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Scawen
Developer
Editor Test Patch D17:

I'm short of time today but added a couple of features that make yesterday's model error reporting more useful.

New 'find' buttons to select error triangles or bad normals
New button to select a point by entering the point index
Index of a single selected point or triangle is displayed
Rearranged buttons in tri mode to line up with point mode
Scawen
Developer
These are fixed in Editor D16: https://www.lfs.net/forum/thread/102626
Scawen
Developer
Editor Test Patch D16:

Vehicle editor:

Spare wheel can now be offset laterally (set RIGHT value)
FIX: Save as SIT / STR name now limited to 7 characters
FIX: Dashboard texture can now be updated in a 2D view

Modeller:

Removed message spam about bad normals - instead a report is displayed at the top right in the modeller. This feature is not yet finished as I would like to add a button to help by selecting one of the offending points or triangles.
Scawen
Developer
I just found out that I can allow the spare wheel to be offset, with no compatibility issues. I hope to release an editor test patch today or tomorrow. I'll check your bug reports thread as well.
Scawen
Developer
OK, this is now fixed in Editor Test Patch D15.

The solutions:

1) Vehicle editor will not crash (in Textures tab or when creating car from model)
2) There is a message "Too many materials"
3) It will not export for testing or upload if there are too many materials

This must be the best way, as LFS itself will crash if there are too many materials. I believe there should be no need for so many materials, if you can share texture pages, etc.

Thanks for the crash report!
Scawen
Developer
Editor Test Patch D15:

Modeller:

Ability to name subobjects (right click name or description)
You can now undo "load main object" (reverts to old object)

Vehicle editor:

FIX: Crash if vehicle mod had more than 64 materials
Mod with too many materials cannot be exported to test in LFS
Scawen
Developer
I had fun, thanks!

I did hold it together for the first race so I'm happy with that. After a start grid incident I found myself at the back of the field in 16th position. I gradually worked up a bit to finish 9th. Related to energy saving, I managed to catch up and pass Zdravko Topolnjak near the end of the final lap, but ran out of energy on the final bend so he passed me again. This was quite exciting. Big grin

My second race was a bit out of control. I think I struggled with the extra power, which I had opted for in that race but as my car was faster than usual at the high speed bend, I think that was the cause of a few wall hits that made the car handle badly. Eventually when we could select dry tyres, I opted to fix the car which took a long time, only to immediately hit the same wall again! After another driver's incident caused a safety car I was allowed to pass the safety car and raced around the track to catch the back of the field. Lack of experience showed when I came across the slow moving cars on lap 19 and crashed right into the back of Jared Meade, knocking his car into the air. Sorry about that! That was again at the famous high speed corner. After the restart there wasn't long to go and on lap 20 I hit the armco at the high speed corner, this time knocked myself right out of the course and had to find my way back in to the circuit to finish the race. Is that legal? Schwitz

So... that fast corner caused a lot of trouble for me but as I say, the first race felt in control and consequently more fun. I don't think I deserve any congratulations at all for the second race.

I would like to congratulate the other drivers, especially the top three: Gábor Gyüre, Imran Azhar and Niko Puntola though I have to say there were a lot of really good drivers there. It's amazing to see.

The replicas of the real tracks are so well done by Michal Málek, within the limits of the layout editor. The organisation and running the races by Master Race Car in conjunction with New Dimension Racing is incredibly professional. Finally the coverage by Sim Broadcasts is so well done and entertaining, what can I say but well done everyone, amazing job.

It's quite humbling to experience such fine work using this old simulator and I am extra inspired to get done what needs to be done, to bring the latest updates to you.

Nearly my finest moment:


Definitely not my finest moment:
Last edited by Scawen, .
Kanade
S3 licensed
I changed my mind about how I wanted to proceed.
I will submit a rather lower quality work than expected but then upgrade parts as time goes on.

