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DrFred
S2 licensed
alright i will make some new ads out of .eps vector logo graphics so i think there will be no resolution problem.
i wonder if lfs can handle its positions because 16 ads on 256x256 for example do have other pixel positions than 16 ads on 1024x1024?

can i use the photoshop .dds plugin or did you do everything with this nvidia tool?
so if i understand it correctly there is no need to think about mipmaps, i just make some if the file has some? or do i have to edit the smaller "copies" too? or just editing the first biggest part standalone in one instance and then save it in mipmaps?
DrFred
S2 licensed
nice work! but one question: how did you do that with those ad banners and ads and those mipmap levels???
do i have to make one exact size texture f.e. 1024x1024 and the plugin calculates the mips automatically? or do i have to make them for myself? and what are the exact dimensions?
i want to make some new ads/textures for south city because i don't really like them.

i attached some example file...
(CTY_logos2.dds) why are there no mipmaps? and can i just change the size to make 1024x1024 (2048x2048) without complications?

and why do some files have those mips and some not?!
Experimenting with Exhaust Pulse
DrFred
S2 licensed
i just stumbled upon the possibility to save and load exhaust pulse pcm .wav data into the ingame "shift+a - soundeditor"... i fiddled around and got this...

sounds a bit like a limousine but nice i think... maybe you can do that without a .wav but for experimenting, save the original .wav BEFORE you load my celica.wav (a snippet of the original motorsound but one hundredth second doesn't give that much authenticity)

to have it run you have to load my XRG_celica.eng AND the celica.wav pulse... (files have to be extracted to x:\lfs\data\engine\)

because of forbidden .wav file i did a .rar archive. as i read a post from DaveWS experimenting with goldwave in this thread/post -> http://www.lfsforum.net/showthread.php?p=321062#post321062 there is more potential in these pulse .wavs than "very very little" just compare the original with loading my changed .wav

i'm going to experiment for a while now...

edit: UF1 on BL1 does backfire! i don't know if it is a bug?! or has something in relation with sound and clipping (which could be different on different systems?!) but it sounds good for the beginning of testing... the car sound is a bit strange for UF1 though. i would like to have feedback on this. it doesn't backfire very often.. about 10 times in one lap... reving is also good sound...
Last edited by DrFred, . Reason : adding UF1 backfire experiment
DrFred
S2 licensed
you'll have to put them into x:\LFS\data\engine or wherever you installed lfs. and you need at least patch V2 afaik. ingame you press shift+a and load the engine sound. if that does not work, go ahead and search the forum for using the new soundpacks. since you're a demo racer you can only use the XRG sound.
DrFred
S2 licensed
are 3 19" tfts more immersive than a beamer setup?
DrFred
S2 licensed
it saves if a race/qualify/training is quit/escaped... lfs does not have to close.
but this is not an issue.
i now did some AI runs ~15 laps (different cars/AIs) on a multiplayer server and NO .knw files are saved at any time.

@Vain:

1. every car/track etc. is saved in the specified level too
2. it saves on quitting the race/qualify (in cache)
3. in multiplayer it does not. and if it doesn't save it doesn't learn imho

regards
DrFred
DrFred
S2 licensed
alright ... i just did a single player 30 mins qualification with 11 AIs and a 10 lap race on SO1/LX4. and NO .knw has been saved (last changed file an hour before) so 1h no changing in any file!
NO new .knw file... maybe there are settings?! where i can turn AI learning on /off?? but i don't know that i even changed this at all.

edit: i'm talking about the folder x:\LFS\data\knw\
edit2: hmm now i saved a single player replay and closed LFS and now there are all .knw files for every AI... strange because i know i drove with AI several times yesterday in multiplayer same course and car and there were NO SO1/LX4 files :/
edit3: did a short multiplayer race with 2 of my AIs and my AI didn't learn! i think AI only learns in singleplayer mode, maybe this has something to do with the data submission manners from client to server so there's maybe no room to save an AI learning?!
Last edited by DrFred, .
DrFred
S2 licensed
i wonder in what intervals the .knw files are saved? and do they also save in multiplayer games?
i did a bit of multiplayer racing about 50 laps on SO1 with LX4 and 2 AIs but i don't have ANY LX4 nor SO1 .knw files?
got only SO1.trs <- whats that?
DrFred
S2 licensed
ok guys here all my sounds done so far. the XRG sound is very nice i think.

pedal to the metal!
DrFred
S2 licensed
updated, look at first post...
DrFred
S2 licensed
final skin now online 2048 version... -> http://www.lfsforum.net/showthread.php?p=370495#post370495

have fun
DrFred
Jaegermeister XRT
DrFred
S2 licensed
Hi there,

as promised here my jaegermeister XRT skin. my first skin for LFS. 2048 version and a simple screenshot from LFS View in attachment.

