The online racing simulator
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update #3
Daniel564
S3 licensed
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
Scawen
Developer
That's fixed in D21. Thanks for the report.

FIX: Editor ray check did not work on selected subobject if show subobs NO
Info about triangle / point errors is not repeated for mirrored subobjects
NathanBrazil
S3 licensed
Reporting this again as it might be a bug?

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.

Cheers!
Scawen
Developer
Minor updates in D20:

ESC or SHIFT+X from Modeller do not give warning of changes if entered from Vehicle Editor
You can hide subobjects other than the selected one: show subobs NO (with subobject selected)
Evolution_R
S3 licensed
Quote from Scawen :I wonder if ESC should be instant exit without question

Few times by mistake I have lost all of the changes I made because I thought I'm in Edit Mode (Modeler) where the changes are saved automatically and usually I just ignore the message, but this time I was in vehicle editor and got confused since the message is the same.

If changes are saved automatically no need of warning. If I want to export my model as .sre, I would without reminders.
Would be nice if there is a warning message when exiting the LFS Editor window by the X.
Scawen
Developer
I'm not sure how or why I made this change but maybe I was trying to make something consistent with something else. Maybe it was related to the reinstatement of SHIFT+X to exit, which I did every single time without fail, and only hid all the triangles which was so annoying (because X was the Hide key).

Now that H is the Hide key, and SHIFT+X works again, I did think there could be a danger of people pressing SHIFT+X, intending to hide points or triangles, but exit the modeller instead, so losing their modeller state including undo buffer and current selection.

I wonder if ESC should be instant exit without question (if modeller started from vehicle editor) but SHIFT+X should continue to ask for confirmation. It seems a bit odd but maybe it makes sense.
Flame CZE
S3 licensed
Moderator
Quote from Drifteris :So i was using an older version of editor something like 7C before, wasn't doing anything recently so was no need to update, but now downloaded D19

I don't know how people make their mods, i open vehicle editor, select my mod and it loads. Click E to go into modeler and do mapping, coloring, building, etc. Back in 7C, after doing some mapping i would press ESC and it would instantly go back to vehicle editor so i could check the lights, subobjects placement, etc.

Now it asks me if you want to quit the editor because there are some unsaved changes. As far as i know it automatically saves the changes done in modeler when you quit into vehicle editor, even in this D19. So why this extra Yes/No window? Now it only confuses me and i might quit the actual vehicle editor.

I get this pop-up too and it is a bit inconvenient. What I usually do is switch to Modeller, do some editing, then switch back to Vehicle Editor and vice versa. Having the dialog pop up every time can get a bit annoying, as I don't need to save the standalone model at all.

Maybe the unsaved changes dialog should not be shown if you enter the Modeller from Vehicle Editor?
HOUSSEM.221B
S3 licensed
more progress : made front and rear lights, front grill, interior base, side mirror... will do config in lfs editor for front headlights.
CarlosSainz55
S3 licensed
Thanks for the feedback Smile

The bumper and front grill can now be skinnable separately (I don't recommend writing any words on these parts, I recommend only using them to paint Thumbs up

The front part of the rear compartment is now merged together with the side part

The licence plates are a weird thing, because in the lfs editor it's ok, when I go to the game it gets weird XD
Drifteris
S3 licensed
So i was using an older version of editor something like 7C before, wasn't doing anything recently so was no need to update, but now downloaded D19

I don't know how people make their mods, i open vehicle editor, select my mod and it loads. Click E to go into modeler and do mapping, coloring, building, etc. Back in 7C, after doing some mapping i would press ESC and it would instantly go back to vehicle editor so i could check the lights, subobjects placement, etc.

Now it asks me if you want to quit the editor because there are some unsaved changes. As far as i know it automatically saves the changes done in modeler when you quit into vehicle editor, even in this D19. So why this extra Yes/No window? Now it only confuses me and i might quit the actual vehicle editor.
Scawen
Developer
Quote from Flame CZE :By the way, what exactly don’t you like about the latest version of the editor?

Yes, that would be good to know. Uhmm

The editor test patch (D19) has a lot of good updates: https://www.lfs.net/forum/thread/102626
subUwU
S3 licensed
if you are looking for news on these new tracks, go on 20th anniversary announcement. However referring back to map editing, maybe with the track editor in a couple of years there might be the possibility to create real life tracks, but without license like skin making. Real life licensed tracks are unlikely to be announced by the devs judging by how long it took to get one licensed track and how there aren't any further notices on the subject, that said it would be great to have them.
Flame CZE
S3 licensed
Moderator
Editor test patch D11 should fix that:

Quote :FIX: Editor crashed on creating a new car

By the way, what exactly don’t you like about the latest version of the editor?
ERROR: IPoints==NULL in ApplyDamageNodesGraphical
EmkaLT
S3 licensed
Hello, I encountered a problem today with lfs editor that when i click to create new vehicle or something, it crashes and says in red ERROR: IPoints==NULL in ApplyDamageNodesGraphical. Also i noticed when opening vehicle in editor it says too, but not crashes. What can cause this and how to fix this, tried reinstalling lfs editor, tried restarting pc. Im using lfs editor 0.7d9 cause i didnt liked new version how it looks.

Here is screenshot: https://ibb.co/z5wF01Z
Last edited by EmkaLT, .
Evolution_R
S3 licensed
Unfortunate this is not going to happen very soon.

This is the soonest possible in my eyes. Speculation.

