The online racing simulator
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It still isn't working...
I KFCGAMER I
S3 licensed
I moved the files into the location you said, and i named it appropriately, but i think i may have messed up somewhere... I can no longer see my car in the editor and it keeps giving me the same message. What do i do now?
Flame CZE
S3 licensed
Moderator
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.
How do I test my mod???
I KFCGAMER I
S3 licensed
When i finish creating a masterpiece in the lfs editor, it tells me to get a skin ID off of this here website, but then when i get all that in place, it no longer has its "default skin" and is not available for testing or posting Frown
Scawen
Developer
While I am not trying to criticise you for editing a mod that arrived on your HDD, for your own purposes in single player, I must say that as developers we can't facilitate such use of mods. In fact to protect mod makers we don't try to make it easy to edit someone else's mod, unless they give public permission. In that case the "Download original archive" button should be visible (on the mod's web page).

There is also a button "export to SHARE vehicle for development" (in LFS editor) that makes it easy to zip up and share a mod, from one person to another.

Those are the only two ways I can think of to get the original png textures and jpg skins.
Last edited by Scawen, .
Scawen
Developer
It's not advisable to copy mods from the game folder, as they are already prepared for game use. For example the png textures have already been converted to dds. Also there is no information there about whether the mod's author allows derivatives.

Some mods allow derivatives, and in that case you can download the original archive, with editor files included. For example this one:
https://www.lfs.net/files/vehmods/B7B8DC

You should be able to see "Download original archive" and that contains the relevant files that can be used in the editor.
LFS editor pre-made mods editing
subUwU
S3 licensed
so, I'm currently using mouse on live for speed, and I learned that I can copy mod folders into LFS editor and edit them. However once I'm done adding things such as traction control and less powerful engines (I usually don't overdo the editing, such as models) I click "test mod in lfs) and it comes up with: "The default skins were not found, png textures were not found, this mod is not ready for testing"
I've already pasted every skin and dds file into the designated data folder of lfs editor, but it won't work. How do I fix this?
versiu
S3 licensed
Some options to do it now:

1. Just put skin on the car in car editor, select it and when u click export to LFS (not test in LFS) it will generate thumbnail with selected skin.
U can find thumbnail in generated rar file.

2. Car/skin viewer is now build in the game and u can set backgroud to one, selected color (w/o light and shadow) and just make screenshot and change background color to alpha in some 2D graphic program.
Last edited by versiu, .
Scawen
Developer
Quote from Evolution_R :Better 'automatically fix them' shortcut, instead of hiding. Big grin

Is there a way to automatically fix them?

What are the main causes of the bad normals? I thought usually they are caused by things like two triangles built on the same points facing opposite directions, with the same smoothing group (a modelling mistake). But I realise these probably come up most often when you import a mesh not built in LFS editor. Are there other causes, such as degenerate triangles? Or multiple points in the same location, so a triangle has an edge with zero width?

I don't much like the idea of removing the warning. Ideally you should fix the issue instead. I suppose you find it hard sometimes to identify the faulty triangles that are causing bad normals? I think in some situations it's not that easy for me to identify the reason in code. So that's why I'm asking if you know some ways these commonly come up, in case I can do an auto repair or some other kind of helper function.
akubosaan
S3 licensed
Quote from Zopiac :they wouldn't need so much wheel turn and force applied.

That's why I look forward for power steering option. Thought ffb feels just kind of fair enough when compared to something like XFG (while it's supposed to be "boosted"), but I honestly don't have any plan/intention of doing suspension geometry overhaul atm.


Yeah, current front wheel lock setting came from minimum turning circle kerb-to-kerb while making u-turn maneuver,
which 32 deg. looking quite close to actual spec of 9.4m (further off by 10 cm but steering wheel is supposed to be still able to turn more than 1080 lock-to-lock).

If it's while making full circular turn kerb-to-kerb, 35 would be the number.
Taking extra steering wheel movement into account (+-20 degrees one side => +-1120 lock-to-lock as max value can't go over 1080), it would be somewhere between 33 or 34.

