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MicroSpecV
S3 licensed
Quote from thegamer23 :I think this could be done in progressive way, improving the layout editor fist

For example, introducing for example a plain grass field location that can allow building tracks that doesn't look like big grey parking lots.

snip.

Good idea but it's basically what everyone's whos wanted a Track Editor has been requesting for - sandbox open world, mesh and textured objects and free form tools... however iirc somewhere in forum Eric and Scawen have already mentioned they want to keep the game production to themselves hence no track editor. If there were to be one, it would take a) a lot of convinicing in terms of profit, branding and economical benefit of doing so (more licences, more new users coming onboard just for the editor), and b) probably after the new track worlds have been added...

If a Track Editor were to be made public it'll probably be to specifically chosen users whom have shown building skills and explorative approach to track building (because essentially you'd be doing a percentage of what Eric is already doing) - and I believe it should be as such... having a open source kind of concept like vehicle mods but for Track/sandbox would invite a whole new host of rubbish that Mods will have to sift through. Not to mention the amount of new storage space the servers (and the game size itself) will have to accomodate.
rane_nbg
S3 licensed
I fully agree with all of the above, "only a few" elements can make a huge difference with the layout editor, regarding the immersion and layout variety. That will give us plenty of time to mess with it before a real need for a track editor comes along.

It's just like having more LEGO pieces of different shapes and sizes, that spark the imagination of the creator to build amazing things. The addition of a few types of trees that are already present in the original LFS tracks is more than enough.
Last edited by rane_nbg, .
thegamer23
S3 licensed
I think this could be done in progressive way, improving the layout editor fist

For example, introducing for example a plain grass field location that can allow building tracks that doesn't look like big grey parking lots.




Something like that


Along with that, introducing these three elements: asphalt, gravel trap and grass blocks.
Similar to the current pale cement square blocks, but you can choose from asphalt, gravel and grass.

A "Trees" element should be introduced, and could make all the difference in terms of look.

Those two or three "simple" modifications alone could make a massive difference in layout building.

Custom layouts would look massively better, realistic, and much more immersive than the current grey landscape.







I'm not a dev, so i could be totally wrong, but i'm guessing this shouldn't a daunting task if the LFS engine allows it.

After that, to make a step further you could introduce in the editor a lot of the elements that we see on the official tracks.
Like grandstands, armco barriers, fencing, and a long list of decorative elements.

Along with allowing a more precise gradient for the blocks (like, with 1-2% precision and not 6% like it is today), in order to re-create downhill and uphill sections without it being rough on the suspensions.

-----------


So, i think this could be the first step in the track editing process, wich could come later in the future in a proper way.

But i think that improving the layout editor alone could attract a lot of costumers (Hey! Have you heard? In LFS you can build your own cool tracks and race on them!) and make the modding community go wild with more realistic layouts and sceneries.
michal 1279
S3 licensed
The layout editor as it is has its limitations indeed, but it is still an extremely powerful tool for trackmaking.
Sure, you need some imagination to fully immerse yourself into the bland environment full of concrete blocks around massive parking lot, but once you put these visual challenges past your mind, the end result is very rewarding Smile

Here are some comparisons of the layout editor Portland International Raceway with the irl thing:


Some random blended image from Mexico City:


And some onboard comparison of the New York ePrix circuit:



Long story short, while we will have to wait quite a while for the proper track editor (if it ever gets released to public), I think what we have already is kinda underappreciated and should be explored more, because despite its limits it is still an incredible tool worth using Smile
Antonnio Giovannazi
Demo licensed
If everyone can wait a bit longer.

With collaboration with gonzabwt we are planning to make F1 2024 skins pack

Main Template: Antonnio Giovinazzi

Editor: gonzabwt

we expecting 2-3 days for release

coming soon
Last edited by Antonnio Giovannazi, .
MicroSpecV
S3 licensed
+1
Well, I myself can't wait for the day of Track Editor privilages. After 10 years of tooling with object editor I'm sure I've hit creativity limits due to its limitations.... I have endless track ideas and can pretty much draft a (well thought out) track config out in 15 minutes... But I can dream Smile

Would definitely wish I can transpose any of these into actual track environments with the elevation and camber I originally dreamt of.











