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LFS editor not starting
sbrono
S3 licensed
Hello can someone help me?
I downloaded the editor for mess around but, when i try to unlock it whit my name and password it give me this message.

Any tip are welcome, se ya boys!
BMW M5 F10
Rubbel_31
S3 licensed
I know it's weird that I'm drawing from the editor. But I'm very used to this editor. scawen has developed a nice program to create a perfect modelThumbs up. More software can be added for slightly more detailed models. Anyway, I started building the car at 00:00 yesterday. I used too much poly in this model. I'll finish the front part first, then move on to the back.Smile
LE_TANCKER
S3 licensed
Made an interior. I wanted to get some more light into the cockpit, so the seats are not separated anymore. I chose to show lots of carbon fiber and aluminium. The middle tunnel is a bit to narrow for an AWD car, but I ran out of space. For now the steering wheel and seat are placeholders.

Is there any way to make dull chrome mappings actually visible in game? In the editor the chrome texture looks perfect but in the game it just shows up as black.


Anyway, I think it's ready for testing!
AR92
S3 licensed
Parent-child feature in editor, when putting an object under another (not move up or down in list, just into parent object in hierarchy). For example, a pop up light mechanism, which has multiple different parts doing different things when opening. Parent will rotate and rotate the child object under it too, while child object is rotating or moving elsewhere. It could unlock more possibilities about pop ups or other mechanisms.
Eclipsed
S3 licensed
Unnecessary heated up discussions,however - such suggestion is very far away from being unique.
For those not following forum discussions often - Scawen did not rule out user created tracks in future,however he said LFS track editor is not suited for public use and he does not intend to update it for that in nearest future. Most can assume if it happens,then after the big tyre/lighting/1000Hz update,but this is just an assumption.
rog_nilsson
S3 licensed
Toyota is up for review!

Ford Puma and Renault Megane is complete and ready to be uploaded next. Hyundai I20 in the editor soon. Only missing Citroen and Hoonigan Focus. from complete season-2 upload.
LE_TANCKER
S3 licensed
If you move around some smoothing groups in the lfs editor it should look a lot better.
JanNL
S3 licensed
Yes, it is not perfect, nor did I claim that it would be perfect.
I took the 0-255 range and converted it to 10-160 range.

If you have a better understanding of all the colors, please contact me, and I'll add you as an editor to the sheet so you can make the color codes correct.
Dev Update: June to August 2024
TheStigUSA
S3 licensed
Hi everyone,

I have been very busy on a huge QoL update. Updates on almost all aspects of the mod have occurred. This sprint took two months to complete.

The car is almost ready to get out of WIP. What remains is getting a proper LOD2 done and possibly a couple more visual goodies added.

Here's the update log:

- The interior has been completed and is highly detailed.
-> The sport seats, door cards and the steering wheel were from Automation. Polished both heavily. Modeled the door release handle in Blender.
-> Modeled in a T-Top for all models, done in LFS Editor. This is a selectible config.
-> Overhauled the gauge cluster, almost entirely. Did extensive re-model in LFS-E and Blender. Created gauge dials texture from scratch in paint.net.
-> Full dash rework, heavily remodeled, mostly done in LFS-E. Modeled in roll bars.
-> Fixed any remaining areas of mesh gaps on the inside.

- Overhauled and modeled out the lower rear of the car to show cooling capacity. Modeled two radiator fans, and they spin!

- Sounds adjusted for all cars, they are louder and more engaging.

- Implemented new nice looking door mirrors, from Automation. Added blinkers to them.

- Added wipers from the Automation model.

- Front wheel size increased for GT and GT-Turbo.

- All models Caster value was dropped back a bit. FFB was far too heavy and this helps with the issue.

- All models had engines tuned to feel a bit heavier and have more inertia. All models had the engines tuned for more noticable top-end.
-> XNS and GT-Turbo have had more power added in. The XNS lower on to help bolster its small displacement, and the GT-Turbo got a turbo upgrade.

