I've some questions about the vehicle data output reader. Actually I need the sprung mass CoG and the body's aero forces application center.
In the general data tab, whose the CoG locations are? Sprung+unsprung mass? unsprung mass only? The values are different from default data values in WHPA... Is local Z=0 the ground level?
Is the Y axis the longitudinal car axis? looks strange
If yes, why the CoG's X positions are never equal to zero even with monoplace cars? (is LFS so accurate? :cry: )
Is the line "Body + Driver" the body's aero forces application center?
Sorry mate we can't remove this blurred finish because it's due to Blender's renderer. You have to switch to Yafray or another ray tracer to get more "piqué".
Turning or spinning? For turning proceed as niall09 explained. For spinning you must use an image manipulation program to apply blur.
Sorry I don't understand...
You've activated ambiant occlusion. It generates lighting from sky color. It is more realistic but takes longer to render, and the Blender's renderer makes too much noise, even with the higher setting, so I replaced AO with an area light to cast global shadows and a hemi light to simulate the global illumination. I suggest you to disable the lights except the sun if you choose to use the AO, otherwise the scene will overbright.
What blur?
It is already activated but with moderate settings because the LFS tyre thread textures resolution is not high enough to make sharper rendering.
Left-click behind the car where you would like to set the reflective surface.
Menu Add>Mesh>Plane, to spawn an 1m² plane at the 3D cursor position.
With manipulation tools and the transform properties window ("showed with "N" key), move, scale, rotate the vertex/edges/plane to place it exactly where you want.
Press "F5" to enter the material menu and select the "s_Mirr Blender" material in the DataBrowse dialog.
"s_Mirr Blender" is the material used by the rear view mirrors with a light blue tint, so to get a pure white mirror material, select "add new" in the material selector, rename the new material (like "white mirror") and set the 3 colors in the material tab to white.
It's the world background, you can hide it from render to get it transparent by pressing the "prem" button, below the "RENDER" button in the render menu. Press "sky" button to show it again.
The white patches are caused by specular shader I've set up to simulate the sun reflections. Unfortunately, the setting is not well suited for all the car shapes.
Move the sun light to put the shines on sharp or rounded surfaces rather than flat faces or play with the specular shader setting.
I understand, I've an European view of drifting. I'm sorry but:
Here there's no S15
Here people talk but they don't act so they drive a peugeot 206 and buy nothing else.
Here the only japanese car (or BMW or other tuning-fashion car) owners don't have money enough to live fully their dreams. They buy an old car in bad condition. They buy tuning gear for a dead engine and upgrade it without any solid knowledge of physics.
Here the few true drifters burn their engine or crash their car...
So drifting like tuning shows doesn't exist for me, it's quite impossible for a common people to practice it (at least in my country). It's like dreaming to being a famous-and-rich singer like the idol...
I admit that I don't really know what the north-american car landscape is...
To run smoothy LFS game, the user must have a decent computer. So if the user have bought such a computer, he can afford a S2 license.
I'm also wondering why the cash whiners are all north americans, in the same time I'm seeing lot of east-europe S2 licensed who are fair, polite and speak english better...
I hated drifting, I hate drifting more now by seeing these <10 posts drifters users who confuse reality with {fast and furious | xbox games | initialD | NFS | etc etc...}
So drifters lovers please buy your 200sx s15, tune it, and drift it like your japanese gods, live your dream for real. But... what? there's no more S15? tyres are too expensive? tuning budget is astronomic? real drifting is too difficult (just like LFS patch Y)?
Please post questions regarding the kit in the kit thread
You probably duplicated the lights when you tried to copy the cars. Select the car parts only
Applying a new skin to one affect the second car is due to the fact they share the same material. But I don't know exactly why the skin is stretched. I've just performed a test and the skins of both cars were OK.
I think you've deleted the "SKIN TEXTURE" datablock and added a new one. To make it working, check if the "UV" button is pressed in the "Map Input" tab in the material editor.
To apply different textures on the cars, you must create a new material. Select the body material and the "add new" command will just duplicate it. Check if the two bodies of the cars don't use the same material. Then assign the new texture to one of them.
Needs probably illustrations... will do it later :tired:
Everything should be in place, but to have a visible background, export your render when it's finished ("F3" key). The background is full transparent, so open the .png exported render with an image editor and add a background to it.
Reflective floor looks greater than I expected :jawdrop:
To add another car is easy but messy.
If it's the same car you want to duplicate:
Select the first layer only of the scene by left-clicking on it. It will show the car only.
Select all the car parts by pressing "A" key (select all command). Check visually if most of the car look pink highlighted. Re-press "A" twice if not sure.
press "shift+D" keys to duplicate the car, and be careful, when you move the mouse, the copy of the car will move with it, FREELY. So to move the copy where you want but to keep it with the wheel touching on the ground, immediately press "shift+Z" to lock the Z-axis movement. It will avoid you to try to Z-level the car.
Position the copy of the car with the mouse and when satisfied left-click. During moving the car you can use the keyboard commands to rotate it ("R" key, then "Z" key to rotate it around Z axis) But I suggest to use the more comfortable manipulation tools.
If the car is not the same:
Select the car-to-duplicate 's scene
Select the first layer only of the scene by left-clicking on it. It will show the car only.
Select all the car parts by pressing "A" key (select all command). Check visually if most of the car look pink highlighted. Re-press "A" twice if not sure.
Move the car in another layer by pressing "M" key (just below the first one for example) to avoid a mess.
Press "ctrl+L" keys and click "to scene..." to copy the car to the other car final scene.
Select the destination car scene to show it.
The two cars should be in two different layers. Select the copied car layer only, select all its parts ("A" key), and make it single-user by pressing "U" key and clicking "object & obdata & materials & text". This operation unlink the copied car and now if you move or modify the car in one scene, the car in its original scene will not be affected by modifications.
Move the cars where you want with the manipulation tools.