Who are you pissed at, you act like someone is to blame for your own incompetence. The tutorial is in English, but you don't seem to understand any tutorial, because all I see you do is complain about how you're so good with computers and the tutorials suck. It's getting annoying.
Well, what did you expect to find in there besides a car! A plane, a boat, what!
Seems to me you want to do something that takes zero input from yourself. You want a program that makes a killer render just by pressing a "make me an awesome render" button.
I actually just tested this for the first time. Works great, they indeed seem less mechanic, "shakey cam" like. I tested some replays on Blackwood, and the sense of speed is great. They're definitely better than the default ones, I really want LFS to use more static trackside cameras not necessarily aiming at one particular car.
These are much more like you would see on a real TV broadcast.
Hi, welcome
Try searching the forum, if that doesn't help please indicate which wheel and give a description of the problem you run into in this forum section: http://www.lfsforum.net/forumdisplay.php?f=15
Hmm, yeah. But everytime I see this question asked, I wonder if the TS could actually explain the exact benefits of DX10. I mean, eg point me to something that is possible in DX10 but not in DX 7, 8 or 9.
To me it always comes across as "this is the newest one, we should have it. Why? Because it's new so it surely has to be better".
I would like some graphical updates, but I don't have any reason to think DX10 is necessary.
No it won't. Do you know how long it has taken for DX9 to get common?
Besides, even if DX10 takes of very fast, will DX 8/9 games suddenly stop working?
GPL wasn't made for modding, mods were created by some sort of hex editing afaik. Really complicated stuff, I guess sort of like in the same way Kegetys got the McLaren into LFS.
Yes, exactly. That's the problem I tried to make clear. If copyrighted content would be allowed through the master server, the devs would be involved and therefore in violation.
Your english is fine, better than some of the native speakers
It doesn't really matter if these mods are made by other people than Scavier. If modding would be made possible there would be one (IMO) very important condition. And that is, all content should be part of an automatic update system. So LFS itselfs keeps your content up to date whenever version 1.0.2.3 of mod XYZ is released. People should not have to visit some freewebs site somewhere to be able to get the new version through rapidshare or something like that just to connect to a certain server. Meaning, the devs would condone the distribution of these mods. Therefore real life cars and tracks would not be able to be distributed to prevent the devs of getting into trouble.
That's the hardest part of it all. Who's going to determine the quality standards and who is going to control them?
One thing I have proposed in the past is the following (the short version).
Anyone can create mods and release them through their own channel(s). But for singleplayer only.
Licensed users can install them and check them out in singleplayer. This way (hopefully) quality mods would create a "buzz" in the community. And then, every couple of months or so, people can nominate and vote on the mods that have been released.
The "winner" would then be evaluated by the devs in terms of craftmanship, realism, quality, bugs and if it brings something new to LFS. Then they have the final word. If they feel it's worthy of LFS and it doesn't violate any license/copyright issues, they can adjust the master server to allow that content in multiplayer.
This however would probably result in upset modders/players because their masterpiece/favourite hasn't been chosen. Then again, if this is made clear from the start only the true dedicated modders will keep on trying to bring their work to it's highest level.
Ok, and why is that? What do you know more about LFS than others to make you so confident that it isn't possible that you're wrong about something?
I expect hard evidence now.
What makes you think they're selling?
Besides, Intel didn't buy their own version of LFS. The content is exactly the same, they just made a trade with the devs. They get the BF1 in the game, Intel could use LFS on their tour.
AFAIK, no money whatsoever was involved.
Not enough control? I hope the control will be as limited as possible.
And I hope the tools would be complicated to use. That way real effort has to be put in it and that could partially prevent quickly thrown together crap mods being released.
That's the reason why there are such high quality mods for GPL, and very little crap. It's because the game wasn't even meant to be modded. Only the diehards and talented people kept on trying.
No matter what editor, it will always be possible to create an unrealistic car. I could model a car in the shape of a pear and make it drive, that doesn't mean it's a realistic car.
Such as? If there are tools to lay down tarmac and grass and create elevation, people can make totally unrealistic tracks with that.
I agree, but you keep posting here as well. So ask yourself that question
Luckily LFS differs a lot from other sims concerning physics. Most others have a physics model for every car, faking it to behave in a certain way. LFS has a universal realtime physics model which applies to all cars, so it would do the same with custom made cars AFAIK.
Mod creators should definitely not be allowed to define any physics parameters.
Ofcourse they would have to release dev tools, how are people supposed to make mods without them?
Sure they would have to be restricted, hence why I said a consumer version.
See my above two points, modmakers should not be allowed to touch physics aspects. Just create the car, set the car parameters and let LFS´ physics engine do it´s work.
I realize I´m simplifying this.
How can you be so sure?
I don´t expect S3 soon, but 7 years would be way too long. I suspect the S3 stage to take less time than S2, as S2 is mainly physics driven and S3 is thought to be mainly content driven, which I suspect to be a less complex task.
I´m pretty sure the devs are really not thinking about modding at all at the moment. They never said it will be moddable in the first place. I think they want (and should) S2 finished first and then we´ll see what happens.
I realise that. If LFS would ever be made moddable an SDK would have to be released.
Well, I feel the final product has to be build first and then it´s " just" a matter of releasing a " consumer version" of the development tools the devs make use of. Possible mods shouldn´t influence the way the final product is built, but the other way around imo.
Anyway, the devs probably know the best way to deal with it, no need for us to worry about.
LFS will not be much less of a product without modding to me at all.
Maybe not to you, but it would matter to me, and I think a lot of people. Ì don´t have a big desire for mods so waiting for that would definitely be frustrating.
And I do think that if modding would come, it would have to be integrated into LFSWorld, as it is one of the defining(and to me one of the most important) features.
All in all, I will repeat the only thing the mods have said about modding in LFS: maybe we will get it, but not before S3.
So clearly, it isn´t that necessary to start on it before S3. Besides there are lots of things that have to be done before S3 that are much more important.
Do you have any idea how long that would take? You´re not just asking for a render, but also the complete modelling, mapping and texturing of a car, set in an environment using special effects like doing a burn out.
That takes A LOT of time, so unless you´re willing to pay for it I don´t think you´ll get anyone to do it.
Besides, this thread is meant to show renders of LFS cars. It´s not a render request thread, let alone a modelling request thread.
Nobody said you don't have the right to state your opinion. But to start yet another thread about this subject (with no new unheard arguments by the way) is not necessary, especially since there's an already active thread about it.
I don't see how your thread overloaded with "facts" brings anything new to the table.
Calling names won't help you either.
Yaayy, I found it It's not a vRay specific feature though, but one in Max itself.
So for Davo and maybe others missing the buckets select tool:
See the first picture. Set it to "region" and hit render.
See the second picture. A selection frame appears which you can use to select the area you want to render. Hit the little ok button on the bottom right to start rendering.
You can also set it to region select after which you can select any object you want to render.
Doesn't work as nice as the tool in Brazil, but it's something. I'm so glad I finally found this
Yes, I think they race under different names too. They're probably wreckers in disguise
I think it would be fun if there was like an annual race with the devs or something. Sort of the "Race of Champions" you have each year where drivers from all kinds of motorracing styles come together for a fun event. S2 users would have to qualify through an STCC like ladder system and the devs would have wildcards. And then make a nice video of it