And a few more work-in-progress stuff yet to be released 😎
ErenAslan94
S3 licensed
Imported the model to Lfs editor. i had some problem with vertices so theres no engine for now but i'll add it. Tweaked the groups, added some basic textures. I haven't done anything on interior, i need to fix the groups. There was too many panel gaps but i fixed most of them.
Mercedes E500 W124
ErenAslan94
S3 licensed
Hi, i just bought that w124 model and as always i'll share the progress here, model does inqlude an engine bay and an interior. It was 160k triangle but i managed to make it 61k triangle. Fixed the rims and i'll use the model's rims. Next up i'll import this model to Lfs editor and start fixing the groups etc.

Edit: Forgot to mention, i'll name the mod Mersoles a500
Last edited by ErenAslan94, .
Ć koda 1203
Flame CZE
S3 licensed
Moderator
Another legendary classic from Czechoslovakia! This old van was made in several variants and was a very popular car for decades back then.

Last year I got a permission to use the 3D model of this BeamNG mod. The model has about 100k triangles so I will have to do some optimization before being able to import it into LFS Editor.

Here's how it looks after turning off all the layers so I could only import one variant at a time:


Ć koda 130 LR (ELERO)
Flame CZE
S3 licensed
Moderator
From the same authors who gave me the models of EMKO and UZOVKA, it also includes the rally version - the 130 LR. Not much progress so far in LFS editor, I last touched this like a month ago.


Last edited by Flame CZE, .
stuchlo
S3 licensed
A big graphical update is here! The updates of the LFS editor added some cool features which enabled to make a more accurate instrument panel, more visual configurations and a functional beacon lights. The configurations now include multiple stock and racing version, a cartoon car, a movie Fantomas car and a police version with a "Gendarmerie" skin.

Quote from Evolution_R :It seems like LOD3 side mappings are flipped;

Fixed, thanks for the report 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.

The instrument panel is completely reworked. Still not ideal but much nearer to the IRL car Smile

The update also includes minor shading optimizations and more polished details (the updated version is in the bottom of the image):
Flame CZE
S3 licensed
Moderator
It is answered in the LFS Editor FAQ: https://en.lfsmanual.net/wiki/LFS_Editor/FAQ#Skin_ID_is_not_suitable_for_upload_-_you_need_a_Skin_ID_from_LFS.net

It’s also mentioned in 3. of vehicle mod regulations, which I recommend reading: https://www.lfs.net/files/vehmods/regulations

Mod submission guide: https://en.lfsmanual.net/wiki/Vehicle_Mod_Submission

LFS Editor on LFS Manual: https://en.lfsmanual.net/wiki/LFS_Editor
gu3st
S3 licensed
Quote from MicroSpecV :I mean... I've been layoutting custom driver oriented tracks since 2016, and perhaps it is just my creativity and knowledge of track flow but I've rarely had to resort to stealing ideas from other irl existing tracks, unless I'm making... an irl track - but I still don't see the need to rip tracks directly off sims. that's just wrong.

Yeah I mean doing recreations of tracks like this (even in a native track editor) is fine (monaco is incredible work tbh). The thing that you see in other sims that allow mods is that they just rip the assets from other games. It's part of the reason why Scawen has the rules for car mods the way he does, as to try to avoid copyright infringement.

It's even funnier now becuase many tracks have gone through generations of being ripped from old games. Ripped from something like F1 Challenge to rFactor to AC to rF2. Just old inaccurate tracks dragged through time.
Last edited by Scawen, . Reason : reduced long quote
MicroSpecV
S3 licensed
Quote from gu3st :Yeah people might have to do more work than just ripping from other sims.

I mean... I've been layoutting custom driver oriented tracks since 2016, and perhaps it is just my creativity and knowledge of track flow but I've rarely had to resort to stealing ideas from other irl existing tracks, unless I'm making... an irl track - but I still don't see the need to rip tracks directly off sims. that's just wrong.



This is yet to be published 😁 It will debut on this year's Layout Racing League...



And this as well...



Or this...