Have fun
Regards
DrFred

Last edited by DrFred, .
DrFred
S2 licensed
superb, thx! that does help me
how to make ventilation slots?
DrFred
S2 licensed
hi,

as topic! i want them to paste on the hood. but how do i "render" them?
greets
DrFred
DrFred
S2 licensed
Quote from Anathema :Can you post a picture of the car it replicates?

of course. here it is:
Ford Capri Pentosin XRT
DrFred
S2 licensed
hi there,

i'm doing another skin. now ford capri pentosin as known from the 70/80s DRM "Deutsche Rennsportmeisterschaft". I'll not do it quite exactly but i try have a look at the first decor (see attachment). Driver is/was Klaus Niedzwiedz.

greetings
DrFred
Last edited by DrFred, . Reason : updated pic
DrFred
S2 licensed
i changed some small details (the turbo logo) and i think i should finish it as it is now... no more decals to add i think... less is more... 2-3 days i'll upload it if someone wants a 2048x2048 version? hmm..

regards
DrFred
S2 licensed
ok here is what i've done tonite... still learning to handle ps and decals... but have a look for yourself...

greetings
DrFred
Last edited by DrFred, .
DrFred
S2 licensed
i did an example screenshot (see attachments). the white lines are no problem because they are "in line" in the skin... but the yellow ones are not. this i want to be automated (if possible, so how do i do that?).
DrFred
S2 licensed
isn't there a smarter solution? because saving and viewing in cmx viewer is very time-consuming...
i imagine for example to define a "virtual centerline" for the two side skins and roof, so if i paint on the one side it mirrors it and paints the same on the other side... this should be possible with photoshop?
DrFred
S2 licensed
yes and that is i dont want! resize is ok because that would be difficult... here's an example, i'm looking for a function that can align my lines or stripes etc. automatically... this example from me is simple (see attachment) but what, if i want to make stripes from left door over top to the right door in ONE line WITHOUT manual alignment (just automatically by some photoshop tools/tricks)...
DrFred
S2 licensed
hmm no i meant how can i do - let's say some exact lines from front spoiler over the side doors, top to the back down to the rear bumper without any clipping or offset... hmm how should i explain... one continous line over two or three layers that are not in the same alignment...
another example.. those two white viper stripes... one line from front to the back, but how do i do that exactly! in photoshop with the lfs skins?
the upper part is no problem, just make 2 lines through the whole thing...
but how do i place them on the wings below exactly! and on the rear bumper?
lets take XRT skin for example...

regards
DrFred
how to use reference points in photoshop cs2
DrFred
S2 licensed
hi skinners,
how do i use the reference points or define any? there are some templates from master skinnerz out there in the web and there are those little squares (reference points?) to get the coloring in sync even if i draw 90° turned from spoiler to right/left side... but how do i manage this? are there any tutorials out there for this?

regards
DrFred
Jagermeister WIP XRT
DrFred
S2 licensed
hi there
i'm just working on a jaegermeister skin (favourite drink in germany and also often seen racing cars in 70/80s touring car series)
this is my second skin i've done from scratch, using the photoshop kit from master skinnerz (thx to them!) and i got no more inspirations on what decals i should ad to it now... on the rear end there are good year logo above the license plate and jaegermeister on the bumper.

maybe you'll have a look and comments are welcome

regards
DrFred
Last edited by DrFred, .
DrFred
S2 licensed
Quote from [RCG]Boosted :whats up guys, im missing some new sounds!
especially:

XFG

....

for those cars are not much sounds available, cmon create some cool ones as u did for the other cars!

there you go, i did some new XFG sound, because the others were too much humming and droning...
nice at higher revs and high speed courses too, i think those little cars should sound like small-engined, and not like a big block mustang

hf
marquisor
FGED GREDG RDFGDR GSFDG