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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
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):







FGED GREDG RDFGDR GSFDG