- Frame edited to fix the front having more weight than the rear. This was unrealistic and needed fixing, now all models approach 50/50 distribution.

===

Enjoy some progress shots! These are in order from oldest to most recent.



































How to export a car made by us in the LFS editor to Blender ?
joaopaulopt
S3 licensed
Hello good evening, I need your help.
We are wanting to create a bodykit for our car that is already made in LFS Editor, and would like to know how to export a car from LFS editor to Blender.

I tried to do this but Blender is not reading .sre format, is there any way to change the file format to obj or even some way to export from LFS Editor to Blender?
RealistAdam
S3 licensed
Frankly, since my English is not good, I did not try to download an editor and make my own mod.
Volunteer translators can provide language support for the editor.
In this way, better quality mods may emerge. If developers are not considering this right now, they may reconsider their decision.
Flame CZE
S3 licensed
Moderator
While I think it would be helpful for the editor users, it doesn't seem feasible at this point because it would take a lot of time for Scawen to extract every string of text into a translatable variable. I remember him answering this to someone else some time ago, but I can't find the original post.
LFS NISSAN
S3 licensed
Quote from v i n z :Hello everyone, I don't know if this is the right topic to comment on (if not, I...

You asked what I wanted to ask, this is very good advice, if implemented, this can save time, and improve the editor's proficiency, affect the quality of the mods, etc
v i n z
S3 licensed
Hello everyone, I don't know if this is the right topic to comment on (if not, I apologize).

But I wanted to take the opportunity to ask, will there be language packs for the lfs editor later?

It would help a lot in the production of mods. Shrug
Update
Hector.S
S3 licensed
Alright,the modelling part is almost finishedTilt.

After remaking some panels for smoother shading, I modelled the interior and then tested in the editor only to find out that the vertices were over the limit.So I made some parts simpler and remodelled some.Then made some small things and filled some holes.

For some parts since they are very similar I will use the XRG ones.Specifically shifter, front seats,rearview mirror and wipers.

The last parts to model are: exhaust,License plates and Steering Wheel.

I also had the idea of making diffrent configurations for the 1989-1993 version and the 1994-1997 (Facelift).The main difference are the badges.

I want to model the remaining parts first before importing to the editor just to check if they're okay for the triangle limit.Smile
Scawen
Developer
The minor updates I did to dashboards and wheels were only in the editor. I didn't put them in public LFS game because hotlaps would be affected by the slight differences in wheels (old hotlaps would go OOS but for no really good reason). For example some have a slightly reduced rim width to make them more realistic for the size of tyre.

I did have, on a list, a thought about importing the dashboards into the public version. But minor game updates and editor updates could go on forever so at some point I had to just stop and do the release.
Flame CZE
S3 licensed
Moderator
In 0.7E4 editor patch, the cars got updated dashboards and wheels, but in 0.7F LFS, they are not there as it seems.

Somehow I remember using the updated cars in LFS, but maybe I'm wrong and they were never actually shipped in the LFS test patches. Is that intentional?

Here's a comparison between LFS 0.7F and LFS Editor 0.7F:


Scawen
Developer
Thanks for the info.

I've now corrected it, in a new installer you can download with this link. It has a different file name ending _install.exe instead of _setup.exe to avoid the CDN caching the old version.

Download: https://www.lfs.net/file_lfs.php?name=LFS_EDITOR_7F_install.exe

For interest only:

The problem seems to be that NSIS stores the empty folders in some other location, not in the standard directory structure visible when you open the archive. So that's why you couldn't see them in the 7E installer, although they do appear in the fresh installation. That 7E, with editor patch applied, was also the source I used to create the 7F installer. I didn't know that before and annoyingly I forgot to test that installer, although I did test all the game ones.
Flame CZE
S3 licensed
Moderator
Adding a misc folder worked and I have unlocked the editor now.