Here's how it currently looks in the LFS Editor. Thumbs up
Gutholz
S3 licensed
Yes.
Here is tutorial how to change engine:

But it can do more than tweaking engine or rims.
It is the full editor system, same as was used for the original LFS cars.
So you can make completely new cars. (but that requires some learning)
See https://www.lfs.net/files/vehmods for list of stuff that people made.
stuchlo
S3 licensed
I have decided to completely graphically rework my first mod - Hadimrska Sport. Here is the first preview of the progress in Blender and LFS Editor. It is going to get a completely reworked interior, a new config with roof, a new engine sound, a new steering animation, an optimized texture mappings and many other smaller improvements.

Scawen
Developer
Thanks, that sounds pretty serious.

Is there a simple step-by-step way I could reproduce this? Maybe starting from an LFS vehicle, or a test vehicle you could provide?

Based on your description, I added a new texture page, cutout, mapping and triangle, exited back to vehicle editor but didn't get a crash with the Textures tab open.

But if I can reproduce the crash then I can fix it, that's for sure. Smile
akubosaan
S3 licensed
Editor crashes when clicking Texture tab (Vehicle Editor).
Quote :Faulting application name: LFS_EDITOR.exe, version: 0.0.0.0, time stamp: 0x64175f46
Faulting module name: LFS_EDITOR.exe, version: 0.0.0.0, time stamp: 0x64175f46
Exception code: 0xc0000005
Fault offset: 0x0003d260

This happens only when a specific mesh config is selected. Car can be still exported (test) and driven in-game.
Editor sometimes crashes after starting the app, loading the car & clicking the tab, with any config.
Quote :Faulting application name: LFS_EDITOR.exe, version: 0.0.0.0, time stamp: 0x64175f46
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x00000000

Quote :Faulting application name: LFS_EDITOR.exe, version: 0.0.0.0, time stamp: 0x64175f46
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x74b9cb49

After adding some tris with new alpha type texture page & cutout, editor always crashes when clicking Vehicle's Texture tab.
Exporting and selecting the car in-game would make LFS-game crashes as well.
Quote :Faulting application name: LFS_EDITOR.exe, version: 0.0.0.0, time stamp: 0x64175f46
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x29880000

0.7D15 in-game

Quote :Faulting application name: LFS.exe, version: 0.0.0.0, time stamp: 0x640ca8bb
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x0e063e19
Faulting process id: 0x2690

0.7D20

Quote :Faulting application name: LFS.exe, version: 0.0.0.0, time stamp: 0x641b4d1d
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x0d9b9f81

Elwood_Blues
S3 licensed
Hello! I found LFS only a week ago, and after a few minutes of playing fell in love with the sim and purchased the S3 license. I downloaded a bunch of community-made track mods and have been exploring the amazing car mods so many of you have made. I'm now trying my hand at making a model with the car editor, and having a great time. I just want to say thank you to the creators of LFS, and to the community, and I hope that I will be able to find enough time to learn the tracks and cars so that I can fully participate. Cheers to you all!!
Cannot Delete Points
Elwood_Blues
S3 licensed
Hey, guys,

I am new to Live For Speed, and I'm excited about modelling cars. I am working on my first model and have a question that I am certain is stupid, because I am stupid, but that I haven't been able to find answered previously in this forum or in the manual.

I am not able to delete points in the modeller. When I try to delete a point I get an error message that the point is in use. I tried exiting the program and entering the modeller directly from the entry page - thinking that maybe entering modeller from the editor is why the point might still be in use - but I still get the same message. What am I doing wrong?

Thanks in advance for your response.
Elwood
bayanofmansorofisky
S3 licensed
Quote from Scawen :Amazing to see this classic being built with such high quality in LFS modeller. Smile

Thank you sir, wouldn't be possible without the very thoughtful way you built the editor in Thumbs up
Quick links to SUGGESTIONS threads
Scawen
Developer
Dear mod makers,

The suggestions have been split into three threads. If you wish to add a suggestion, please use the correct thread. It is less confusing and very helpful if the suggestions are in the correct place. It makes it more likely that your suggestion will be implemented.

