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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, .
Scawen
Developer
Quote from FIZ :While it is important to have a cleanup function that removes all the old versions of a mod, I disagree about an enhancement check based on replays also.

A cleanup function has been added to Test Patch D17. It would be interesting to know how many mods it wants to clean up for you (it offers a button "Delete X of Y mods") and how much the folder size is reduced if you use the function.

Quote from Snoop.DriftEra :LFS Editor suggestions only thread, LFS Modeller suggestions only thread, LFS Mod system suggestions tread. Confusing...... Is it the right place?

It may be confusing for you, but try to imagine how confusing it is for me, dealing with suggestions all over the place. It's simply helpful and more likely to end up with me doing something, if the request or report is in the right place.

I guess it can't really be so hard to understand? There are only two separate suggestions threads in this forum section. The modeller is where you create a 3D object (points, triangles, mappings). Everything else (vehicle editor, website, mods in game, etc) is not the modeller. It's easier for me to track if you separated your requests into two separate posts, one for the mods system in general, and separately for the modeller.

You see, I can usually update the modeller without any compatibility problems. For example I add a new way to select triangles or a hotkey. There is no compatibility problem. But adding a new kind of suspension physics in the vehicle editor, this is impossible without new versions released. So there is a reason, I'm not just trying to be difficult.

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

Anyway, thanks for the feedback, I can answer a couple of things.

Quote from Snoop.DriftEra :1. Add: REDO UNDO!!!! For selected items and other actions in other work spaces (Too annoying to not have this).

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.

Quote from Snoop.DriftEra :4. Fix: Texture page 1 pixel bug. Please fix. (it's the whole LFS bug, e.g. XRT's rear seat texture center white stripe).

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.

Quote from Snoop.DriftEra :5. Add: Ctrl/Shift+RMB values insertion everywhere where values exist including colours.

You can't really just say "do it everywhere". 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.

Quote from Snoop.DriftEra :11. Add: Break from SUBs to SUBs.

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
Ho4Hou_KoT
S3 licensed
- Every new update of mod in pits shows up the list of changes. So every time when you downloading mod from mod list it shows up a window in pits with change log.

- Schedule of deleting old mod folders. Every x days game takes info about all last versions of mods, for example “GE20~22, KAROBUS 734~15 etc” goes to the LFS/mods and delete everything that doesn’t match with the latest info.

- About custom clocks. I’d like to see full custom clocks, in vehicle editor we can choose clocks, add there button for making new one, then assemble it by yourself. For example, you see a list of all things from clocks “Needle, Background, Gauge of speedometer, turbo etc” all these things have options like number of steps, adding numbers or not, how long would be needle etc. Every part can be textured, or used like default from stock clocks(variable). For example you choose needle, then pick the texture for it from LFS/Editor/ClocksPng folder. Ofc it’s need to be optimized, like for needle available texture is 16x16 for background 256x256.. Then you just use your own clocks and can Edit it in Vehicle Editor as default ones.

- More configurations, 4 isn’t enough.

- Handling on bike. After 8km/h on bikes it goes to the “straight steering”, can it be more slowly and starts from 15-20km/h. Because slow driving on bike so hard in this way, when you got this lock of steering slowly you can be more stable. This locking must linked to the speed, like it starts from 15km/h with max steering and till 60-80km/h it locks to the “straight” then you steering only with tilting.

- Add more default cutouts as (s_mirr, s_clock) in Vehicle Editor. Add more working cutouts, for example the map, value of engine damage, clutch heating, pitch angle, wheel temperatures, pit instructions etc. A lot of ideas about making navigator or gauge of tilt on bike.

- Animation of pop-up lights.🙃 New subobject for pop-up lights. Add changeable function of rotating angle from center point of this subob (or rotating it from subob icon) and speed of rotating, so when you turn on lights it rotates.

- Cutout for square-form numberplates. New “s_plate_sqr” cutout on two lines, where you can choose how many digits will be above and under. Crop it and make two mappings isn’t working because number length can be different and you never know where to cut it out”.
Ho4Hou_KoT
S3 licensed
- Saving selected points in every subobjects or main when you swapping between them. For example you choosing a bunch of points and accidentally clicked on subobj icon, you lost everything, or make at least a dialog message box “You lost every selected points if you choose this object. Continue?”