That's by screencapture reference with measurement using paint editor and phone's gyro. But any better reference would be much appreciated.

(Better not be confused between front "wheel" and steering "wheel" because I apparently am, while writing this)

Quote :picture

Extra dark points don't seem to work properly on chrome materials. Probably need a workaround or maybe just replace it (or just wait for graphic update).




Cheers
Flame CZE
S3 licensed
Moderator
Quote from Scawen :They should all be visible in the tooltip text if you hover over the button. Please tell me if you find one is missing. This is the easiest way for me to do it for now.

I think what he meant was a list of all available keyboard shortcuts, something like on the right side of the Options - Controls screen in LFS.

By the way, there already is a list of all editor shortcuts in the LFS manual: https://en.lfsmanual.net/wiki/LFS_Editor_Keys
Scawen
Developer
Thanks for that overview of some blender functions.

I'm sure we all agree that other work (tyre physics, at the moment) is more important. Still, when a bug is reported I want to fix the bug, then it seems a good time to add one or two long awaited features if they are quick to do.

I don't think LFS editor should try to become a clone of Blender, but we can certainly take a few tips from it and when possible use the same key for a similar function.

Quote from Aleksandr_124rus :T\N Show up or hide side menus (Modeler kinda have it, will be nice if they can be hide for screenshots or something.

There is SHIFT+F in the modeller which is consistent with hiding the HUD in game.

Quote from ivancsx :...my suggestion were M for "Fuse to Average", and alt+M for "Fuse to Green" since Shift+M already assigned with "Map" tab, because in Blender ... M were also assigned for fuse (or Merge in Blender menu says)

Or maybe.... can we have a dialog version just like when we tried to extrude points? Would be feel handy with only hotkey M, just like how E for Extrude were defined Big grin

A key for fuse/merge points seems to be a popular request. The code is very tiny, so this is really just a decision on keys.

M is already "select main object" so I'm not keen to copy Blender on that. But I understand ALT+M is also the key in blender. That is available in LFS. In blender it brings up a dialog on which type of merge, so we could have "merge to average" and "merge to green" in there if we use a dialog.

Or we could use two shortcuts CTRL+M and ALT+M for merge to average / merge to green. I don't know which way round it should be, or if the dialog popup is better.
Aleksandr_124rus
S3 licensed
And that would be cool to unify shortcuts even more to the blender as much as possible, and it's not because I've working in blender for 15 yearsBig grin, but because most of the modmakers who model mash themselves do it in the blender.

Editor mode selection:
SHIFT+S: subob
SHIFT+T: tri
SHIFT+P: point
SHIFT+B: build
SHIFT+M: map
SHIFT+C: cutout
SHIFT+G: page
SHIFT+V: view
S: select selection's points / select connected triangles
X: hide selected (points or triangles)
SHIFT+X: hide unselected
ALT+X: unhide all


It doesn't look to me a well unified for blender. I understand that you wanted to come up with new keyboard shortcuts for the first letter of operation like in blender, but this replaces some keys that could be used like in blender.

Basic Default Blender key shortcuts.

After selecting some mesh -
S - Scale
R - Rotate
G - Grab
E - Extrude
H - Hide
I - Insert
F - Make a Face (or edge, for point connection)
M - Merge points
X - Deliting mesh options (like dissolving with keeping geometry will be useful in blender (pic1))
J - Join point through mesh with straight line


that works with no selected mesh
A - Select all
B - Box selection
C - Brush selection (circle of selection that u can change size by mouse scroll)
Z - Changing view modes pie menu (ill use old fashon Z switch to wire\solid shading)
K - Knife (You just drawing a new join selection points over mesh)
T\N Show up or hide side menus (Modeler kinda have it, will be nice if they can be hide for screenshots or something.

