The online racing simulator
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bayanofmansorofisky
S3 licensed
-Allow default setups for up to 8, helpful showcasing all available configurations since now we can have 8.
ROSSA
bayanofmansorofisky
S3 licensed
Vehicle mod: ROSSA
Details page: https://www.lfs.net/files/vehmods/F3ABEA

SHORT DESCRIPTION:
Quote :a 4500 cc inline 6 medium transportation bus

DESCRIPTION:
Quote :a 4500 cc inline 6 medium transportation bus designed for narrow and fast environments
can fit more than 20 passengers relaxed
the vehicle mod is based on a Mitsubishi Fuso Rosa bus
but the technical specifications may be different (not a detailed replica)
planned to add some details and skins in future updates
enjoy

COVER SCREENSHOT:
bayanofmansorofisky
S3 licensed
@scawen Please allow movement values greater than 1 meter on axis for spare wheel.. I'm making a mod and it's an obstacle against further progression
Edit: attached image of what's the case.. Spare wheel can't reach the height of that cylindrical thing
Pink is max, 1 meter
Green is where it should be on this vehicle.
Last edited by bayanofmansorofisky, . Reason : Addee very pro Clarification
bayanofmansorofisky
S3 licensed
Hi, so there's no actual snap function
But you can puta subobject or a point exactly where you need it to be.
By putting values of it's coordinates.
r for Right/Left
f for forward and backward
u for altitude

Theres is 2 types of flipping.
#1 is a full flip: which flips the whole tris of an object around it's center
#2 swap sides: which reverse the coordinates of its point's

They may look the same but they mighty be used in different cases

I see you are trying to place the steering rack in place. So I'd suggest doing the following :
Placing the Subobject coordinates at 0 for all axis
Then manually moving it's points to where it should be on the built side of drive
Then from the subobject menu > flip function : set to swap side
It should work well.
For further details of the overall functions and navigation in lfse yiu can take a look at the lfs editor manual
https://en.lfsmanual.net/wiki/Main_Page
MERCIDS BNZ I6
bayanofmansorofisky
S3 licensed
Vehicle mod: MERCIDS BNZ I6
Details page: https://www.lfs.net/files/vehmods/F13A16

SHORT DESCRIPTION:
Quote :14.5 ton inline 6 engine passenger bus

DESCRIPTION:
Quote :14.5 ton inline 6 engine passenger bus
has 2 configurations :
- a default view where front windshield have wide normal view
- a lip that covers a bit of front top view

a default skin template for advanced skins, front and rear are lined with sides using same aspect ratio.. no stretching of textures or compression needed.

COVER SCREENSHOT:
bayanofmansorofisky
S3 licensed
Yep there's issue with japan servers i guess, mods will not download (i always get redirecting to jp).. Now mods downloading after disabling redirect.
bayanofmansorofisky
S3 licensed
Agreed, needs this.. This is a sim racing.. And racing isn't limited to 4 wheels and race cars... If this makes it into game at some point it will make for a whole new world of racing,cruising.. Etc

I'd love to a trailer support or lets say a PIVOT POINT where it allows mod makes to define an object to be towed or simple used as a steering method (like a hydraulic one)

Most derby races have a trailer and some old busted car
bayanofmansorofisky
S3 licensed
Very nice diesel fun to drive, but please fix LOD3 it's untouched
modeling process of a 2016 Hyundai H1
bayanofmansorofisky
S3 licensed
showing the model progression from scratch
bayanofmansorofisky
S3 licensed
Quote from Scawen :It's common for virus detectors to falsely flag patches. Nothing to worry about, if you downloaded it from our site.

alright, thanks sir
bayanofmansorofisky
S3 licensed
is it only m or anyone else have this, windows defender is detecting a threat in latest test patch pack:
some details..

Behavior:
Win32/DefenseEvasion.A!ml

containerfile:
C:\Users\Downloads\LFS_EDITOR_PATCH_7A_TO_7D40.zip

file:
C:\Users\Downloads\LFS_EDITOR_PATCH_7A_TO_7D40.zip->LFS_EDITOR.exe


webfile: C:\Users\Downloads\LFS_EDITOR_PATCH_7A_TO_7D40.zip|https://jptyo1-edge1.cdn.i3d.net/o6/brdzjj/LFS_EDITOR_PATCH_7A_TO_7D40.zip?nonce=MTY5MjAwNzgyOA%3D%3D|pid:4032,ProcessStart:133364816131574655
bayanofmansorofisky
S3 licensed
Quote from ivo_drifta :Better to keep the LOD1, LOD2 and LOD3 on different layers
I use this when I need something from LOD1 for LOD2:
Select the tris on LOD1 > Duplicate > Select connected triangles > Move them to empty layer > Select only this layer > Select all tris > Add to LOD2 > Go back to LOD1 > Select tris > Delete tris from LOD1

