The online racing simulator
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Aleksandr_124rus
S3 licensed
Quote from rane_nbg :Let's revive it. I'll start:

- full 16bit resolution (65536 steps) support for all analog axes of game controllers (if they report it by HID)

I can recover this from a search, and I clearly remember that Track Editor was leading the poll by a large margin.
r3zp3k7
S3 licensed
I'm trying to improve one of my mods by adding real-life stuff only by using the Editor. I'm using BKG images as a reference, but I don't understand. Why BKG is limited to 1024/2048 resolution and PNG only? I guess that there is one written rule for this in the code and it's used in a few places in the Editor, so the code is more optimized and easy to deal with.

Should resolution size or image file extension matter in this case? I suggest adding more file formats (JPEG & BMP) and no restriction on the resolution size because BKG shouldn't affect the uploaded gameplay mod.

BTW. We all know how to make a 1024/2048 image, paste our original image, and save it as PNG. The question is why waste that energy and time on an image that is used only for reference?

R-to
S3 licensed
Online at :
[eGM] Racing Series
Quote :What got me by surprise when I fired up LFS again after such a long time is, that I immediately felt at home when driving. It is insane how good it feels compared to all the other Sims I played in the last 15 years

I also played many (10+) years of lfs and the main reason is the game physics. You dont basically have to learn the physics of the game because it feels natural and what a joy that it is!

I did start playing rFactor 2 about 2 years ago and find that they are doing also something right there. I did played alot of BTCC and GT3 cars because they felt kind of nice and the car behavior is good and realistic enough at least when you had some hours on them.

I did yesterday shocked really badly. When i did get used to the BTCC and GT3 cars and then i suddenly did drive rear wheel drive BMW M2 car. Then i was thinking that what a #ell... this car feels so FAKE how it drives. I was always thinked of the BTCC and GT3 cars that they feel some kind of way natural.. but not perfect. Now i get it that the game delevopers and modders have to tweak/mod the cars some ridiculous way to perform "realistic enough" because the basic physics sucks in the game and i think that every game has the same problem. iRacing, ac, acc, am2, rr and so on... that is the main reason why in the game is going on always some weird #hit what dont feel nice and strating to irritate badly.

I never felted in LFS when i changed a car that game physics are done badly, only the vehicle is #hit if it is. There is always commonsense in the physics while you drive the vehicle and how it drives. LFS is the only game what has done the basic physics right. That is the reason why i am playing still the game.

Next thing what im waiting for the game is the track editor. Also the new tyre physics are important and many many many many other little and big things. Still the most what i need is the track editor.
Aleksandr_124rus
S3 licensed
The model is finished, it will probably still require some finishing touches for shading in the editor. But overall the modelling process is complete.



Edit: Forgot to add that there is 61k triangles.
26k on body.
35k on interior.
Last edited by Aleksandr_124rus, .
Aleksandr_124rus
S3 licensed
Quote from buedi :Hi everyone,

I absolutely agree with you, LFS is a great car raсing simulator, and it's good that the developers still support it, this allows the game to survive until now. I agree with you that the main thing that is missing now is a Track Editor. In my list it is also top priority, graphics and physics in second place (with the update we've all been waiting for), weather changes in third.

And Scawen once said he was planning to introduce a Track Editor. In my opinion it would be reasonable to do it after the main update with graphics and physics. But even if it does happen, who knows how many years it will take.
Last edited by Aleksandr_124rus, .
NENE87
S3 licensed
Check groups from lfs editor for smoothing the shaders Wink nice job btw Smile
Aleksandr_124rus
S3 licensed
Quote from superlame :Atleast new interiors are easier to model.. Flat screens and everything..

also hows the porsche going Big grin

I just realized that I like modeling more than doing stuff in LFS Editor. And where I model there is no internet, so it is quite an issue to use it, but at home I spend some time on the LFS Editor. But Editor progress is going slower than modeling.
Evolution_R
S3 licensed
Added a rear spoiler and some more rims variants (made from the original rims in LFS Editor. Smile
CR1ST0F3R
S3 licensed
Quote from chezzyboy :Those rims stolen

