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manolixsvouros
S3 licensed
Quote from Ibtasim6781 :Or you rip it from other games/AC mods and call it a day Uhmm...

I dont really agree with you, you dont even race or atleast I havent seen you racing, not that this would make your opinion less valuable but, I feel that your point of view is bigoted or overseeing others desires with that you previously mentioned, me as someone that raced pretty much everything there is to race in LFS in terms of cars/tracks I wouldnt mind at all having new tracks, doenst matter if real or not I just want to go vroom vroom fast in new enviroments which ofc are on the way with the update, but Track editor possibilities would be endless. I like to think lfs could be like gmod but with cars xd.
Last edited by manolixsvouros, .
manolixsvouros
S3 licensed
Quote from Countess :I don't really understand why people want a new update in just a day and a...

well, some people play LFS probably a bit more than they would like to admit, and the hype that this new oncoming update has created is big, myself included I just cant wait for it to finally arrive. If we get this graphical overhaul and some sort of track editor LFS would be perfect forever imo.
Toyota Supra MKIV
OpenClutch
S3 licensed
Just making a thread to expand on some of the development from the Supra I made.

Started out with the external low poly model made by Lexyc16, and a high poly model of the interior made by Pooya_dh

I wanted to try and make a supra that is both accurate, and detailed where it mattered most like the interior, I also wanted to ensure I could allow derivates as that's always want I want to try to strive for, building great cars for others to build on.

To build on it, it needs to be a solid foundation. Making sure that there was no gaps in the mesh, that the groupings are all setup correctly, used some lfs techniques for the window defroster, and window trim with dots (takes forever to map). Took a lot of time in the interior, made the TRD cluster, and textured all the little bits, the supra really shines in the interior as it was one of the goals of the manufacturer of the car.

I wanted to aim for around 50k triangles for the base car, I try to keep a ton of texture space as well, I was aiming for around 2.5mp. That way I can build another car based on this one with a body kit and some other goodies that fit the build. I got the car complete at around 49k triangles without extra pieces, and I had it at 3mp for textures, I bumped up some of the texture sizes to use some of the headroom like cluster, and interior pieces.

I spent a considerable amount of time designing the sound of the 2jz engine, it has a pretty unique sound of deep, but also screams higher rpm. I went through a process of R&D to try and figure out how lfs handles sound on engine waves, to try and align it with a real life example. First I did some research into how the engine sound was developed, which turns out by using a cork sound sample in a loop. I figured that the devs would have designed the sound for lfs around that sample, so starting with a cork sound would yield a good starting point. Went to garageband and found a good cork sample, and recorded it and exported it to audacity. Trimmed to under 65 msec.

I used a spectrum analyzer that could tell me the frequency of what lfs engine was (in the sound editor of lfs, just solo the engine, turbo, and intake) comparing it with a youtube reference. I then played in audacity through about 12 versions of a wav file to try and get the right pitch and length, in the right "waves" in the wav file, so having a peak sound near the beginning, can create a passable rev limiter sound, and fading out near the end can add some softness to the sound, by using a gate and filling out the sample a bit with amplification, can add some volume, but without clipping. Then it was using the spectrum analyzer to see how the lfs sound editor worked with all the sliders. Turns out that I got the best sound from leaving the exhaust pulse tone at 1.00. Interesting relation between Exhaust pulse tone, Unevenness, and Exhaust pipe tone, for instance, using 1.39 Exhaust pulse tone, and 39 Exhaust pipe tone, had some harmonic frequencies around 6k rpm, though not the sound I was going for this build. Just interesting on how lfs does this, I would love to learn more if anyone knows more about this!

I had martin18 help me with the physics which he hit a home run with, the car feels heavy and rolls accordingly. He also created some great setups with it, drifting is great fun with xrt power to weight ratio, race is planted and fun.
psikomania
S3 licensed
The exterior is almost complete with the addition of mirrors, floor, logo, wiper and small details. The only thing left is to add a spoiler (the logo will be changed before the model is transferred to the editor).
The remaining wheels and interior design will be done by jzchain who is trying to teach me car modeling.

