Then started to modelling it in editor (im a blender noob yet ) 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
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.
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.
well yes, why i should need to say this suggestion if i wasnt tried reducing something 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).
@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.
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.
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
@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.
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.
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.