- Selection range of facial triangles. If I need to choose some triangles I select it with RMB and generally I need only that triangle which closer to me (not everyone facing to me).

- Restrict viewport with a grid on the floor. Or restrict it only for mouse dragging, when you missed the point and click on ground far away your view moving there, restrict it with grid and leave moving camera with buttons on keyboard (maybe someone need it) plus add to settings in main menu speed of camera moving.

- “Scale from green point” do on slider. Do it on endless slider (it’s like you dragging it to the left and hold -it goes to negative value, once you release slider goes to the center, need make it bigger, drag slider to the right, that’s how I see it) Usable for making radius of circles.

- Moving point directly on the surface of quads. For example you select quad (two connected tris in one plane) after this you able to move point in this square. So it doesn’t matter how tilt this plane, point moving only on the surface of quad.

- Working with backgrounds. Would be nice if we will able to do opacity, rotating, duplication, adding photos with aspects other than square.

- Visible bounding box in 2d. Making it and see from all perspectives, makes sense when you making some model with reference background.

- Remove “New” and “Load” hotkeys and do it for some usable binds. To be honest is here really someone needs quickly make a whole new vehicle or load another? Especially when we have these buttons always in the left bottom corner.

- Add “Info” tab next to the “View” at the top of screen with ALL available hotkeys. Maybe for something more.



— Offtop

- Add visible driver to editor like add button next to the “Show main”, “Show subobs” etc.

- Add default cutouts for strobe. It’s more like offtop but if we have /siren command in game, can we have /strobe with same parameters? In editor add two default mappings (same as l_head, l_find etc) call it “l_strb1” and “l_strb2”. Logic of it is blinking same speed as siren. These mappings paintable so everyone can make any strobes that they want.

- Make a visible “forces” for aerodynamic parameters, like when you moving this slider with “Side drag” it shows visible arrows of aero influence on vehicle, so you can clearly see where you put your sub and what it do with your car. Estimate speed convert to the max km/h or show two values.
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

LFSE:
Some I consider important:
0. Point #8 in LFS suggestions thread applies to LFSE as well.
3. 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).
5. Add: RMB values insertion for:
a) colours.
6. Fix: LMB/RMB small/big (0.010/0.001) values adjustments are inverted in some places right now:
a)Pivot point values in special draw mode.
b)Aerodynamic values
9. Add: Allow -> AT or MT only.
10. Add: [Draw points] to [Special view] separately. Sometimes it's good to see them with wireframe only without frame.
11. Add: Break from SUBs to SUBs.(I've heared it's done, thanks!)
12. Add: Merge from SUBS to SUBs. Somewhat as we assign tris to configs.
13. Add: Move/Rotate axis of subobject wthout moving/rotating object's points/mesh. Useful for adjusting future parts axis as pop-up headlights or wipers.
14. Allow to lock LHD or RHD. Right now you can "select side", but when you lock the side it switches back to "built as". I made perfectly switching side model and I want to make separate LHD and RHD versions by clicking just one button instead of moving driver/finding RHD subs/Flipping points/Flipping tris/Fixing Maps. Too much hassle.
15. Flip attachments (with mapping). Now to flip attachment, I have to manually flip points, flip faces (tris), then I have to fix wrong mapping that did not flip.
16. 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.

Questionable, but i'll share:
17. Add: Optional ON/OFF light-up timing values for Lamp/LED lights/indicators. Reason: Lamp lights does not light-up immediately as LEDs. (Bad idea in case one mod may contain different types at different configurations at once, but anyway)
18. Add: [Show Main], [Show Wheels], [Show Subs] buttons in main menu and special draw as well, same as in LFSModeller.
19. Don't reset steering angle when 'car drop'.
20. Add: Disable aerodynamic parts in aerodynamics menu when in use (Sorry I didn't find HOW tu un-use it back).

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
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
Kepals
S3 licensed
Quote from Amynue :Usually "bad normals" are caused by triangles which are too tiny or too thin. The more annoying the reminder, the more likely modders will fix them before uploading the mod Tongue

If we are going in that route why just not make it so you can't export the mod for upload if the normals are bad? I would also apply this to triangle limit since you can have other configurations that are way off the 65k limit and you can still use it.

I would much rather have this than the constant annoying red text reminder that always pops up whenever you click something. I think the editor should be a fun environment rather than annoying one.
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
Online at :
[MRc] RX
// [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

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
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