I didn't steal these wheels, I used them in lfs 0.6v before there was official support for mods, I just converted them and opened them in the lfs editor. I don't know who the original creator of these wheels is but I'm going to change them in the next version of this car
wktor213
S3 licensed
Quote from bayanofmansorofisky :back to the golden era when this was and still an iconic Benz invention.
this modeling process has been going on for a while but i just decided to make the thread now.
the out side is near full completion.
i already started on the inside , but that's to be included in another progress.
just a side note: no hopes up, with current mod submission limitation this may sit here a while.. until mods start to get approved so i have some slots.
until then.. i must perfect the heck outta this

hey, I have a question if you could tell me how to add a photo to the LFS editor like in the first photo
r3zp3k7
S3 licensed
Also, it would be great, if we could test/trigger the moving object directly from the modeler. In other words, trigger the movable object without leaving the modeler. You can't always get angles or moving length from the first time, so you have to constantly repeat the process of exiting the modeler to trigger the object from the editor and then go back in the modeler, select the proper suboject, edit the movement, again exit back to the editor. This process has to be repeated again and again and again until you get it right. Would be much easier, to put a trigger button below the movement settings.
Viperakecske
S3 licensed
Its not editor bug related so its not gonna get fixed
Aleksandr_124rus
S3 licensed
Quote from r3zp3k7 : Ever since the mod system started, I've been thinking about rotating spoilers. Since this is possible now, my suggestion is for new triggers - acceleration and braking

Scawen himself suggested it.


Quote from Scawen :

Rotating parts that Spinners could be attached to:

Engine
Drive shaft
Final drive (diff)
Rear (left or right) wheel
Front (left or right) wheel
Steering wheel angle
Steer angle (left or right)

Input axes that Rotator and Sliders could be attached to:

Steering wheel (-1 to 1)
Throttle (0 to 1)
Brake
Clutch
Handbrake

But I wouldn't separate what is needed for what, I would like to be able to use any triggers for any animations.
In addition to this. It would be nice to have triggers from g-forces, and from direction of travel and speed, so that you can make air brakes for nascar cars.

For animations it is necessary to make repeaters that would repeat the animation, which would create vibrations and swaying. It would also be good if the frequency and amplitude of vibrations and swaying could depend on specific values of the axes. That the vibrations and swaying would become more intense when it is necessary.

It would also be nice to have animated collisions. Even if it will have to be done by separate objects (because in the original objects too many polygons to handle) otherwise even if now we can do opening doors and other things it does not affect the environment. And people can just drive through these objects.

But imho now the most important thing is to finish the main update with graphics and physics that everyone is waiting for (and Track Editor that many people are also waiting for😃). And not to focus on the various innovations for a handful of people.
r3zp3k7
S3 licensed
This already exists. Please, do not read.

I was away for some time, but I just saw and tested the new type of movable attachments which are very useful, they make the mods very more detailed and make it more interesting for all the modelers. It makes it interesting for both vehicle and object modeling. This type of improvement makes the game more interesting for all the cruise/race players and I'm thankful.

Back to my suggestion/question: I can't seem to find an object linked to the rim speed and that's what I'm suggesting in this post. Linked to setup configurations: Rim attachments which we can see in older rally vehicles or formula vehicles. (I have attached an example image)

The major question that stays behind this suggestion is the future abuse question: Can the game crash, render a lot slower, or make everyone lag, if there is abuse from this, like a really large 10,000 triangle object that is moving 200 miles an hour and if yes, is there a way to limit this upfront, but still add such an option? Maybe this could be a suboject in the rim editor, so we could use the already existing limits there. Overall my idea is that we could add/remove rim attachments/covers, but after writing all the above, I could see people making 2nd pair of rims on top of their 1st rims. (which I don't see as an issue)