Thank you!

NOTE: The suggestions threads are now in a new forum section to help you find the correct thread more easily.


Quick links:

Mods System Suggestions
Vehicle Editor Suggestions
LFS Modeller Suggestions


More information:

Suggestions for the Mods System including:
- how it appears in game
- the website
- licensing
- other issues
Mods System Suggestions

Suggestions for the Vehicle Editor and mod capabilities, including:
- engine editor
- dashboard editor
- animation editor
- configurations
- suspension
Vehicle Editor Suggestions

Suggestions for the LFS Object Modeller only:
- when you click "Modeller" or you press E or "edit model"
- about points, triangles, mappings, cutouts and texture pages
- the tools you use to create, manipulate and texture an object
LFS Modeller Suggestions
Last edited by Scawen, .
LFS Editor Bugs Report
bayanofmansorofisky
S3 licensed
I didn't really find an existing thread for it so i decided to make one dedicated for bugs/errors so it's easier to sort it away from suggestions.

The issue is in Vehicle Editor, Animations..
I was making a STR animation for my land rover mod and saved it with a name of STR_Defender
When i try to locate it in [driver/steering] tab it will not show.. It seems like the issue is that it can't detect names that are longer than 7 characters (aside from "STR_")
While in animation editor you can save a "str/sit" name with 8 characters.
Scawen
Developer
Editor Test Patch D14

CTRL+O: load main object in modeller
CTRL+O: load vehicle (was CTRL+L in D13)
ALT+M: Merge points (previously known as Fuse points)
New feature to merge points by distance (in ALT+M dialog)
FIX: Crash on reload textures in map mode / wireframe view
Scawen
Developer
Thanks, I've reproduced and fixed this crash on reload textures in map mode with wireframe view.

I'll look at the suggestion threads and see if I can do anything else simple, for an update this afternoon.

EDIT: Fixed in Editor Test Patch D14: https://www.lfs.net/forum/thread/102626
Last edited by Scawen, .
Evolution_R
S3 licensed
LFS Editor crashed few times when I click reload textures in map mode (wire). It doesn't happen every time, 4 times in the last few days. The screenshot attached is taken at the moment of the crash.

Exception Code: c0000005
Exception Offset: 000c2a54

Version 0.7D13

Edit: It just crashed again when I reloaded textures in map mode (with wireframe model enabled)
Last edited by Evolution_R, .
Snoop.DriftEra
S3 licensed
This post is part of one list from my notepad splitted into three separate topics:
LFS Suggestions
LFS Modeller Suggestions
LFS Editor Suggestions