Shift+R - Loop cut
Sfift+A - Add something (like mesh primitives or lights etc)
Shift+D - Dublicate selected mesh
Shift+N - Recalculate normals
Sfift+G - Select similar (edges, faces etc)

Ctrl+B for bevel (will be nice if modeler can do something like that)


the big advantage of blender is that it often uses axes in shortcuts

You can do in a free view for example S+Y+2 - and that scale selected mesh on Y axis in 2 times.
Or R+X+90 Rotate selected mesh on X axis on 90 degrees.

And blender also has mouse controls for many of these commands.
For example if you select point in blender G+X and mouse moving move that point on X axis.
It would be cool if you can do something similar in the modeler
Or you just can do select - S in a free view and everthing selected will be scaled by mouse move in all axis, and origin of scaling will be center of mesh by defoult but it can be chaged to something else (pic2))


To switch between modes I would choose - 1 For Subobject mode, 2 for triangle mode 3 for point mode, etc.
This seems to me the most intuitive way to switch between modes, in blender with nombers you switch between layers in collection. But it's debatable. Although the latest blender versions of blender Tab pie menu is used to switching between modes. But persanally ill choose old fashon Tab switch between Edite/Object mode.

With Alt in blender you do a opposite thing.

So if H - hide
Alt+H - unhide.
A - select all
Alt+A - clear selection

But all that makes little significance compared to the upcoming graphics and physics update, and we can still work in the modeller, so I hope that the developers are now focused on the more important update. Unification of the modeller can be done later.
Scawen
Developer
Quote from Scawen :This thread is only about the modeller, not the vehicle editor or mods system in general.

Hmm, I got confused between this editor test patch thread and the modeller suggestions thread. Anyway, as a test patch thread it is not for off topic suggestions, please. Hotkey discussions are relevant but may be better on the LFS Modeller Suggestions thread.

Quote from ivancsx :havent open Blender for a long time because LFSE more addicting and challenging to make something

Nice reason to use LFS editor! Uhmm Ya right Big grin
Scawen
Developer
Quote from ivancsx :I do wish there's a limiter on all settings like suspension, drivetrain, etc, so we could have one car with limited or even fixed setup,

This thread is only about the modeller, not the vehicle editor or mods system in general.

Quote from ivancsx :also, waiting hotkey for "fuse to green" and "fuse to average" Big grin

Do you have any key suggestions? It's easier for me if you can do as much research as possible. For example if you know a key for a similar feature in another program, or simply have your own suggestion.
lfs editor mods
subUwU
S3 licensed
how do i copy a mod file from lfs app to lfs editor?
subUwU
S3 licensed
since I'm new to the game, I don't know how to move the file from lfs to lfs editor
NENE87
S3 licensed
Or maybe with editor curbs?
Scawen
Developer
New update D13

Modeller:

E: extrude selected points (with trace enabled in point mode)
CTRL+F: flip selected triangles (in tri mode)
CTRL+F: flip connected triangles (in point mode)
Single click (no confirm) in "Select type of extrusion" dialog
Mouse control now works below 1cm from the plane (down to 1mm)
FIX: Crash on reload textures with no cutout or page selected

Vehicle editor:

CTRL+L: load
CTRL+N: new
Scawen
Developer
D13

Modeller:

E: extrude selected points (with trace enabled in point mode)
CTRL+F: flip selected triangles (in tri mode)
CTRL+F: flip connected triangles (in point mode)
Single click (no confirm) in "Select type of extrusion" dialog
Mouse control now works below 1cm from the plane (down to 1mm)
FIX: Crash on reload textures with no cutout or page selected

Vehicle editor:

CTRL+L: load
CTRL+N: new
Flame CZE
S3 licensed
Moderator
My LFS Editor crashed after clicking "reload textures", sadly I can't reproduce it.

Exception code: 0xc0000005
Error offset: 0x0012d626

Using version 0.7D12.
stuchlo
S3 licensed
Thanks Smile
Quote from Kova. :I've just been confused by the counter jauges, i've never seen one like this, only got to know the rectangular box and the "3 eyes" counter but the jauges aren't placed like you did.

