Well it is a hard problem and I dont really have any other ideas. BeamNG has system with a manual approval, maybe take a look at how they do it? I think they have many volunteers working with the the approval. Approving mods shouldnt take away time from developing.
I can't see a reason to not allow the cube car. Like what harm would it cause other than it taking up space on the servers? If you are worried about too many mods you could implement the same system as with skins. You can only upload a certain number of them then you have to pay.
I don't think a community voting system can rule out legal issues.
If you dont want to deal with anything you can allow "side loading" from something like racedepartment.
Ofcourse noone wants to get sued, but there must be a better way than what you described. Maybe have people prove more thoroughly that there are no legal issues with there mods. And if you still are uncertain deny it. But the quality should not be the deciding factor imo.
Approving more mods will certainly lower the overall quality but the really good mods that you want to see will still be there. I totally see your point, but in my mind bad mods will not drive people away from a game.
You could have a special list, like mods "certified" by LFS. Which consist of high quality tested mods, if you really want to rule out bad ones. But I dont think that the quality should decide if the mods can be used at all by other players or not.
People will also want to play around, building ramp cars crazy monster trucks or whatever. Why should you stop people from having fun with the amazing game you have created?
Its also hard to tell the quality from just forum posts. Playing with the mod yourself would be the easiest way to see if its any good or not. Then the current star rating system could show if the mod is good or bad.
In my opinion too much time shouldnt be spent on improving the modeller. Most people will probably use other 3D software to model.
What is very wanted by everyone though is better texturing. Project from view is not the best UV approach in all situations. Even better would be the ability to import both UV maps and textures from other software.
I though alot about this. Having moderators being very strict about which mods to approve will lead to very few mods and a dissapointed community.
Which means that the community will find a different way of using the mods they want. Sharing files on different sites etc. Which is a shame becuase the current native LFS system seemes to be great and allows online play.
I think you should have very few rules for submitting mods. e.g. no Copy righted work (ripped models, company logos, etc.)
Like Chuck said, people can choose themselves which mods to use. No one forces you to allow/use a all mods.
The option to sort mods by toprated should work really good. Maybe a option to sort by most downloads could also be a nice addition.
https://streamable.com/q1opcj Im in multiplayer. Sometimes it works sometimes it doesn't. Maybe try joining in a modded car and then testing.
Edit afterfurther testing cant find anything that seemes to cause it to not work. Its really random. sometimes the button works sometimes not. But after it starts working. going to pits and rejoining can break it again.
I dont really understand what you mean gt, but the CMX converter is made by Bogey Jammer. But it does not work with the newest blender version. So I downloaded old blender version and used the converter to make files for newest blender version.
Hey can we have a mods section of forum now? Or will you wait until release? There are alot of people that want to discuss mods and everything does not exactly fit here.
People are talking alot about the vertex limit, 65k tris plenty for a car if you optimize a bit. The selected vertices from this car make about 57k tris (only orange dots counted). And this car is crazy unomptimized highpoly.
Using blender you can do things like gradients automatically, since it uses the object and UV-maps together it automatically lines them up over bodypanels and UV cuts.
Thanks! I though it was kinda weird that I didnt get more respons on that video since its such a powerful method of creating skins. But atleast I know that someone understood the concept now!
Thats a really weird issue you found! Its only visible from certain angles with ceratin skins so I hadnt notice it. Thanks for bringing it to my attention!
The cause is exactly what you describe. There are 2 meshes inside of eachother. Could be something to make it look like a window sticker in lfs, I have no idea.
The solution is easy: Select the body of the car, go into edit mode and select the weird white material by hovering your mouse over it and pressing L (selecting UV islands). Make sure you have the one thats white and weird at ceratin angles selected and just delete it.
The metall slider for the rims was apparently on 0... that explains the plastic look. I think i fixed the lights too? Updated the texture. Having another pair of eyes look over what youve have done is really great! Thanks for the feedback!
No problem! It's actually a pleasure to have these nice skins to render! I had to manually do the tire logos, and flip them right, must have missed that tire on the XRR. thanks for pointing it out! I saw the lights but couldn't quick figure out what was wrong, im gonna investigate your theory!
Thanks for providing the support regispicanco, Just one thing, I would recommend using a HDRI for lighting. As that gives more realistic results. Thats what I have added to the other cars, but i must have forgotten for the BF1, sorry!
Edit: after investigating the BF1 has lighting, the issue must only have been how he hooked up the texture.