Jzchain is a real master of blender and topology, so the process will speed up.
Mehmetgulec
S3 licensed
Quote from stuchlo :Found some wheel alignment data, hope it will help Smile : http://www.jltechno.com/en/ali ... 2C4%2F1%2C6%C2%A0HDi%2CHD

It looks really great I'll try to pass it on to the editor Smile
Tuttu The Dog
S3 licensed
Quote from GT4_PL :NICE BANANA MOD GOOD! XD...

Add more passengers not possible Frown can't do with lfs editor
Yes road super update nextNa-na
Aleksandr_124rus
S3 licensed
Scrolling through the forum came across this forgotten thread.
I'm wondering if a something has changed since then.
I see Scawen is still doing test patches of LFS Editor and minor test patch in game. Although the previous patch seemed to end that would work on the tire physics. I'm not sure if there is time for that now or still working on the Editor and the new LFS test patch. Also there hasn't been an update from Eric in about a year. I wonder what has been done in that time, it would be great if devs could share some info on this.

I also have an idea that if there are only minor changes and testing left in the physics of tires, maybe it’s just better to do a public test patch, where many people can test it and give their feedback, rather than having one person test it?
Last edited by Aleksandr_124rus, .
Scawen
Developer
Editor E8 has an option to exclude the PNG files for faster upload.

Option to include or exclude PNG textures when exporting for upload
- Exclude PNG to reduce file size and allow a faster upload
- This does not affect the appearance of a mod in game
- The PNG textures are not required for a functioning mod
- DDS (in-game textures) are included whichever option you choose
- PNG files can be useful if you allow derivatives of your mod

https://www.lfs.net/forum/thread/106792
Scawen
Developer
Editor E8 has an option to exclude the PNG files for faster upload.

Option to include or exclude PNG textures when exporting for upload
- Exclude PNG to reduce file size and allow a faster upload
- This does not affect the appearance of a mod in game
- The PNG textures are not required for a functioning mod
- DDS (in-game textures) are included whichever option you choose
- PNG files can be useful if you allow derivatives of your mod

https://www.lfs.net/forum/thread/106792
Scawen
Developer
Quote from OpenClutch :Hope this helps!

Thanks, unfortunately the solutions aren't simple, though I'm sure we'll do something eventually.

I'm wondering about a partial solution I could do on my side, an option to export the 7z without including the png files, to reduce the upload size.

For a lot of mods that wouldn't make any difference. The png versions of the texture aren't included in the mod that is downloaded in game. The pngs are really only included in the upload for people who want to make a mod derived from the original mod (if allowed) or maybe if the author's computer dies, they could get a copy of their mod with the original png files. Although we don't guarantee safe storage for mods, this has actually happened before. So there is good reason to have the pngs in there. But I wonder if there should be an option, when exporting from the editor, include png or not?
Last edited by Scawen, .
ErenAslan94
S3 licensed
I couldn't make the steering wheel Frown so i'll get some help.

In the mean time i imported the model to vehichle editor.

-Model Resized
-Engine Built
-Rims Added
-Frame Built
-Suspension Tweaked(WIP)
-Gauge Textures Added
Vladimir_nose
S3 licensed
In editors like 3ds max, you can select polygons/triangles by smoothing group or by material, this could be useful in the editor to remove unnecessary details, so that, for example, all chrome elements are converted into one sub-object and don’t have to re-apply textures, if, for example, the body The lantern was already made with a chrome-plated part, but we decided to import all the chrome separately and did not want to apply a texture to the lantern itself.
M7md1467
S3 licensed
Progress of what I have done since my last post here:


Finished the exterior (few works/edits will be done in the roof):
















Mirrors, RearBumper, Lights, etc.. :





















Interior (using Aleksandr_124rus's 718 interior after getting his permission):







after editing:












In LFS Editor after doing heavy edits & after texturing/mapping part (few things to do still):












-Front lights:








-Interior (few things to do also texturing part is still not finished):







r3zp3k7
S3 licensed
I've noticed that keeping track of textures is hard when you have a lot of PNG's. Would be nice, if we could organize textures somehow. The most simple way would be if the Editor could support sub-folders. Currently, we could organize everything by name, but we have to scroll a lot.

