The online racing simulator
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AR92
S3 licensed
Started to make taillights in here.
AR92
S3 licensed
Added front grille logo and little adjustmments on grille
AR92
S3 licensed
Front grille built and headlights placed to its places
AR92
S3 licensed
Setting and editing groups, adding bonnet, boot and door details and lines, and some chrome details.
Last edited by AR92, .
AR92
S3 licensed
Then started to modelling it in editor (im a blender noob yet Big grin) this car is built on my Dorito Astro 1000 cuz both cars has similar specifications and common parts like mirrors and bumpers etc. thats why you can see the test fit pictures on my Dorito Astro 1000
Last edited by AR92, .
Dorito Lucy 130R (1969 Mazda R130 Luce)
AR92
S3 licensed
This is my new japanese classic project, started to make this in few months ago, and its finished today. I'm gonna upload it on tomorrow. I decided to create this thread after everything finished. Mazda Cosmo's rarer and less known sister: 1969 Mazda R130 Luce. 1.3L twin rotor wankel engined beautiful pillarless coupe designed by Bertone, by Giurgetto Giugiaro. There isnt any blueprints of the car so i decided to draw blueprints by myself in photoshop, i found some photos of the car from google and put them in photoshop, then redefined the perspectives of photos with some editing and lens correction.
Last edited by AR92, .
AR92
S3 licensed
Quote from AR92 :@Scawen i wanna suggest something about hub objects, is there any way to remove it completely and move it to "LOAD WHL" setting. For example maybe you can make multiple LOAD WHL buttons (max 4, like configs) or you can just copy the layer selection chart of tri mode of edit model to edit spoke tab, so ppl can import or put different rims for different trims or setups of their cars, and maybe it can prevents the exceeding the polygon limit problems with this way.

and imo we should be able to import the png textures which contains "~" character as well. that can make things easier when trying to reduce megapixels imo.
AR92
S3 licensed
Quote from nikopdr :have you considered reducing the polygons of the extra objects? Big grin

well yes, why i should need to say this suggestion if i wasnt tried reducing something Big grin i'm working on a rare japanese classic rn but there is 3 different rims option of it real life, and car is around 54k even from now, all modelled by myself from blueprints (including interior).
AR92
S3 licensed
@Scawen i wanna suggest something about hub objects, is there any way to remove it completely and move it to "LOAD WHL" setting. For example maybe you can make multiple LOAD WHL buttons (max 4, like configs) or you can just copy the layer selection chart of tri mode of edit model to edit spoke tab, so ppl can import or put different rims for different trims or setups of their cars, and maybe it can prevents the exceeding the polygon limit problems with this way.
AR92
S3 licensed
i wish scawen puts quads support to editor someday.
AR92
S3 licensed
I really have some frailty for V12's, can't wait to hear the V12's scream man keep up the good work Thumbs up
AR92
S3 licensed
Quote from superlame :Have you tried changing s_plate_alp to Alpha test?

Yeah, even it reverts it back to regular alpha when i hit ESC.
AR92
S3 licensed
@Scawen License plate is not shown if its behind a glass or windscreen. It can look good on some drift cars and such.

https://imgur.com/1TGZD5V
As you can see, its showing on edit mode but,

https://imgur.com/EO3XN3r
not showing when you hit esc. Tried to move the cutout in the list both up and down but when i hit esc it comes back to last of the list again.
Last edited by AR92, .
AR92
S3 licensed
Quote from Scawen :1) You can use the backing texture on subobjects. It is not limited to use with main object. The backing texture is added to the list of texture pages in main object, then it is visible on the dashboard texture, so it appears on all subobjects that use the dashboard texture.

Simply add the backing texture to the main object in "page" mode. Then it will appear on subobjects as expected. There is no need for dash subobjects to be merged into main object.


2) I am interested to know how mappings are losing position and scale when merging. I think that should not happen. If you have a simple way to reproduce this bug, please let me know.

It is happening if subobject's angle is given from subob section, from the rotation and position bar. But if you rotate it from the point section with selecting every point and rotating with same angle, there isn't any problem when merging. Tried and worked on my Dorito Astro 1000
AR92
S3 licensed
@Scawen, would you please make a "keep subobjects" option when changing a main object? Sometimes mappings are losing the position and scales when merging the subobject which contains gauge, to main object, for the backing texture. To avoid the mapping dislocation, i imported the gauge subobject first to modeller, as main object, then i imported the actual main object (car's body) as attachment to modeller. and merged both and there isnt a problem but when you try to change the main object in vehicle editor with new merged main body, it deletes all the subobject which contains the seats, interior etc.
AR92
S3 licensed
i asked that cuz i didnt faced anything like that before, in previous versions
AR92
S3 licensed
Quote from Scawen :Yes, this has happened a lot. But I compiled it fresh, zipped it up and uploaded to our own webserver, so there's no real way it could be infected.

ok then thx for da informing sry for even doubting
AR92
S3 licensed
Quote from superlame :yes scawen himself the coder of lfs and the lfs editor implemented virus in the new version.. are you even serious?

man i don't blame scawen don't misunderstand, y'know, if its infected without his notice or somethin, just a smol silly anxiety.
AR92
S3 licensed
Quote from Scawen :This is fairly common. It's safe, just a false detection.

You sure? Is this happened in the past editor versions too? Sorry i'm kinda little bit paranoid when it comes to viruses Big grin
AR92
S3 licensed
For some reason, Windows Defender sees LFS editor.exe as trojan when i extract the zip.

note: sorry for the system language, you have to translate, my Windows product is only supporting Turkish at the moment.
It recognizes it as Win32/Wacatac.B!ml as you can see.
Last edited by AR92, .
AR92
S3 licensed
AR92
S3 licensed
AR92
S3 licensed
Quote from Ped7g :Competitive e-racing, so you can't observe how the other racer is going exactly, including tire temperature, fuel load, clutch temperature, setup values, etc..

i get it now. that's why yeah.



Big grin
AR92
S3 licensed
Quote from Ibtasim6781 :It does work with bikes but it depends which. I did a quick test driving max speed and shifting into 1st gear: The RZM 250 and the RZT 370 can get eng damage, while the Chimera X1 and Vulcan 998 are harder to over-rev. I guess its how the eng is set up?

The tyre temp not showing when spectating I think its intentional and not a bug. Its been like that for a long time if not forever

yeah, Chimera and the SZK 1300 R are harder to over-rev for exapmle. But I don't get why if it's intentional.
AR92
S3 licensed
According to my observations, engine damage widget works well for cars, but not works for bikes, i tried money shifting in many bikes and damage gauge was still at %100 percent, and the another bug that i found is the tire temperature bug: in online when you are spectating any other user, the f9 panel not shows the value of tire heat in numbers (don't know if it's requested by some people and exists by purpose). I'm putting a pic to here about it.

Last edited by AR92, .
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