But still there are a lot fewer folders than in a fresh 7E editor installation. Uhmm
Scawen
Developer
Ah, now I see you said Editor

I missed that as the previous person did not say anything about the Editor. https://www.lfs.net/forum/post/2098019#post2098019

I agree misc is missing from the 7F folder in the Editor installer and there should be a simple fix for that (a new installer, with that folder included and maybe a tiny text file to make sure the folder doesn't disappear in future). Does it work as expected if you manually add a misc folder?
Flame CZE
S3 licensed
Moderator
When I open the editor setup exe in 7-zip, the misc folder is missing.

Edit: I see it's not there in 7E installer either - I don't know if that's OK or not.

But when I compare the editor folders after installation, some folders are missing in 7F.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Some people including me are getting the "Error creating file" error when trying to unlock a fresh LFS Editor 7F installation. I have tried installing it in C:\LFS.



This is the deb.log before I closed the editor:

Jul 30 19:52:52 LFS : 0.7F
Jul 30 19:52:52 timer resolution 499 microsec
Jul 30 19:52:52 read config
Jul 30 19:52:52 get command line
Jul 30 19:52:52 tables
Jul 30 19:52:52 preinit d3d
Jul 30 19:52:52 load font
Jul 30 19:52:52 -----
Jul 30 19:52:53 kb : Central Europe
Jul 30 19:52:53 initialisations
Jul 30 19:52:53 human system
Jul 30 19:52:53 helmet
Jul 30 19:52:53 controllers
Jul 30 19:52:53 start entry
Jul 30 19:52:53 end of initialisation

Silverracer
S3 licensed
Quote from Scawen :I don't want to get involved in a conversation [...]

It is my understanding that these sort of interactions do not go well in the forums. At least for your peace-of-mind and mental state. Thank you for being open about these matters lately.

That said, I find the following comment incredible.

Quote from Scawen :I think Eric knows what I have been going through this year and probably didn't want to bother me with a progress report. And on the other hand he took on a pretty monumental task and so maybe he wanted it near complete before showing anything. I don't know really, I have not tried to discuss a progress report with him.

Scawen, Eric and Victor (including Geraldine) - your LFS has been nothing short of amazing. In terms of numbers, imagine the number of individuals who's played LFS. If you were to add up the number of hours of gameplay... staggering. And thankfully there's much more to come.

I find it incredible that you and Eric do not seem to work closely on your projects as I would have imagined. Yes, I would expect him not to trouble you with progress reports and more demands, but hey, at least a quick call or email to share updates? I hope he does not work in complete isolation (from you) and the two of you do brainstorm, plan and discuss about the content that would benefit LFS in the long run.

I recall Rockingham came right out of the blue. There was not word about it until boothy's post in 2009. Shook our world.

I would love to Scawen's and Eric's input on new tracks/environments. Are there any that's already created over the last 15 or so years, but held due to whatever reasons? i.e. awaiting new physics/S4 etc.? Are there any plans to release a track editor in any capacity? Or are the track/environments going to be strictly Eric/LFS-developed?

Quote from gu3st :[...] if there'll be even a rudementary implementation of dynamic track temps.

Are the temperature variations completely based on tyres at present? The track/ground is completely disregarded? How about the grip levels? Does it vary on and off the racing line or dynamically change "as more rubber is put down"? Keen to learn as I'm not savvy with the topic. TIA.
Last edited by Silverracer, .
drifter811
S3 licensed
Quote from drifter811 :...

I decided to start with all the settings and specs

-The wheel size, wheelbase and track width were made to regulation (link in previous post)
-The transmission (now RWD) and engine is the default UF 1000cc with a lowered resistance multiplier to account for removing the stock exhaust system
-The suspension system is as seen in the video: double wishbone on the front, MacPherson strut on the rear
-More minor settings

I made a quick mock-up of the car in the frame editor, I also adjusted the object positions acordingly

Therefore it's fully drivable now! Really happy with how it handles.

As for modelling: For now I only did what's visible in the attached pic, just to see how I would go about doing the frame.

I will keep working on the model, update coming soon!
Scawen
Developer
Maybe you are thinking of Requested / suggested mods?

This thread is about the editor itself.
FGED GREDG RDFGDR GSFDG