Simple example how we could organize it as sub-folders:
- M0D123 textures
- M0D321 textures
- Metal textures
- Glass textures
- Default textures
- Leather textures
- Light textures

Currently, I have only 278 texture files in PNG folder and I find it a bit intimidating to search through them.

To keep everything simple as it is, I suggest:
- When modeling: Having a sub-folder option for better ordering.
- When exported: Having everything in one folder as it is right now.
ErenAslan94
S3 licensed
Imported the interior, added mappings and tweaked the groupings.(This is just a temporary color, i'll make it colorable)

Next, i'll add the seats.

I forgot the steering wheel so i'll import the model to vehicle editor after i make the steering wheel.
OpenClutch
S3 licensed
Quote from Scawen :Please can you describe exactly at which point in the process that goes wrong...

For sure, this is happening while trying to update a published car:
  1. I just export an existing updated mod from the editor using the using the "EXPORT mod for UPLOAD" button
  2. Go to the mod page to upload the latest file (7z format)
  3. Put in a comment, then just hit submit, takes a bit to load
  4. Then the cloudflare error page shows up
I'm in Ontario, Canada if that helps if it's a load balancer type of thing.

I did try originally on my personal car, SLX180 CLUTCH, then this morning I tried the SLX180 DRIFT and same error.
MandulAA
S3 licensed
Great! As for hands animation: the fixed position of the hands on wheel seem OK, but when repositioning the hand (in both directions), it crosses the wheel frame thrice. I'm not sure about limitation on number of keyframes in the Editor, but it would be great to include some more in between, to make it go around or in front of the wheel when repositioning.

When this is improved, I'm ready to increase my ratings too Smile
Mercedes 300SL Gullwing W198
ErenAslan94
S3 licensed
Hi, started making 300sl gullwing, since there is no interior with this model, i'll make one myself in editor and i'll share the progress here, this could take some time because im still not that good at modeling.

Here's the source of the model: https://skfb.ly/6TXpZ

I haven't decided the name of the car, i thought 2 options, mersoles 300 or mersoles 300ls, you can help me decide which name is better in comments.

For now i've done the groupings and added some mappings.
All My Suggestions In One Post
HooHee
S3 licensed
1-ERS System:
=============

LFS already has an energy recovery system in electric cars, so why can't we have ERS in formula cars? We can have a button for it and while we press is it uses energy and then under braking it turns temperature to energy. We can have display for it like the steering gauge as well.

2-8 Gears for Formula:
=======================

This one is there for realism and so formula cars can be quick in straights and maintain cornering speed.

3-DRS:
=======

A Button that enables DRS in our car and opens rear wing. We can have detection points and activation points in the layout editor.

4-Championship Setup:
=====================

We choose what position gives how many points and based on that we get points and so does the AI. We can choose to end season whenever. We get driver result and Team result and a tally of all our stats from the season. Speaking of teams, that leads us to the next suggestion.

5-Teams:
========

We can choose team name, team car for season, team logo, team suits and helmets and then we can choose their AI or Player drivers and create championship with it.

6-Updated AI:
=============

Basically a screen like the Player screen for the AI. We can choose their helmets, name, Number plate and in addition to this, I have created an example screen. Its not the best but it shows idea on how we can modify individual stats of the AI such as rating, experience, awareness, race craft and pace along with nationality and logo to display on mini map.

It'd be very cool to see these suggestions being implemented however some are easier than others so Its certain We won't see all of them.

