I'm working on a car which has different gauge colors in each car color (Tuttu The Dog's De Tolorato). I prepared my backing texture and putted it to main object. I binded gauges to m2 color slot. When gauge mapping named like "m2_speedo" or whatever, it looks good without problem, but after the extracting it to game folder with test mod in lfs button, in game it gets darker. But when i remove "m2_" prefix from the mapping name it fixes the problem (naturally this time it gets fixed color.)
Here is the photo when m2 prefix is added to mapping name:
And it shows in game like this:
When m2 prefix is removed from name:
And it shows in game like this when m2 prefix removed:
I wanna ask, is there any possibility to put dynamic switches (i mean throttle, brake, clutch, engine rpm etc.) to new slider, rotator and spinner object types, for example the pedals inside the car, the pulleys in the engine etc.
and that "mesh" styled wheels like BBS are generally compatible with turbofans/aerocaps so that at least requires one more 1600 again imo. (in the case if putting them as hub objects exceeds 65536 tri)
Don't worry, i know what a steel wheel is. Yet i somehow managed to reduce it down despite the limit and even updated it some minutes ago What i meant by "old steel rim" is its design and shape, if you know. According to shape of the rims of old cars, they are mostly made out of one piece and there are holes on it. Modern rims like alloys have "spokes" or "arms" or whatever, you name it.
Is it really neccessary to fix that with limiting possibilities on such vital part of the car? Isn't there any other way to optimize the game? Yet i don't have any issues like that.
Conflict of what priorities? Few people that who still has old pc in 2024? Even some game developers and companies removes support from old devices when its needed. Only for fixing some small temporary fps drops when leaving from pits? Even after moving a little it gets smooth again in any average pc or laptop. What's the point then to put more complex graphics if our cars will not look good with them or if the game reached already to limits of possibilities that game engine permits? Is this game engine really weak this much to handle just only little bit more- just 2000 or 3200 tris? One of my mods has 480 tri for single spoke and can't really find a way to reduce it more without losing details, and cuz of this, it only permits to increase it to 3 spokes yet i need 5 more to complete a old steel rim, and it looks like this:
Sorry but im gonna be outspoken a little bit now. LFS is the only game in the world that restricts it's modders and it's community this too much... yet you made such an action again. If hackers finds a way to get around the limit, then make their efforts useless with "at least" trying to increasing the limits instead of fixing it down to 1600. You are not limiting the polygons only, you are limiting variety of rim types and designs. Not much, at least something like 3200 is all we want. We all too don't agree such ridiculous amounts like 10-20k. But now we must put "bluetooth wheels" to our cars. Is it really okay to affect the most because of few? In 2024 it’s so cheap and easy to get a laptop pc that can run lfs without a graphics card. Is it really this much hard to listen what your community says or thinks once? Probably my comment will be deleted by mods, doesn't matter what i say, doesn't matter what this community thinks and wants. Let it be.
Just saying to keep the suggestion up to date in this thread also, is there any way to making s_clock_formula's LED tacho colorable as well? And maybe a new led type fuel and temp gauge like LED tacho, along with numbered type. It can be so useful for the many 80's cars which has digital dash clusters.
and other suggestion that i thought about just now, i think leds of the LED tacho of s_clock_formula (LED, not LCD type), should be colorable as well, and maybe new LED type fuel gauge like LED tacho, for some cars' which has led gauge instead of numbered gauge.
basically and shortly we should be able to use the textures which contains "~" character in their names as well, when changing a texture. it can ease the process, sorry for long story.
@Scawen we should be able to use the textures which contains "~" character. its so hard to reduce the number of materials cuz of that, when too many materials error occurs. +that causes everytime copying the absolutely same texture with different name again and again and again. and it expands the png folder un-necessarily about size.
Well, it's not possible for some situations, for example the situation which the 3d model of the mod is licensed as BY-NC (or something like that i don't clearly remember which is which at the moment) with other saying the situation you have to keep derivatives on. And people are free to do everything with your mod when your mod licensed as that, doesn't matter you like their work or not, or it has remarkable changes or not. So it's not looking that possible to me at the moment.