Thanks for reading, appreciate the time. Cheers.
Last edited by r3zp3k7, .
iiiiil
S3 licensed
Imported it to editor already. Will need some fixes here and there but it fits pretty good
Aleksandr_124rus
S3 licensed
Some previews in LFS Editor
carreragt339
S3 licensed
well since i have told you about the engine on the publishing thread, i have actually went and made an engine in the editor, i was going to maybe try to record something send a youtube video of it here of my engine but i couldnt find the time for it, but since you said just send it here, i have attached the engine file.

well about this engine, its turbo spools around 1.6k rpm on the 6th gear but you start getting noticable acceleration around 1.5k right before it spools. it shows 790 nm at 1.9k rpm due to editor limitations, but one cool thing about these vw group diesel engines is that they do kinda make more torque than the specs indicate if they have a large flat line in the torque curve, this can be seen especially in the 3.0 tdi where one of the 450 nm versions are rated 450 nm flat for a wide region while a marine version of the same engine with same outputs is rated at 500 nm at a single point, so this can be applied to this engine too i think, the q7 has this (or mabe a different version with small edits?) engine rated at 760 nm 1800-2800 rpm iirc so i think this is not really far from realistic, it pulls around 0.03g more than it should until like 2.2k (tested with a 730 nm n/a test engine to test the torque curve i had in my mind)

also while testing, i found the factory gear ratios, im gonna paste them here

I

4.171

II

2.34

III

1.521

IV

1.143

V

0.867

VI

0.691

R

3.403

Final drive ratio std:

2.895

i hope all this helps Smile
Editing Mods
subUwU
S3 licensed
Hello fellow racers Big grin
today I am suggesting something that I would love to have, as you all know you are not allowed to edit published vehicle mods without permission. However, I also know that some of us may want to change particular details of some mods, so my suggestion is to be able to fully edit and customise mods any way we want however they are only available in single player. Now this is a very complicated topic and I know it is unlikely for this to happen and files may be sent to other players and stuff, but essentially the only thing that is stopping full mods customisation is that when you try to edit and mod and save it, you need some dds files (i don't know much about files system or the editor) which you are unable to get other than from the publisher themselves. So that is my suggestion. I know it is very complicated and prob will not happen, but I hope something similar will be available in the future.
thank you Smile
Create objects
LUNDQUIST MOTORSPORT
S3 licensed
I have made some objects in the editor some banners and so (not published yet) how can i place them on my layout etc since they are objects and i cant move them , i seen ppl made stuff as karts etc with wheels to move it but that still would Need 1 connections per object i wanna place.

Can someone give info about how the object works that the community have Done
neozixxs
S3 licensed
Damn you always amaze me , and everything done in lfs editor
Viperakecske
S3 licensed
We're not gonna see any screenshots i think Shrug

Cant even recall when was the last progress report....

Too many modder editor updates that is so uncalled and useless but its what its Na-na
UnknownMaster21
S3 licensed
However, I give +1, as not every steering wheel position is dead straight in every car. It may be tilted and may contain several different adjustments, along with driver position.

EDIT: I know this is more like to LFS Editor itself really... I went too far from this topic... but my point stands.
FORD FIESTA
Mehmetgulec
S3 licensed
Hello!

I was looking for a template to try drawing in the editor, and I came across a template for the "Ford Fiesta" vehicle and I started drawing.
Since it was my first drawing, I got help from (Rubbel_31) and (Skorzz) on issues I did not know.
Porsche 718 Cayman GT4 RS CS
Aleksandr_124rus
S3 licensed
I've been modelling a gt4 version of the Porsche 718 cayman for 3 days now, based on my other mod. It turns out that I like modelling more than messing around in the LFS editor Big grin



Advanced skin making with Blender
neuroticat
S3 licensed
I decided to release the secret of the milanesa, a little how-to on some results you can accomplish with Blender. You're gonna need these models:
https://www.lfs.net/forum/thread/95307-NEW-Blend-and-OBJ-Files-for-All-LFS-Cars-Updated-v1-2%21
Also there's a video and a post that goes onto some of the stuff i'm doing, credit where credit is due:
https://www.youtube.com/watch?v=HkRlqbFo0SA
https://www.lfs.net/forum/thread/95303-Tutorial%3A-Procedural-skins-using-Blender%21

First and foremost, Blender has a feature which lets you bake textures. Meaning you can make a procedural skin and bake it into an image. This allows you to have a seamless, form fitting texture that you can apply to a multitude of cars.
To make it you will need to have enabled Cycles as a Render Engine (In Render Properties, the camera icon in the lateral bar) Then the Bake section, put Bake Type in Diffuse and check "Color". You don't need Indirect and Direct, but if you want to you can enable them and put an HDRI image for light. This will give you a texture which has shadows and ambient colors, which would look good if the same enviroment aligns in LFS. It wont.

