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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.
M3THANOL
S3 licensed
Just came across an issue with LFS Editor, I tried to change the graphics card from the integrated on-board card to my GeForce GTX 1650 and now I can't launch editor, it keeps saying saying "Error, no outputs found"
How can I fix this?
Thanks
Avraham Vandezwin
S3 licensed
Quote from joaopaulopt :I agree, LiveForSpeed is in need of more tracks.

Imagine if you had a minimum of 12 tracks, you could create a championship every year, one race per month on different tracks.

I think LFS really needs more circuits

Smile Everyone agrees with that. A track editor might help. We could (also) very simply multiply the tracks with the tricks of the last millennium for virtual tracks (mirror, reverse mirror + makeover or patchwork from existing tracks etc.).

But existing tracks should be used online. For example, there are only 7 servers on Rockingham and they are empty.Shrug
taking unauthorized parts from car mods made
Orhan Umut
S3 licensed
I don't know if I'm posting this in the right place, sorry.

There is something I want to talk about.

About a month ago, while playing on a server, a vehicle's wheels caught my eye.

Then I opened the .veh file of this vehicle with the editor and examined the rim texture names.

what a coincidence
the rims i use on the cars i build

I want to show you as a video

I wish the people who used the wheels would have asked permission to use them.

https://youtu.be/nfAvDbgxFW4

The vehicle on the right in the video belongs to me.
Last edited by Orhan Umut, .
Racon
S3 licensed
Online at :
[MRc] RX
There are two types of PNGs used for modelling in LFS, one is RGB and the other is RGBA (with alpha/transparency). You are supplying an RGB type where the editor expects an RGBA type.

It's explained in this thread: https://www.lfs.net/forum/thread/96373
Flame CZE
S3 licensed
Moderator
Quote from bayanofmansorofisky :@Scawen It would be very.. Very handy if there's also copy/paste and or a duplicate
point shortcuts
Shift D = Duplicate selected points

This is already possible using Ctrl + D in the LFS Editor test patch https://www.lfs.net/forum/thread/102626-Editor-Test-Patch-0-7D10
bayanofmansorofisky
S3 licensed
@Scawen It would be very.. Very handy if there's also copy/paste and or a duplicate
point shortcuts
Shift D = Duplicate selected points

-Also the ability to add intake restriction for a setup inside of lfs editor
-Increase the maximum pages can be added in spokes editor (at least 2)
-The ability to type in the values in engine editor (type both value and at what rpm) instead of playing around with sliders.
-Ability to choose amount of passengers and their location in the back seat (left/right)
Scawen
Developer
Quote from Facu23 :new shorcuts works rad. Maybe an extrude one? SHIFT + E or SHIFT + D since they're pretty handy. The save shortcut that eric suggested would be cool too.

I thought about extending CTRL+D (duplicate selected) to other screens like mapping/cutout/page
Also CTRL+N for a NEW point/mapping/cutout/page

I was also thinking about Extrude (that you and r3zp3k7 mentioned) and Flip. I understand people use extrude a lot so SHIFT+E could work for that? Or should it just be plain 'E' ?

Why I say "SHIFT" in this case and not "CTRL": CTRL+key I try to reserve for universal functions that work across the whole of LFS (or many editors in LFS). Operations that are more specific to one particular editor should have SHIFT+key or plain key presses.

About FLIP I wondered if there should be an option to flip the triangles after an extrude, as it's easy to confuse the inside/outside options. If you have points selected (instead of triangles) it could flip the triangles that are connected to the selected points. This way, I think FLIP would work as expected after an extrude. I'm not sure which key to use. F is front view and SHIFT+F hides buttons. Maybe CTRL+F, but that seems like it might have a more system wide use? Any other suggestions for FLIP? What is the key if there is a similar operation in another editor like Blender?

EDIT: Final question for the morning, kenblock30 mentioned a key for "fuse to green". It's another 'F' Ya right but F isn't really available for that so thought I'd ask if there is such a function in Blender and which key it uses? Not that we have to copy Blender but it can be a good idea to use the same keys when possible.


P.S. before anyone starts complaining that I am not focussing on tyre physics, I have been working on tyre physics this week and making some progress. But in fact that is a process of doing things and chewing on it a bit, coming up with something to try the next day etc. I can't just work 24-7 on tyre physics. So to do the odd editor function is great for mod creators and can help Eric too.
Last edited by Scawen, .
Scawen
Developer
OK, that problem should be resolved in D10. If the setup is adjusted when the car is created, and the car is in the vehicle editor, then it should copy those changes back into the default setup. This mimics what was done in previous versions (before the changes for multithreading).

Also:

CTRL+D: duplicate triangles or points in tri or point modes
SHIFT+P: select selection's points / select connected triangles
Disabled point selection by middle button in build and point modes
Scawen
Developer
I've had notifications about two uploaded mods failing to get through the checks in the system. I believe they were saved from the updated editor.

In the first mod, it was related to a value in the setup that doesn't apply to the mod's suspension type (Caster is non-zero in the setup, although suspension type is MacPherson). Previous versions of LFS would set that value to zero, but the latest version doesn't do that so there is a mismatch in the files.

I have to think of the best way round this. In the meantime, if you encounter this problem, you could fix it by reloading the veh in the previous version of the editor (0.7C3) and saving it out again. That should correct the values in the setup as needed.

I haven't yet investigated the mod that was uploaded this morning, but I guess it would be a similar issue.

Here is a link for the C3 editor in case you need it to load and resave the veh (to correct the values in the default setup). You can place the exe in the folder beside your D9 exe and it should work fine.
https://www.lfs.net/file_lfs.php?name=LFS_EDITOR_PATCH_7A_TO_7C3.zip
Last edited by Scawen, .
Evolution_R
S3 licensed
Probably already mentioned, but a warning message would be nice when closing LFS Editor by the X. Mostly by mistake. Big grin
Scawen
Developer
About hotkeys / shortcuts:

Quote from r3zp3k7 :I suggest adding more hotkeys: like duplicate points/triangles (maybe CTRL+D) and flip triangles (CTRL+F). Makes work way easier, rather than clicking with the mouse every time.

Quote from kenblock30 :is there any way to add some shortcuts for functions like extrude, duplicate points or fuse to green? It could be really helpful for us who are modeling on the editor

I'm on tyre physics most of the time now but occasionally will update the editor. I wonder what are the most repeated functions (that would most benefit from a special key) and what those keys should be (maybe the same as in another program like Blender, when practical).

I asked Eric in August and he suggested:

Quote from Eric :As a quick experiment, I've selected a bunch of points in the Modeller and imagined clicking SHIFT+P to select connected triangles/polygons. Clicking SHIFT+P again will select connected points again which works exactly the same as the button function there already. I think that would be useful as P is logical for "polygons" or "points".

He also mentioned CTRL+S to save the main model.
InSim checkpoint
tumes925semut
S3 licensed
Simply:
Editor needs InSim checkpoint with index.... like that circle.
kenblock30
S3 licensed
is there any way to add some shortcuts for functions like extrude, duplicate points or fuse to green? It could be really helpful for us who are modeling on the editor
FGED GREDG RDFGDR GSFDG