I'm not sure if I continue with this. For one, it doesn't seem like anyone likes this car, and the biggest issue, mapping everything once the model is finished.. I just took a closer look at the new RB4, especially its dash texture, as that is on first glance reasonably close to what I would want with my interior and dash.
Tiled carbon fibre.
Simple.
In a normal modeller tool its a matter of setting a few sensible seams during the modelling process, than clicking a single button, adjust scale, done. 5 minutes of extra work.
It appears that to make something resembling this in the LFS Editor, I'd need to make like a dozen "cameras", then hand select each individual triangle fitting to its orientation, do this for all triangles (lucky me, currently its just 860), than go about adjusting the whole dozen mappings by size till all have the same scale
That's beside the fact that this forbids external AO baking, or for example high res to low res baking, which for these low poly, high efficiency models would be a very welcomed feature.
It's like telling me to light up a camp fire, letting me stack the wood up high, then taking my matches away to instead send me into the woods to fashion a fire bow. I don't get, yes it was explained to me why and how the whole system was done like this, I still don't get it as whatever gets handed to the GPU will be in this UV format. I've done modelling for a few different game engines so far, and none of these threw away imported UVs.
I'm just venting here and don't need answers.