In short... not everyone has the institutional intuitive sense to poop out tracks. Only a few people I know can as well (shoutout to Michal... Rony... 9397... Niko and so forth). So if there WERE to be a track editor, it can't be made public domain for every user to use. It takes way more coordination and effort to craft (yes, craft, not simply make) a layout.

Still, I'll await the day LFS Track editor is a thing.... tons of tracks in the waiting...
Last edited by MicroSpecV, .
Eclipsed
S3 licensed
Quote from versiu :Simple solution... Creator should prove that it's his work.

There is even simpler solution - no import options of any 3D objects. Everything has to be made in the track editor,only textures can be imported. Of course these might start problems too...
BlueFlame
S3 licensed
Quote from Drifteris :For one developer to create and update all tracks and create additional tracks is a lot of work. Yea the quality is top notch, but even these tracks get old eventually and LFS physics are just too good to not be experienced on custom tracks.

Yes we have a layout editor with concrete blocks, but those are very dull and boring looking, almost textureless and looks like lego blocks. Some people have created impressive layouts using concrete blocks, but visually it's very primitive looking, not to mention bumpy and slippery concrete slabs.
It works for the most part but i just wish we had more objects to play with, bigger limit, scenery objects like trees to place so the layout doesn't look so plain and empty. Chalk, bigger chalk lines? Those eat a lot of objects because of how short they are.
Sometimes i feel creative so i load up LFS, but then i get unmotivated pretty fast because i just can't build the layout i want.
Can't even do rally cross layouts because there is no surface to support that.

I think even some sort of primitive level building tool would be enough for a start. Like building inside the 4x4km area of LA but ability to actually place roads, buildings, trees, etc.

As an artist and creator i'd love to create something special for LFS. Tilt

This is a good idea also. With the layout pad[map] we have, the ability to create dirt surfaces on top of that would be great for creating custom RX layouts and would alleviate a lot of the desire for fully custom tracks. More tools so the tracks can be made with the layout editor is a positive direction without doubt.
Drifteris
S3 licensed
For one developer to create and update all tracks and create additional tracks is a lot of work. Yea the quality is top notch, but even these tracks get old eventually and LFS physics are just too good to not be experienced on custom tracks.

Yes we have a layout editor with concrete blocks, but those are very dull and boring looking, almost textureless and looks like lego blocks. Some people have created impressive layouts using concrete blocks, but visually it's very primitive looking, not to mention bumpy and slippery concrete slabs.
It works for the most part but i just wish we had more objects to play with, bigger limit, scenery objects like trees to place so the layout doesn't look so plain and empty. Chalk, bigger chalk lines? Those eat a lot of objects because of how short they are.
Sometimes i feel creative so i load up LFS, but then i get unmotivated pretty fast because i just can't build the layout i want.
Can't even do rally cross layouts because there is no surface to support that.

I think even some sort of primitive level building tool would be enough for a start. Like building inside the 4x4km area of LA but ability to actually place roads, buildings, trees, etc.

As an artist and creator i'd love to create something special for LFS. Tilt
Eclipsed
S3 licensed
Quote from Scawen :We have just released a huge system "vehicle mods" and it is not finished. So we are not doing major changes to the layout editor, or going to release a track editor in any imaginable time frame.

Feel free to search more posts regarding this matter,but there is currently nothing that points about intentions to release the track editor in near future.

As much as I would like more quality tracks for racing (have ideas of my own I would try to attempt),releasing full track editor would surely open another can of worms while devs together with volunteer mod reviewers are dealing with the worms crawling out of other can (known as car mods) - legal issues,quality issues,decisions what can be published,what not...

Clearly said I'm not against user created tracks,but I'm worried about problems that could come with those...
r3zp3k7
S3 licensed
I feel like we had waited enough for the new physics. I don't think anyone is waiting for it anymore, maybe we're expecting it to show up with the Night Graphics one day, but not waiting. Nobody is talking about it and nobody is thinking about it. We just know it will come out one day and that's fine by me because we all found out that that's a lot of work for one person.

Quote :Wed 25 Nov 2009 ~ Patch Z28 Release
....does not contain the new tyre physics.....
Read more: https://www.lfs.net/news/896

I've read the quoted article right when it was posted. More than a decade has passed. LFS already has great physics without the new physics, so I don't see why not go for fresh content first. Especially, if a early release of Track Editor can work with both versions of LFS (the one we currently use and the one which is developed on the side with the new physics).