LFS:
1. Fix: Green dust at grass. C'mon. It's over 15 years of green dust. We got used to it, but can it be beige finally? Smile some say it fixed in test patch. Wink
2. Name list [T] function. Exchange cars when both users are in cars. Take over when one user is spectating.
3. Add: Remap buttons e.g headlights/indicators.
4. Add: "Hold" options for some functions. Would be useful for e-brake/indicators/emergency lights when using car parts at the rig (Function is ON as long as contact is CLOSED).
5. a) Fix: Replay timeline screws up when switch time/camera, also interacts with F9-F12 menus. Each time your cursor hovers over different replay time because of it. Annoying.
b) Fix: Replay timeline dedicated shift+F is annoying. Why not just move timeline under HUD and F9-F12 menus and leave as a part of the whole HUD with common shift+F?
6. Fix: Replay camera skips when change replay time at timeline. Annoying.
7. Fix: Left view instead of [Shift]+[L] (suspension), and front view instead of [F] (forces) are the least options I quickly need while setting my car in garage. Annoying. (BTW Thanx for free rotate option, really needed it for years. Still lack of it in lobby).
8. Fix: Colors mismatch 0.6 vs 0.7. (See screenshot below).
9. Add: You were kicked/were banned/lost connection as a different states instead of just lost connection.
10. Add: Save kick/ban/vote chat messages to MPRs. Some troll/crasher gangs abuse votes, and vote log neeeded for proof.
11. a)Add: Start replay button.
b) Replay lost when race restarts while you trying to find correct/unused name to save previous replay and you end up saving a short bit of new race. Any way to solve it?
12. a) Add: Flags/Names/Chat text transparency option. Chat spam blocks rearview mirror. Flags are important, but disturbing.
b) Add: Option to disable any INSIM text. Insim spam is irritating during race on some servers ran by 12 y.o. kids (AiAttack for example).
13. Save car/mod+skin/set choice for each user (driver) name.
14. Add: Shift+J from garage.
15. Fix: "Can't reset - could hit another car" is annoying and useless since it resets car at same place. What's the point if it not returns car back to track as it was in old versions?
16. FIX: Shift+U View is now limited by screen boundaries. Hard to turn camera 360+ degrees when cursor is off. In older versions there was an ability to look around unlimited.
17. Camera:
a) Add: Save custom cameras and choose amount and types of them in cameras set that you use.
b) Custom "View locks" for different view types. (e.g. 1st person "head" view and custom "locked action camera" view).
c) Custom rear views
d) Custom FOVS for different view types.
18. Fix - 3rd person view car Mirrors turns into dark chrome or shiny black instead of just black when inactive.
19. Add: F11 Car/Mod Name, Power, Torque, Mass, Weight distr. or Layout (FR/MR/RR/FF), Tyre size (F,R)
20. RMB digital values for colours.
21. Ctrl+RMB - Copy, Shift+RMB - Paste for whole set blocks as [Suspension], [Transmission] etc. So you can swap whole tranny from one set to another in couple clicks.
22. Fix: Any material properties other than 'constant shine' in helmet.sre leads to skip that part to HEL_DEFAULT. Can't use matt part of a new helmet.
XX. IMHO: Shift+U camera control felt much more convenient in some older version of LFS.
XX. IMHO: [space] play/pause logic in replays is dfferent in cinematic mode and shift+F mode. Confusing to have [space] work as a shift+F in shift+U mode. Space=Play/Pause at any modes is way better.

Server/event options:
23. Only steering wheel users allowed.
24. Only H-shifter users allowed.
(as I'd like to compete in equal circumstances in production class)

Note: I understand it can't be made by the finger click. I just shared some enhancements I would do if I could.
Last edited by Snoop.DriftEra, .
I KFCGAMER I
S3 licensed
Quote from Gutholz :What message is it?

"Could not find default skin in data/skins/e.g.A5C5S7_DEFAULT.jpg"...
what i have done so far is make sure that all of my game files and editor files are in the same place in my folders.. then i duplicated the cars default skin. Then I renamed it with correct file name, tried converting the dds file to jpg, but the editor still can't find the files.
Do i need some sort of editing software like photoshop to help resolve the issue or is it just how my files are organized??
I appreciate the help Smile)
do I need some sort of editing program like photoshop
I KFCGAMER I
S3 licensed
Quote from Flame CZE :The file name of the default skin must start with the Skin ID - e.g. 66C0F4_default.jpg. You have to have that skin in data/skins, then select the skin in the Colours tab in the vehicle editor.

I have the files in the right place, but I can't to figure out how to have the editor "find it" in my files... keeps giving me the same message but i can see my car again
Ibtasim6781
S3 licensed
The concrete objects in the Layout Editor use the concrete7.dds texture file

Mind you that this affects ALL of them, included the colored ones.
Tutorial 7: Object info
Racon
S3 licensed
// [Object Info] //////////////////////////////////////////////////////////////

Now we'll look at layout objects, button clicks and handling multiple
buttons.

We'll make a small panel that will give us information about a selected
object when we click on the header. We'll make a function called 'drawpanel'
that can be called at any time to initialise or update the entire panel.