Yep i did the duplicate method before but sometimes it gets you outta tris limit then u can't progress Smile
bayanofmansorofisky
S3 licensed
LOD2 to be seperate from LOD1
when selecting some tris in LOD1 and adding them to LOD2 via "add to lod2" buton.
It makes a duplicate of these tris into lod2.. But the issue is when editing the tris in lod2, the edit effects the tris in LOD1 aswell.
Making it pointless to use that feature.
bayanofmansorofisky
S3 licensed
fun to drive but Needs more diff options
bayanofmansorofisky
S3 licensed
Quote from bayanofmansorofisky :

I will try to remove mods temporarily and join server at it's peak then I'll give further information
*update : crash didn't happen recently, might have been a faulty mod that got updated*

Late update on the issue, i couldn't do it before because my internet was not happy with me deleting all mods

But not that i did.. The issue seems to have gone.
Is there anyway i can tell wich mod is causing this issue incase it happens in future?
bayanofmansorofisky
S3 licensed
Quote from Scawen :Please can you tell me the exact message that comes up? In the code I found two similar messages but neither is exactly what you posted.

Also, I'd like to know:

- When you exit LFS editor after selecting the other adapter, which numbers do you see in cfg.txt in these lines:
Adapter Select [number]
Output Select [number]

- After restarting LFS editor and it fails to start, is there any information in deb.log?


EDIT: If you have any problem restarting after that, you can simply delete the adapter and output select lines from cfg.txt.

sure here's some screenshots
modeling process of a audi a6 / gta v tailgator inspired vehicle
bayanofmansorofisky
S3 licensed
this just contains pictures of how the build went and progressed from start to finish over a month period.
bayanofmansorofisky
S3 licensed
Quote from superlame :Have you tried the yellowish button with black "•", which is the last in the list of P,f,b,r,l,t,u buttons?

There goes a button i didn't notice.. Lol thanks

suggestion for engine editor
ability to type in values for HP and Torque at specific RPM without having to drag sliders around
bayanofmansorofisky
S3 licensed
Animation editor suggestion:

-ability to copy and paste XYZ of selected bone each individually

-Mirror Selected bones position to other hand with flipping value (same as regular points) this helps building animation faster, aside from auto copy and flip.. This way we only make one hand animation and its the same on the other

-Lock position on selected frame (current lock never worked for me).. Fully lock selected bone's position.

Editor suggestion :

-Choose field of View (FOV) for driver's eye view
Last edited by bayanofmansorofisky, .
bayanofmansorofisky
S3 licensed
Modeler Suggestion :

-Lathe & extrude should have their generated tris automatically assigned to first active layer


minor MODELER bug :

- when hiding unselected points then exiting back to Editor then going back to Modeler, all points are now shown (wasn't like this in last patches, forgot if it's the same for tris)
bayanofmansorofisky
S3 licensed
Quote from Scawen :Nice dashboard, thanks for the result image and testing! Smile


Please can you remove your suggestions and instead put them on the appropriate thread in the suggestions forum?

It's really impossible for me to follow things and retain my sanity if random suggestions are all over the place and the test patch thread is spammed up with off topic.

This thread is for discussions about the current editor test patch. Off topic suggestions here will be ignored.

sorry i looked over and somehow i did not find that correct thread

Quote :By the way, did you get any better results with the bus mirrored texture?

I did a fresh installment of LFS and LFSE and patched to latest .. the issue was still there when i opened the file in editor but i tried to mirror both subobject and tris and it worked somehow.. all i can guess is its my editor acting up.
bayanofmansorofisky
S3 licensed
Quote from Scawen :I've tested that and don't see that problem in game. Which version of LFS are you using?

I used editor D37 and LFS D31. The light mapping appears fine in game.

hmm that's strange, i am using same versions as u do
idk why its not appearing.. guess its time to reinstall
sorry for wasting your time sir.
bayanofmansorofisky
S3 licensed
Quote from Scawen :I've tried to reproduce that, both a single sided subobject with mirrored triangles, and a mirrored subobject with mirrored triangles.

I don't get a problem in either case. Can you attach a model that can be used to reproduce this issue?

below u find screenshots of how it looks in editor and how it looks inside LFS after exporting for test
I've attached a file of whole mod which is exported for development
you can find the triangles that are having this issue in second subobject named " lights and others"
all lights are mirrored and they aren't appearing correctly as in editor.. i was mistaken for whole tris loss but its just the textures now.
I've tried making a flipped cutout and using it in opposite mapping but nothing did it.
bayanofmansorofisky
S3 licensed
there's a very annoying bug in the latest couple of patches

mirrored triangles in a subobject are missing when exporting to lfs
for example i had lights on a subobject and the mirrored side went missing
FGED GREDG RDFGDR GSFDG