in the options you can say yes to "AI uses player setup" "AI uses player livery". So the workflow is to change your car, and add an AI that has the properties of your car. The same goes for multi-car races: You change your car and then add one that is equal to yours.
Per the regulations, you are required to run a skin with elements that we provide. For this season, we are providing a sunstrip as an overlay (2048 square), and a numberboard as a PSD file. Please overlay the sunstrip on your livery, and place the numberboard on the following locations:
Both sides of car, anywhere between the front and rear wheels
On hood
Remember that your number plate (set in your game options) must carry your team name or tag. If you are not representing a team, you may leave it blank.
The series logo and multiple versions of the NDR logo are provided for your convenience in the pack.
The Univia Pro font on the numberboard is part of Adobe Cloud - you may substitute that font for any other similar sans serif font if you do not have access to Adobe Fonts
Please post your skins by 16:00 UTC on the Friday prior to the round, so we can generate a skinpack and a spotting board.
Since so far only 6 of over 20 sign-ups posted their skins here, I thought to upload simple blank ones in the OEC colours for you to use if you are in desperate need of a car livery. The only thing you have to do is to fill in the numberboards with your starting number. The NGTRs follow soon.
I'd like to have this one made for the FXR: My personal favorite GT500 livery, the ARTA Zexel Skyline GT-R as driven by Aguri Suzuki and Michael Krumm in 1999.
Screenshots are from a TrackMania mod because they are the only okay-ish pictures of the car I could find. I don't like using something like this, but it will have to do.
Per the regulations, you are required to run a skin with elements that we provide. For this season, we are providing a sunstrip as an overlay (2048 square), and a numberboard as a PSD file. Please overlay the sunstrip on your livery, and place the numberboard on the following locations:
Both sides of car, anywhere between the front and rear wheels
On hood
Remember that your number plate (set in your game options) must carry your team name or tag. If you are not representing a team, you may leave it blank.
The series logo and the NDR logo are provided for your convenience in the pack.
The Univia Pro font on the numberboard is part of Adobe Cloud - you may substitute that font for any other similar sans serif font if you do not have access to Adobe Fonts
Please post your skins by 16:00 UTC on the Friday prior to the round, so we can generate a skinpack and a spotting board.
I was initally planning a pack of Gr.A/N R32 but after running into some issues it's on-hold, though I'm releasing these two for now (with edited versions as well):
#22 "AXIA" Nissan Skyline GT-R (R32) Group A ;
1991 JTCC season, Team Object T ;
Car driven by Masahiko Kageyama (replaced by Tom Kristensen the following year) and Kazuo Shimizu.
#87 "HKS" Nissan Skyline GT-R (R32) Group A ;
1993 JTCC season, Team HKS Racing Co. Ltd. ;
Car driven by Osamu Hagiwara and Yukihiro Hane ;
The picture below is a very early iteration of the livery, it has slightly changed since. My replica aims to recreate the current one.
Note : liveries differ from the original ones as the XRT's body is substantially different from that of the real counterparts. As for the bodykit, I'll release it when it's done. Think LFS-update-done.
I guess it's a workaround of some sorts, to upscale the skins, but any kind of image enlargement is going to result in loss of quality especially when working with something as small as 512px to start with. It would be real nice if the LFS developers would just add support for 2048px skins and make it standardised across multiplayer for everyone. That way, we truly can appreciate the efforts of skin creators whilst enhancing the online visuals at the same time, both for players who use HD displays (almost everyone) and those who use VR headsets. I see no reason for this not to be possible when LFS World has allowed uploads in 2048px for as long as I can remember.
As someone who creates skins myself, I think the current system of forcing players to top-up their accounts to access to 1024px skin downloads is frustrating, because not only is 1024px still considered low-res these days, but also, only a small percentage of players will actually do this (certainly less than 10%) and for everyone else it results in them viewing crummy 512px low-resolution renderings which looks AWFUL no matter how much effort you put into creating the skin. Which raises the question, why even bother creating them in the first place?
Let me just say, I think it is fantastic how we can create skins in editing software like Photoshop/GIMP and import it straight to LFS hassle-free. It is far better than in-game livery editors like what you find in the Forza Motorsport games, for example. But I think it is bitterly disappointing how other users can not view your creations in the quality they were intended to be viewed.
i think no one did this because it's quite challenging and time consuming not to mention the alignment nightmare that presents.
As a skinner i would know that it's to complex and would take a lot of time, patience and back and forth, its not just cut and fit, its recreate the livery on a flat surface then align it to the helmet in your image editor and check alignment in LFS Viewer.
Hey, I recently saw TJ hunt's new BRZ livery and i tought some of you guys would like to have it. So i picked the fZ50 for it once again. Hope you like it, have a good day!