Here is example for Suggestion No.#6
turbofan
S3 licensed
Quote from Racon :I had a little adventure with LOD2, back at the start of modding.....

I had the exact same issue, yes, lots of swearwords Big grin
I could rebuild the messy LOD1 because it wasnt using mirrored half car
But now I cant rly touch my LOD2 anymore to get that poly count down, well then, that will be for the next mod.

With Lightwave3D we had kind of same issue when 1 point was shared with 2 polygons that we needed to be separated in an atlas projection UV map.
When we were selecting 1 point to move, the other shared point on the UV map was selected aswell, and we had to be carefull to deselect it before doing things on the first point.
New version added an unweld function that would allow to get quite faster workflow with UV's.

So maybe in editor we could have some function to be able to unweld LOD1 and LOD2, and then weld back those points wich didnt move after we worked on the LODs.
CozmicDragon
S3 licensed
Quote from gu3st :No. The move to no local dedicated servers for mods was intended to prevent the pirated LFS master servers from using Scawen's hard work.

Which, if I'm honest, felt like a decision Scawen made out of desperation (because the pirate servers were a major issue back then). It's not the ideal solution by any means, but it's the one that worked. No local servers, no piracy.

But the LFS master server won't last forever, either. And once it's gone, so are all the mods that were uploaded, too, since all of that is dependant on the master server. While you can technically still make offline mods with the editor since the testing function does let you store mods offline, you can't even unlock the game without the master server. What happens then?

LFS is a great game, but I'm worried about its future, if Scawen even intends for it to have one once the master server inevitably dies for good.
Vladimir_nose
S3 licensed
Quote from turbofan :Yes, great mod overall...

With the headlights you have to make some kind of balance between realism and brightness, it looks much better in the editor, but there are new graphics in the editor...
The sound is more difficult, this is the closest thing I could find that resembles the original sound, maybe someone can help?)

Original sound Engine.
https://www.youtube.com/watch?v=EaKAdCKHng4
Vladimir_nose
S3 licensed
Quote from Evolution_R :This one is a great addition to LFS! Heart

I have noticed a small issue with the wheels texture.

Wow, it looks different for me, I’ll try to add a new version of the disks soon, this is temporary, since its moment there have been a lot of editor changes and restrictions have changed)
freeview editor
atomicron1
S3 licensed
freeview has no editor unless I reinstall
My mods and plans for new ones. N.S80 situation poll.
Aleksandr_124rus
S3 licensed
I will go over my mods and plans for new ones. Since I modelling all my own models the readiness of the planned mods is considered as 50% model and 50% everything that is done in LFS Editor (physics, texturing, animation, etc.).

Nissan Sileighty (N.S80) Status: - Approved. Rating - 4,42 (208)
The mod is mainly for drifting. It has 4 different configurations with different bodykits. And it has been completed for a long time, one of the most popular mods in terms of downloads and number of ratings, but maybe it was because I made it one of the first, but on the other hand the rating is not the best mainly because of the objective shortcomings of physics and because of unrealistically extended body, but now it's been quite some time and the mod is loved by many people for its peculiar flavour of handling, and I can't decide what to do about it. If I change the body geometry to the stock wide, the handling is likely to change.

And I'm not sure what to do about it, so I've attached a poll. Is it worth changing the body width to fit the stock or is it better to keep it as it is?

Nissan 400Z (N.400S) Status: - Staff Picks, approved. Rating - 4.7 (109).
Finished the Z not too long ago and it turned out to be a very good handling and detailed mod. I've already had some competitions with it and received quite a lot of positive feedback. Also the developers considered this mod worthy to be included in the category "Staff Picks" where quite a few mods get, a big thank you to them from meSmile

Nissan 400Z GT4 (N.400S GT4) Status: - Staff Picks, Approved. Rating - 4.7 (77).
The GT4 version of the Z was also recently completed. It received a lot of attention, including during the championship GT4 series where my mod was presented as single one in the class. There was a lot of feedback from pilots and scawen, which helped to make the final touches that optimised the mod. This mod is also presented in the "Staff Picks" category, which makes me one of two people who have 2 mods in this prestigious category at onceSmile For what again thanks to the developersSmile.

