The online racing simulator
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Drifteris
S3 licensed
Quote from KiiT1337 :One question, are those black parts correct on the fenders of the bike?

https://prnt.sc/z-IpEGfcqjUI

I'm not sure what you mean. If the skin is black then it's black.
Drifteris
S3 licensed
Scawen, if you going to touch engines, could you add crossplane option for inline 4 engine? If it's not too hard Smile
Drifteris
S3 licensed
I'm not sure if it's a bug but multi functional display goes above the backing texture. I suppose because texture has no alpha. Before i had speedometer numbers above it, trying to replicate a cluster. Would be nice if time and miles clock was separable as well though.
REAPER X1
Drifteris
S3 licensed
Vehicle mod: REAPER X1
Details page: https://www.lfs.net/files/vehmods/A08E47

SHORT DESCRIPTION:
Quote :998cc Superbike

DESCRIPTION:
Quote :Yamaha YZF-R1 inspired motorbike made in Blender.

Very stable and powerful bike that will put a smile on your face, if you dare to ride it. Good for wheelies too.

Highly detailed model with realistic LOD2 for shadows. Includes naked config with it's own mini dash cluster.

Most textures are made by me using Gimp, Blender, some are taken from original LFS files.

COVER SCREENSHOT:
Drifteris
S3 licensed
Low fuel indicator light would be useful.

Edit: also an option to condense low numbers on rpm gauge. Im not aware if any cars use that but its more of a thing on high reving bikes. Examples below.
Last edited by Drifteris, .
Drifteris
S3 licensed
Editor crashes if you select cutout with no texture while overlay is ON, or you select cutout with no texture and then enable overlay.
Westhill hole near sand + camera bug
Drifteris
S3 licensed
Big enough hole to swallow a bike.



Part of the road is not shown when watching from cinematic camera.
Last edited by Drifteris, .
Drifteris
S3 licensed
Quote from ivo_drifta :One day I saw the default skins of LFS cars and I found how to make the perfect skin mappings in 1:1 proportion.
Make screenshots of all sides 2D in LFSE. Place them in PS. Export as skin. Make the cutouts. Do the mappings precisely.

Yea but for cars it's kinda easy to make it blind already. It only requires few cutouts placed similarly to default LFS cars and you done. While motorbikes/formulas/other weirdly shaped cars are more difficult to map while also trying to use as much space as possible (my Chimera mod skin map as example below). I can make 1:1 proportion skin by calculating cutout size and mapping size ratios though.

Using your method i would probably spend similar amount of time cutting out every piece and aligning/scaling it in Gimp. Because even if i did the template outside LFSE i would still have to scale and make sure it aligns in page tab because its invisible in cutouts.
Drifteris
S3 licensed
Could it be possible to have overlay option that is now in page tab to be in cutouts tab? What i mean is when making skin mapping you have to place cutouts sort of blindly then switch to page tab and check if placement is correct and nothing is overlapping with overlay button. Sort of time consuming with more complex shapes.
Drifteris
S3 licensed
Quote from turbofan :
I cant preserve groups when importing an obj that has been built and saved with them.

And yet i can so where is the issue? Maybe you missed some "trick" that Scawen himself said in one of the video tutorials and i'm just trying to help you. Really no need for that attitude.
Drifteris
S3 licensed
Quote from turbofan :polygon selection by angle threshold would help assigning those smoothing groups, wich is a painfull and long process when importing models built on other 3d modelers.

If you import the model that was triangulated on export then LFSE will assign smoothing groups properly for it. LFS doesn't understand models made with quads or if model is set to flat shading. If the model was built properly in blender or in any other 3D software there should be no issues.

Blender has "Shade Auto Smooth" when you right click on model and then select the angle of threshold. Or set big angle like 180 and mark sharp edges manually.
Last edited by Drifteris, .
Drifteris
S3 licensed
Would it be complicated to allow subobjects like steering wheel, mudguard, trailing arm to cast shadow in LOD2? Naked motorbikes look a bit weird with those off.
Drifteris
S3 licensed
Quote from ivo_drifta :I have a two tricks:
1. Select the part you want to work and move the tris to a free layer.
When its ready take it back to original layer.

2. If you dont have free layers:
Select the part you want to work on by selecting the triangles using groups mode for example, clock on 'hide unselected'(tris) , select tris again with ctrl+right mouse drag or press A to select all, click on 'select selections points' and again click on 'hide unselected'(points) - and you have it.