We'll set some variables to control our panel, and then draw our panel.
We'll also make a variable to store our target object, so that our panel
doesn't need the object to be passed to it.

We'll need to hook the BTC object to detect button clicks. Here we only have
one to check, and if we find it we'll send a TTC packet that requests the
current layout editor selection.

We'll hook the AXM packet to watch for replies, and discard any that are not
of the correct type. We'll find the first object and store it before calling
for the panel to be redrawn.

Finally, we'll define our function to draw the panel. We'll make the first
button clickable, and then, if there is an object saved, we'll loop through
the fields and output them as a row. Note that we're increasing the id value
as we go - we'll use this next to delete any leftover buttons from a previous
draw using a BFN packet.


objectinfo.php:


<?php 

function PIE_settings()
  {
    return array(
'flags'      => ISF_LOCAL,
                 
'insimname'  => 'ObjectInfo');
  }
  
function 
PIE_start()
  {
    
$PIE PIE::connect();
    
    
$PIE->set('panelbaseid',      20);
    
$PIE->set('paneltop',         7);
    
$PIE->set('panelleft',        154);
    
$PIE->set('panelwidth',       20);
    
$PIE->set('panelbheight',     5);
    
$PIE->set('object',           array());
    
    
drawpanel();
  }
  
function 
PIE_BTC($data)
  {
    
$PIE PIE::connect();
    
    
$bid $PIE->get('panelbaseid');
    if (
$data['ClickID'] == $bid)
      
PIE_sendTTC(TTC_SEL);
  }
  
function 
PIE_AXM($data)
  {
    if (
$data['PMOAction'] != PMO_TTC_SEL)
      return;
    
    if (
$data['NumO'] < 1)
      
$object = array();
    else
      
$object $data['Info'][0];
    
    
$PIE PIE::connect();
       
    
$PIE->set('object'$object);
    
drawpanel();
  }
  
function 
drawpanel()
  {
    
$PIE PIE::connect();
    
    
$bid      $PIE->get('panelbaseid');
    
$top      $PIE->get('paneltop');
    
$left     $PIE->get('panelleft');
    
$width    $PIE->get('panelwidth');
    
$bheight  $PIE->get('panelbheight');
    
    
$object   $PIE->get('object');
    
$id       $bid;
    
    
$packet = array('Type'     => ISP_BTN,
                    
'ClickID'  => $id++,
                    
'BStyle'   => ISB_DARK ISB_CLICK,
                    
'T'        => $top,
                    
'L'        => $left,
                    
'W'        => $width,
                    
'H'        => $bheight,
                    
'Text'     => '^7Get Object Info');
    
PIE_sendpacket($packet);
        
    
$row 1;
    foreach(
$object as $k=>$v)
      {
        
$packet = array('Type'     => ISP_BTN,
                        
'ClickID'  => $id++,
                        
'BStyle'   => ISB_DARK ISB_RIGHT,
                        
'T'        => $top + ($row $bheight),
                        
'L'        => $left,
                        
'W'        => 8,
                        
'H'        => $bheight,
                        
'Text'     => $k.':');
        
PIE_sendpacket($packet);
        
        
$packet = array('Type'     => ISP_BTN,
                        
'ClickID'  => $id++,
                        
'BStyle'   => ISB_DARK ISB_LEFT,
                        
'T'        => $top + ($row $bheight),
                        
'L'        => $left+8,
                        
'W'        => 12,
                        
'H'        => $bheight,
                        
'Text'     => $v);
        
PIE_sendpacket($packet);
        
$row += 1;
      }
    
    
$max $bid 12;
    if (
$id $max)
      
PIE_sendpacket(array( 'Type'      => ISP_BFN,
                            
'SubType'   => BFN_DEL_BTN,
                            
'ClickID'   => $id,
                            
'ClickMax'  => $max));
    
  }
 
?>

command line:

> pie tutorials\objectinfo.php

FGED GREDG RDFGDR GSFDG