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.
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
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.
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.
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.
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.
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?
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.
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.
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.
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.
Editor crashes when clicking Texture tab (Vehicle Editor).
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.
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.
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.
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.
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
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!!
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?
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.
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.
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.
Ok, we can live with it. Just wanted to point it out.
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.
Will update post with examples.
Wow great! thanx!!!!!
P.S.
Thank you for taking time and provided us with links for correct threads.
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.
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
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.
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
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