Nissan 400Z Drift spec. (N.400S STREET DRIFT) Status: - Approved. Rating - 4,86 (38).
The drift zeta is still in the process of final tweaking, although it's my highest rated mod so far, probably because it has 5 different bodykits configurations, including Gocha new bodykit, Chris Forsberg's bodykit from last season and some others. I already know that the mod is loved by many drifters for its handling and for visual, and this fact I can only be happy.

Porsche 718 Cayman (POSCHER CAYNAM 718) Status: - Published. Rating - 4.74 (32)
The Porsche Cayman was also published the other day. A sports coupé with a centre-engined layout. The main updates have already been done and now it only remains to be finalised. But already now this mod has received probably the most feedback. I think maybe after a while this mod will be approved too.

- And then there are the planned mods. -

Porsche 718 Cayman GT4 RS CS. Ready to submiting: 80%
This mod will be a good addition to the GT4 series. An important clarification that this is the version for the competition racing series GT4. And not client GT4. These are different versions of the cars. This mod is my main priority for development right now. Although away from my home computer I have time to modelling other mods at work when i have free time.

Ford Mustang 2024 Dark Horse. Ready to submiting: 50%
The model is now complete. All that's left is to get it all into the editor and start making it.

Ford Mustang 2024 GT4. Ready to submiting: 50%
Also only the model is ready.

Porche 718 Cayman GTS. Ready to submiting: 45%.
A more powerful version of the Cayman with an atmospheric 6 cylinder flat engine. Since the basic model will be taken from the default cayman and will remain to do all sorts of little things on modelling, we can say that the mod is ready for about 45% But while a high priority on the development of this mod is not planned, because there are more important mods, such as the following in the list.

Ford Mustang 2024 GT3. Ready to submiting: 45%.
A racing version of the Mustang in the higher ranked GT3 racing series. Some of the parts I'll be able to take from the gt4 vers. This will be my first mod in this class, so I will need to gather a lot of feedback from the drivers of this series before publishing, I plan to make it before the summer. Hopefully it'll work.

Ford Mustang 2024 Drift spec. Ready to submiting: 20%
Drift Mustang with bodykit of RTR team which performs in Formula Drift series. Probably later will be made other bodykits.

Further already more distant plans, and to be more precise just some thoughts, for example to make in the future drift cayman Smile. Why? Denofa did it, maybe I will do something like his version.

I have thoughts to make a client version Porsche 718 Cayman GT4 RS, essentially the same GT4 racing version only with the usual road interior. And a slightly modified body design.

Also there are plans for KTM X-BOW GTX. Somereason this car caught my eye, even though I'm not really into supercars. If everything goes smoothly with the GT3 Mustang, I will probably do it too.

Also planned further expansion of GT4 class, because in terms of mods now actively engaged in it only me. For example, I'd like to make an Aston GT4. And maybe even a BMW GT4. Despite the fact that I didn't like it initially and I didn't even include it in the poll. I've revised my views and I'm considering it too. As always I plan to do all modelling myself (except if someone wants to expand the GT4 series but has no modelling option and he already has a mod in LFS to fit the gt4 racing clas, then I could make a version of another existing mod in LFS (for example with an Audi R8 or BMW M4 model). I also wanted to make a Toyota GR86, but then something didn’t work out and it seems that it has already appeared in LFS. I was also thinking of doing a stock Nissan 180sx and a stock Nissan Sileighty. But such mods are already out there and I'm not sure if it's worth the time. Plans for further mods are constantly changing and therefore I may do something else in addition to the above or I won't be making some of the mods I had planned for the long haul.
Last edited by Aleksandr_124rus, . Reason : updating some info
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