Now, let's say you want for example, a camo skin. Go to the Shader Editor (or Shading tab at the upper bar) and add a Noise Texture, a ColorRamp and connect this to the base color. Change the Noise Texture from Linear to Constant and move the arrow to the middle, if you select the arrow and click it's color at the bottom it allows you to change it. It does look wonky though, to fix it add a Texture Coordinate and a Mapping (in that order) or press Ctrl+T if you have Node Wrangler enabled. Play with the values until it looks good, i recommend having a reference picture to compare it (i didn't and it looks like this). If you want to add more spots, select the previous concoction and duplicate it. Then add a Mix Node, change Float to Color and connect both lines into it, and it into Base color. Shift+A allows you to speed up this whole process.
Few things to note, you CAN change the color in the ColorRamp to be transparent. Then connect the Alpha into the Factor and Mix it that way. Or change from Mix to Multiply, or Overlay, or anything you want. There's multiple ways to reach the same goal, chose the one you prefer.

Also Adding a Snap Node with a value connected to increment makes the camo look digital. Connect it between the Mapping and the Noise Texture.

Great! Let's bake it. Add a Image Node in the Shader Editor and Click New, make your prefered options (1024x1024 should work fine) and keeping the Image Node selected AND the mesh selected. Click the Bake button in Render Properties. Now you should see your texture in Image Editor tab, click the 3 horizontal lines>Image>Save As and you have your texture.

Moving on into a more versatile example. With a Gradient Texture connected the same way (Texture Coordinate>Mapping>Gradient Texture>ColorRamp>Base Color) add a color stop in the ColorRamp, change its color to transparent and move the Arrows until it looks like a stripe. Connect the Alpha wire from the ColorRamp into the Alpha from the PrincipledBSDF and bake it. This image you can Paste as a layer in any image editor and you will have an instant Stripe in any skin.


With the knowledge from the previous example i made this rainbow stripe, placing it is tricky but with trial and error it's feasible. If you want it to only appear in certain panels of the car, i can show you another trick. Go to Edit Mode (Press Tab) deselect everything (Press A twice) and with the mouse over the panels you don't want, press L. Then go to Mesh>Separate>Selection (or press P). You can bake this meshes separately now. Or join them again with Ctrl+J.

Some few uses for the Gradient Texture, change Linear to Radial and you can achieve this. Or change it into Quadratic to achieve this, the limit really is your imagination.

Moving on into the next feature, you've baked your image and now you want it to have stickers. Fair enough, select the image and connect that into the Base Color. Then go to the Texture Paint tab, click New then click Open in the Texture Properties tab in the lateral bar (checkered square). Search for your PNG and after you select it, disable Interpolation. You can paint the sticker now, for better placing go to Active Tool (the first tab in the lateral bar) and change the Mapping to Stencil. This enables you to move the PNG with your mouse, using right click, Ctrl+right click and Shift+ right click. Change the Falloff to Constant for a sharper edge.

Placing your stickers this way allows you to control the way it looks, in the sense that it changes with the perspective you're placing it with. Putting the camera close and it will look very deformed, put it into Orthographic (numpad 5) and it will look mostly perfect. If the Stencil looks somewhat weird, click Reset Transform and Image Aspect and it should be spot on.



This is the end of my ramblings concerning some of the uses you can bring with this tool. If you're sane after subjecting your eyes to my horrid creations, leave a comment Smile

*Just realized i made a blunder uploading the images Face -> palm, welp here it goes again.
Last edited by neuroticat, .
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