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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.
ivancsx
S3 licensed
Hello, I dont know where to ask if this normal, or bug, but let me break down the questions into 2 posts

First one, I tried to change S_PLATE_ALP to different mode, from ALPHA TEST and TREE EDGE ALPHA, whenever I exit from modeller, it resets to ALPHA only, is this bug or what?

why I test this, because in-game, I found out, when seeing that lettering I made, it doesnt show up when I'm viewing it from the exterior, but when in interior I could see it, I'm also seeing this differences both on Editor (LFSE general), 3D modeller mode, and in-game, which in 3D modeller it looks fine, but in Editor and in-game, the anomaly happens

this one might be minor, because I think it wont affect anything technically, but I just wanted to make sure this aint bug, this is just normal on recent graphical system only, I'm on modeller test patch D14 right now

I'm scratching my head many times, thinking if "am I done making those lettering double-sided? or I missed that?" but I just realized it's already double-sided
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
Quote from NoScOpE_LV :Could we have that accidentaly u load main object u can shft+z witch

You can now "undo load main object" in Editor Test Patch D15
https://www.lfs.net/forum/thread/102626-Editor-Test-Patch-0-7D15

[NOTE: This is the wrong thread for a modeller suggestion but these posts will be moved to cleanup thread after some time]
Scawen
Developer
I like the idea of hiding subobjects and making that work like it does for triangles and points. I assume you would like the selection button and the visible model to disappear at once.

I also like the idea of merging subobjects. I think the key to this is to first allow multiple subobject selection, which could also be helpful when hiding objects or if you wanted to delete a few, move two subobjects together, etc.

(I like a lot of the other suggestions too but these seemed relevant to my point about multiple subobject object selection).

For now, I have added the often requested "named subobjects" in Test Patch D15, along with a vehicle editor crash fix.

https://www.lfs.net/forum/thread/102626
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

Flame CZE
S3 licensed
Moderator
Quote from ivancsx :Hello, I come again to put some suggestion here

Soooooo I just working on derivatives mod for a while, and I think we just missing out function to hide-unhide subobjects

For me, it's same crucial just like how we hide-unhide tris and points, so when we working on specific subobject, we can hide the other subobject that overlapping our view to recent subobject that we working on

Also, could we have options to merge 2 subobjects, beside merge sub to main which already exist?

I would also like to have this feature. Sometimes I switch between multiple subobjects and do multiple small changes to each of them, but I don't want to get distracted by other subobjects. Technically, I could save a subobject, open it in Modeller, make changes, save it, then load it again through Vehicle editor, but that sounds too time consuming.

Something like a "single subobject mode" which would only show triangles and points of the currently selected subobject would be nice. Or the ability to hide/unhide a subobject sounds good too.
Which thread to use for your suggestion?
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!


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
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
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

LFSM:
1. Add: REDO UNDO! For selected points, items, actions (It's sad to lose changes). I've seen the reply
2. Add: Free scale whole model with mappings by ANY axis.
3. Fix: Texture page 1 pixel bug. Found in 0.6U earlier, confirmed as an overall LFS enviorment bug in 0.7+ (Example below in screenies).
4. Fix: LMB/RMB small/big (0.010/0.001) values adjustments are inverted:
a)Object position values
b)Point position values
c)Map locate/rotate values
5. Add: Multiple maps for same light map e.g. "l_tail1, l_tail2, l_tail3....l_tail9" (therefore no need for side/top maps + more light variations possible).
6. Add: Hi beam + Low beam lights separated.
7. Fix: Chat text overlaps and hides the mesh points. (Also would be nice to have it smaller and LESS annoying while you work on other things leaving highlited bugs for later fix).Someone mentioned before.

Questionable, but I'll share anyway:
10. Add: Fit mapping box by mesh boundaries in chosen view. (As in LFSCarImp - "Fit Material", not sure you ever tried LFSCImp (it was very useful but limited only by FRONT TOP LEFT RIGHT BOTTOM views), but anyway "Three points" way doesn't work right now on complicated shapes e.g. "8"-shaped model).

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, .
Snoop.DriftEra
S3 licensed
Quote from Scawen :It may be confusing for you, but try to imagine how confusing it is for me, dealing with suggestions all over the place.

I'm surprised you keep control over other threads all over the forum.
Also I understand the amount of info comes through your head. I'm just doing one mod for many years and my brain blows up when I try to sort things out in my paper notepad while working on it. I can only imagine what it's like to be You.

Quote :
Most of your points are really about the modeller, so would be better placed in the other thread.

I'm sorry I perceive Modeller and Editor as a one solid thing (LFSE). I posted in wrong thread twice, I think now I will transfer my post again to the correct thread, sorry for that.

Quote :
Redo is quite a lot more difficult from a programming point of view, as the editor wasn't designed in such a way to support that from the outset.

Ok, we can live with it. Just wanted to point it out.

Quote :
I don't think this is a bug, if you are talking about the blending from nearby pixels. It's more the atrist's responsibility to ensure that the cutout doesn't butt right up against pixels that are a different colour. It's fundamental to how bilinear filtering works, rather than bad programming.

No. This is a different issue. I'll update my post with evidence in another thread. In a few words: the leftmost mapping pixel is taken from the rightmost pixel of the page.

Quote :
I can't take a few days out from development to examine thousands of buttons to find out which ones don't work as expected. More helpful is specific examples of buttons you find which don't work as expected.

Will update post with examples.

Quote :
Since Editor Test Patch D8, you can now break off triangles from a subobject into a new subobject
> LFS Modeller Suggestions / VladM: https://www.lfs.net/forum/post/1990727#post1990727

Wow great! thanx!!!!!

P.S.
Thank you for taking time and provided us with links for correct threads.
Last edited by Snoop.DriftEra, .
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

https://www.lfs.net/forum/thread/102626
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
FGED GREDG RDFGDR GSFDG