At the moment is being worked on physics and graphics overhaul.

When this is finished (lets say mid 2024), then maybe there will be announced a track editor (perhaps to be included in the LFS Editor).
This could take ~ 1 year (judging by the release of the Modeller and Vehicle editor - LFS Editor).

And then the modding community could make such tracks in maybe a few months. Shrug

So, 2-3 years from now hopefully there will be some light on the matter by the devs.

EDIT: there will be some new tracks coming with the graphics update.
Last edited by Evolution_R, .
chucknorris
S3 licensed
Found two little issues when trying to use the built-in engine sound editor (in LFS) for mods:

1. When saving a modified sound, LFS does not prepend the car's prefix like it does for normal cars. Like "RAC_". When changing a sound for a mod, I would expect the skin-id or something as prefix.

2. LFS doesn't load the last used engine sound for mods. It always starts with the sound shipped with the mod. I tried saving a modified sound prefixed with the skinid & name, but LFS ignores it.
akubosaan
S3 licensed
Quote from Scawen :64 materials

Yeah, that gave me a hint. And model had something like 5 different glass texture pages and few other small ones with different material settings (fancy vshine, overlay, etc) so those really blew material count up.

That's a capture from 7D14. Switching to the problematic config would indeed make the editor crashes.

Right, I haven't actually tried the newer test patch as I managed to merge some textures and make progress (and it's very close to finish, kind of, maybe). So, no really need to panic now.

Much thanks


And sorry for not posting quite a while (yeah, seems like my head keeps crashing as hard as the editor did).
Wheel object!!
ReframedX
S3 licensed
So when I'm in the wheel object selection in the editor, it allows me to edit the front wheel but not the rear wheel.


It only says "Front" in this menu and doesn't allow me to change it so is this the only option, or is there a

way that I can edit the rear wheel as well?
Last edited by ReframedX, .
Scawen
Developer
I've received another South City update from Eric so did a few track editor updates that were relevant at this point. In the process I updated a few features from the public editor, so here they are.


Editor Test Patch D19:

Hotkey for "hide/unhide (un)selected" changed from X to H (like blender)
- small H button at top left to hide/show message history (old H function)

Left click increments should now always be smaller than right click
- previously this was not consistent for all types of buttons
- as before, CTRL may do smaller steps, SHIFT may do larger steps
- this change should apply to distance, colour, angle and scale

Find button for error triangles or points now selects all as expected
- previously only selected the first point or triangle in the list
Scawen
Developer
I'm working on it. Progress is not stalled.

I did spend a lot of time last month on test patch and editor updates, but that's not my focus now. I won't go into all the reasons why that happened, but there was an important update, then I saw the E-Challenge, saw something that could be improved there, thought of a few other useful improvements, one thing lead to another...

Not a problem, that's all good. The updates were significant and important.

The idea of the progress reports wasn't really "this is what I will do forever". It was an insight into the development process, and I went into extreme detail, maybe even too personal, so people could really understand what being a programmer is about.

Tyre physics doesn't go the way multithreading goes. For me, it's not really suitable for rapid progress reports. There's a lot of experimentation and testing, research and hard thinking.

However much you want the new version released, multiply that by 100 (rough estimate) and that's how much I want it released. The new version is what I work on and think about for many hours every day. All I can really say at this point is don't worry, I'm on it. Thumbs up
Aleksandr_124rus
S3 licensed
Sadly, reports now appear much less frequently. If it used to be once a week, scheduled on a daily basis. Now it's once every few months. I understand that scawen is also working on another test patch with minor fixes, and LFS Editor.
In theory, LFS Editor can be updated endlessly until it becomes similar to Blender or 3D Max and then surpass them. But even without that we can work in it. But shouldn't the main version (with physics and graphics) be the priority of development?

I don't know exactly what's really going on, but from the outside it looks like progress on tire physics isn't happening at this time. I understand that this is not an easy thing to do.
As I understand the topic of multitrading, 1khz physics, graphics and track updates are pretty much done, and it looks like all that's left is the physics of the tires. And if tire physics is at a standstill, maybe it would be better to release a test patch with current version of tire physics what is there to collect feedback from players who will compare the current physics to the new physics. And maybe this can somehow help further development and release a full-fledged update.

Its possible that im wrong and is already progress in the physics of tires that we do not yet know about and we needed only to wait.

I do not make complaints to anyone, I understand that the game is working only two people. Just im joke on April Fool's Day for the 3rd year with same joke in my social networking group dedicated to Lfs (with 6k subs), that the new update with graphics and physics is already out. And many believe me. Third year in a row. And it's kinda sad.
Crane exported!!
le4aser
S3 licensed
todays i finish the modeling a crane, and exported him in lfs editor

just look how big this boy was Uh-huShy
Scawen
Developer
Here's another update. Hopefully you should find it is more tolerant with bad normals (finds less normals to be bad) and more informative about small or thin triangles that can cause bad normals.

Merge by distance can now be used over a whole mesh and instead of aborting after 12 seconds, it shows progress every second so you can stop it if you want.


Editor Test Patch D18:

New function "invert" to invert selection (selected - unselected)
Point merge options now on one line and includes distance merge

Improved merge by distance to update every second if merge is long
- you can watch the progress and stop at any time by pressing ESC

Improved handling of bad normals and some of the reasons for them
- triangles that are too small or too thin are separately listed
- triangles as small as 1/3 of a millimetre can contribute normals
Last edited by Scawen, . Reason : typo
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
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