Not really. Most of the add textures are mapped to more than one location (I'll refer to these as "multi-mapped ads") and unfortunately the various locations may not even be the same dimensions and stretching can ruin the proportions of your custom artwork. The plus side of using textures in multiple places is that it is less resource-intensive.
I have made a detailed suggestion in to Eric in the past that outlined some of the problems and inconsistencies with the current sign and billboard mappings. I hope that in LFS at some time in the future:
- Multi-mapped ads are mapped to objects of a similar aspect ratio so that the ads won't stretch in some locations. This would also expand the type of graphics that would work well on a custom billboard or sign .... almost any artwork could then be used to good effect.
- Fewer ads on each dds file, but one or two more dds files for just a little more flexibility in custom ad placement. Maybe a strategic re-think about which alternative locations individual ads are mapped to.
From the point of view of being able to customise LFS texturally, the few above considerations would really make a difference.
He made a correct statement and you incorrectly called him an idiot. Not that you had any reason to call him such even if he was wrong.
Your behaviour in this case is unacceptable. Consider this a warning.
The feature was disabled long ago (along with a few other "live" features) to reduce the load on the server.
When it was enabled I found it quite useful. Wouldn't mind seeing it brought back.
Email the skins to your friends and ask them to put the skins into their lfs/data/skins folder.
Your other option is to buy an lfs license, then you can upload and store skins on LFS World and others can get them automatically when they join a server online where you are racing.
Wouldn't that mean that every car on the screen would also be effected? That's hardly the same thing as being able to "paint" your car in matt colours. I mean, having a non-glossy paint job is different than just nuking the shininess of the game. With a matt paint job the windows and certain other objects and components (and other cars) would still need to be reflective.
Probably not. The reflection is a 3D effect applied to the model. To make a certain area non-glossy would mean not applying the reflection to certain polygons. Sounds like a hell of a lot of work for a small gain in skinning flexibility. While I do think that many skinners would like to make some areas of their car non-glossy, I can't see this type of feature being high on a list of priorities for LFS, especially not for S2.