I mean ye its an option but it would be easier if i didnt have to do all that extra work. I cant imagine modeling in permanent xray mode in blender. With complex models it would be really confusing.
Drifteris
S3 licensed
Would it be possible to hide points in points mode that are not visible. Just like triangles arent all visible. Because its super hard to select separate points if you want to set ambient darkness on them. Its like working with x-ray enabled on blender.
Drifteris
S3 licensed
So i was using an older version of editor something like 7C before, wasn't doing anything recently so was no need to update, but now downloaded D19

I don't know how people make their mods, i open vehicle editor, select my mod and it loads. Click E to go into modeler and do mapping, coloring, building, etc. Back in 7C, after doing some mapping i would press ESC and it would instantly go back to vehicle editor so i could check the lights, subobjects placement, etc.

Now it asks me if you want to quit the editor because there are some unsaved changes. As far as i know it automatically saves the changes done in modeler when you quit into vehicle editor, even in this D19. So why this extra Yes/No window? Now it only confuses me and i might quit the actual vehicle editor.
Drifteris
S3 licensed
#13
Drifteris
S3 licensed
yes/13/Drifteris
Drifteris
S3 licensed
13/Drifteris/Simonas Šalkauskas/Lithuania
Drifteris
S3 licensed
I used to play with "Prevent clipping" setting DISABLED and the sound was smooth. With it ENABLED now on D3, sound appears more muted and distorted. Idk it feels like listening to a poor quality audio. And it's not just engine sounds, very noticeable when car is sliding too, enabled or disabled clipping.
Drifteris
S3 licensed
I noticed that with tone variation being limited to 0.99 a lot of engine sounds that never had any real clipping are broken now. Default sounds aren't really clipping but they missing some bass sound to be enjoyable. But even with default sounds and with default cars sound is still clipping when you slide the car sideways so i don't know whats going on there. Also clipping a lot more in tunnels than before. Just overall a lot more micro audio clipping and stutters.

It also makes my Chimera X1 bike engine sound clip a lot more, since it's a deep sound, sort of fixes when you make it less loud but cmon, who wants to ride a silent bike? Wasn't even that loud in the first place.

Btw, Scawen, can we have crossplane sound for inline 4 engine configuration? Wouldn't need to hex the engine files to make modern bike sounds.
Drifteris
S3 licensed
Fix caster, it's undriveable with 1.5 caster atleast for wheel users, should be atleast 6.
Drifteris
S3 licensed
Quote from Octosquad :Yo this mod is fantastic. But my only question is will you make a unmarked setup? Because it's a thing irl

Thanks! I'll think about it. We can only have 4 configs per mod so i would have to replace one of the civil versions. Also lights don't really work well when behind the glass, there are workarounds but it looks a bit odd.

I'll make a separate mod with different configs eventually, but need to polish this one more first. Wouldn't want to work on 2 mods Smile
Drifteris
S3 licensed
You should make the paint shiny and reflective because now it's matt material. Maybe you forgot, material settings are in cutouts tab. It looks kinda odd this way.
Drifteris
S3 licensed
Quote from simon11111 :I repeat again - no politics in this thread, get out of here, I'm not going to change the model because of your political illnesses

Do you actually live there?
CHIMERA X1
Drifteris
S3 licensed
Vehicle mod: CHIMERA X1
Details page: https://www.lfs.net/files/vehmods/C5241E

SHORT DESCRIPTION:
Quote :998cc Superbike

DESCRIPTION:
Quote :Yamaha YZF-R1 inspired bike made in Blender.

Built for experienced riders but can be used by less experienced riders too thanks for Traction Control and ABS systems that come with the bike (Although ABS doesn't really work on this bike but it's included anyway).

Fairly balanced and powerful bike that does not require additional balast to be added to the front (results may vary, but using wheel and pedals it can stop really fast without any major wobbles).

Highly detailed model with realistic LOD2 for shadows. Some parts may still need some textures and details but it's good for initial release.
2 configurations to choose from, might add more later.

Thanks for Turbo (superlame) for engine sound. Might not be super realistic but it's closer than what is possible right now in editor.

You will have to adjust your inside view to see LCD. My settings are:
  • Field of View 100
  • Pitch view -11.65
  • Y offset -0.109
  • Z offset -0.053
Turn mirrors 6.5 degrees down, each.

Most textures are made by me using Gimp, Blender, some are taken from original LFS files.

COVER SCREENSHOT:
FGED GREDG RDFGDR GSFDG