Just a comment on my vision of the track editor. In my eyes, tracks should be available in single player for sure, because you have to test them somehow. Also, they should be public/private with user access like mods. That way, servers can be more competitive, currently the competition is mostly based on Insims.

I voted Yes, BEFORE tyre physics and other features are released.
LFS Track Editor (Environment Editor) [Feasibility]
Silverracer
S3 licensed
Spin off from: https://www.lfs.net/forum/thread/108076 (Thanks juliao!)

I am a huge supporter of this idea as well, and have similar concerns to seeing lot of ripped or very poorly made content being added. Hopefully SCAVIER can work together with the community to make it work well for everyone.

Maybe one day Scawen can release a track editor (just like the vehicle editor) where we are free to make our own worlds and drive around them online. But before coming to that point, maybe its best if it is done in stages?

Obviously a lot of time would be required from Scawen (in making the public version of the track editor), and it would take the community some time to learn and create environments that are top-notch quality. Maybe it's something to consider prioritizing over tyre physics, day/night, changing weather/seasons or anything (awesome) else that Scawen is working on? Could the community rally together to re-launch LFS with just the track editor so that LFS is made visible to the current generation of sim racers? Or would that need to wait until the updated tyre physics are ready?

My suggestions regarding the track/environment editor are,

1) Discuss with the community of the intention of the release/timeline of the LFS track/environment editor. Feature requests/limited beta testing.

2) Decide if its going to be any-thing goes (like the auto-x system) or if it is going to be very selective process.

3) Have a strict vetting process to decide what sort of thing will be accepted for LFS online use, and what will not (if we're going with the latter, at least at first). Maybe anything goes for offline use?

4) Consider new environments as an extension of the existing tracks giving them way more prominence than the "staff picks" flair that car mods are getting (and my god, the quality of some cars are just amazing!). Hopefully, user's proposals on environments could be vetted and their development tracked (pun intended) as they progress to ensure that top-notch quality environments are created to cater race, drift, cruise, rally (and flying?!) fans of LFS. Imagine all the possibilities? Also, S4?

Ah, one can dream! What do you guys think?
Pukyy
S3 licensed
Quote from Yanny :I have a suggestion of adding this car to the mods list. Its one of my favorites...

Why not make it yourself? S3 license offers you the LFS Editor aswell, download it, and let your creativity set you free
Aleksandr_124rus
S3 licensed
On the subject of rims, I'm a proponent of using the rim editor to create rims. Scawen did do a really good job in the rim editor. But still things are never ideal.

I need to use the spoke object to make a complete rim because there were elements on the rim flange that could not be done otherwise, and also the uniform use of vertices enlarged the triangles too much, I optimised the use of triangles so that I could make all the intended rim parts in the spoke object, in my version the number of rim triangles decreases the closer it is to the centre of the body (the less visible part of the rims) I could not do it any other way. I optimised the mesh as best I could, and I still don't have enough triangles to make a air valve and some other details.
Bokujishin
S3 licensed
FR: Je ne vois pas forcĂ©ment de quels tracĂ©s tu parles, mais oui, l'Ă©diteur intĂ©grĂ© demande du temps pour crĂ©er quelque chose de propre. Le seul logiciel externe dont j'ai entendu parler est l'Ă©diteur pour Blender, peut-ĂȘtre qu'il facilite certaines choses, mais il n'y a pas de solution magique, il faut ĂȘtre prĂȘt Ă  investir du temps.

EN: I don't know what layouts you're talking about, but yeah, LFS's layout editor does require some work to get good-looking layouts. The only (recent) external tool I've heard of is the Blender layout editor, this may help things a bit, but there is no magic solution here, you need to put in the work.
rane_nbg
S3 licensed
Is it possible: with the use of a layout editor, maybe. Will anyone invest time to make it: no.
ErenAslan94
S3 licensed
Imported the model to vehicle editor. I'll name the mod Bavaria m80.
(Taillights are temporary)

-Resized the model
-Added rims and tweaked the gruops
-Changed the logo
-Added Brake discs and calipers
FGED GREDG RDFGDR GSFDG