Yes, the gauges are simplified (it is not a detailed replica and some details are modified, but physics should be as realistic as possible). The stock DS was under-powered for a racing sim. Therefore, the mod was based on the Connaught GT Citroen ID, which was lighter, faster and had circular gauges (mine are little different to show more data). Later I have found the Ricou engine modifications, which are more suitable for racing. Have changed the specs but not the model as the design of good-looking rectangular gauges is complex in the LFS editor. It is left for future work.

Quote from Kova. :I hope you have some more lemons on your drawing table coming soon Big grin

There are many mods out there, so I have decided to increase the quality of existing mods rather than make new ones. But yes, I have some cars on my personal wish-list such as the Škoda Felicia Kit Car, the Citroen 2CV6 and the Tatra 87, but do not have enough time to create them at the moment. Maybe in the distant future Smile
Aleksandr_124rus
S3 licensed
Done, change published. Now it looks like that, it hard to manipulate with torque line along with horsepower in this graph editor.
Aleksandr_124rus
S3 licensed
If you have a question about the engine and why it runs so weird, it is important to understand that the real car has a 2JZ GTE, a typical aspect of 2JZ is that it does not have much torque at mid rpm, and you need to make a clutch-kick to start drifting.

I found a dyno graph with a 2JZ with about the same power as will be used in the real world, and pasted the values into the LFS Editor and made the graph similar to the one in the real world. And the result is as it should be. Idle speed according to the graph is 2400 rpm. Engine gets a noticeable push after 5,000 rpm. In reality, 2JZ does not go in a slide on soft semi-slicks after increasing the gear because it rests in the middle rpm.

So it's not a bug, it's a feature.
Last edited by Aleksandr_124rus, .
Porsche 992 GT3 R (PROTECH 92 GT3)
Facu23
S3 licensed
Hello! we're exited to announce this new gt3 coming into lfs.
In this first ocation we decided to start a porsche 992 to start expanding the endurance series car pack.

This wouldn't be possible without the Argentina Turismo community, who've donated for this and future models. Special thanks to Terga for giving a big hand in this project.

I'll be doing a little recap and progress reports here.

25/11/2022: I've contacted Reitax (instagram.com/reitaxac) to start working into an existing 991 gt3 r model (https://sketchfab.com/3d-models/porsche-911-gt3-r-2019-bd46472ba1244653810e4e03f219af1a). Main idea was to build the rear lights with front-rear bumpers and spoiler, then starting working on LFS editor for the rest of the things.

04/12/2022 - 27/12/2022: First updates on the rear bumper and delivering of the model





19/01/2023: Lights and bumpers were to high poly so i've partnered with Terga to optimice the model we've bought. fist updates that week.



15/02/2023: Got the optimized model but still can be improved (mainly bad normals and unnecesary rounding) so i've started optimizing and maping in lfs editor. Finished that the same day since i was off work, 12hs of lfs editor.







16/02/2023: First importing into lfs to see how the lights looked



17/02/2023 - TODAY: We've noticed that the bonnet/fenders/front bumper its different from the 991, so to make it as exact as possible, kenblock30 started modifying the front part to match it. Got the first progress this morning.





So, today plans are finishing the front part and start modeling interior parts and the wing.

If you read all fo this, you're a legend. Have a nice weekend and see ya in the next report.

P.S: Thank you scawen for adding shortcuts into lfs editor. You made our lifes A LOT easier. Rofl
Aleksandr_124rus
S3 licensed
Quote from Avraham Vandezwin :2- I can't help you, sorry Frown.
3- Not a separate mod, just an alternate config accessible when creating a new setup. Like the XRR. If that's not possible, that's okay. This does not detract from the quality of the module. It's just an old man's whim Big grin.

Unfortunately, at the moment, it is impossible to do something like this in configs. The configurations for the GTR class are arranged a little differently than what we can do in the editor. In the configurations, I can only make a different appearance of the car, nothing more.
Maybe devs will add something like that in the future.
FGED GREDG RDFGDR GSFDG