whole mod which is exported for development
you can find the triangles that are having this issue in second subobject named " lights and others"
all lights are mirrored and they aren't appearing correctly as in editor.. i was mistaken for whole tris loss but its just the textures now.
I've tried making a flipped cutout and using it in opposite mapping but nothing did it.
Scawen
Developer
Test Patch D31

Support for the updates in Editor D37:

Ability to set colours instead of using the system colours
Set background colour without supplying a backing texture
Some new options for road and formula clocks

Download: https://www.lfs.net/forum/thread/102117
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.
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
FGED GREDG RDFGDR GSFDG