The online racing simulator
Searching in All forums
(651 results)
lfsrm
S3 licensed
Quote from paket42x :Was playing it being a 5 or 6 years old guy lol
Thanks Thumbs up

Toca 2 came with my first pc in the early 2000', it was this game that got me hooked to racing videogames (also MS flight sim 98 to a lesser extent), good memories and a very classy soundtrack.

Great promotional video, I will surely update my mod and attempt to make some progress to my next project.
lfsrm
S3 licensed
Exterior main body is almost finished, there still some details left which I will tackle next time :




Here some quick renders to test if the car looks decent enough with some simple shaders :


lfsrm
S3 licensed
little bit of progress..







Quote from Evolution_R :Glad you are back! I started wondering what happened.

The model is looking very good! Thumbs up

Life struggles that I'm still trying to figure out/put in order, something that is preventing me from dedicating more time to hobbies and passions.
lfsrm
S3 licensed
Slowly getting back at modeling, I managed to make some progress on the body panels last two weekends :






I will try to work more on personal projects now that I have some sort of stability in my life, hopefully I will see it through.
lfsrm
S3 licensed
The only thing I noticed is the lack of buildings windows emissions at night, I hope it's feasible with the next graphics system.
lfsrm
S3 licensed
From the first time when I tested the demo version back in 2005 to this day it never left my hard drive!

Happy birthday LFS!
lfsrm
S3 licensed
Thanks for the reports, I will take a look my next day off.

Quote from Motimoukari :The rims are mirrored so that the spokes lean to the opposite sides on the other side of the car

I don't understand, are the rims not aligned correctly?
lfsrm
S3 licensed
Thanks for organising this Thumbs up, I hope for more feedbacks from one of the participants.
lfsrm
S3 licensed
The finish on this project is off the chart, can't wait to try it in-game.
lfsrm
S3 licensed
Interesting, I m curious how are you going to integrate the hybrid powertrain since LFS doesn't support yet such engine configuration
lfsrm
S3 licensed
see Big grin, it's not that hard!

Looks cool, keep up the good work.
lfsrm
S3 licensed
First step is to find a workflow that you are confortable with, even if it's flawed at first but with time you will include various other or even your own techniques, and always keep an eye for additional informations (tutorials, documentations).

Just finish something damn it Big grin.

Edit : sometimes triangles are inevitable , just try to use as much quads as possible.
Last edited by lfsrm, .
lfsrm
S3 licensed
Quote from ClasK_03 :This site explain well whats good and bad topology: https://topologyguides.com

Very good documentation Thumbs up.
lfsrm
S3 licensed
Quote from Evolution_R :Thank you! I will keep this in mind, but seeing this high poly body - is it better to have the full body shape like this and then start adding (cutting) parts like windows, doors etc.?

Yes you can still do that of course, the whole shrinkwrap workflow is especially useful when the mesh density increases (which is inevitable when you want to reach a certain level of details), what you want when you model a car is to not mess up the surface flow when adding details, which is harder to achieve without any guide, the more vertices you have the more harder for you to manually keep every surfaces as clean as possible, for eg :

I just added a bunch of details on a surface



but now I'm struggling to keep them follow the car shape, because simply there is too many vertices and it will take forever to position them perfectly



as you might noticed the surface doesn't have a proper flow, but if I had a guide and used the shrinkwrap modifier it wouldn't be an issue at all

This is the result when I apply the modifier




Quote from Evolution_R :Also, I was thinking about making it somewhat good looking without subdivision and then just add level 1, but I'm not so sure anymore. Big grin

This is what you should aim for for the time being.

For SubD modeling, try to avoid using triangles outside flat area, its algorithm doesn't handle it well especially near edges or holes, it's not an absolute rule but for good result this is what is considered good practice for organic surfaces (cars, planes, animals, human etc..).


lfsrm
S3 licensed
Nice, try to keep it as close as possible to the original car, it might be frustrating in the beginning but it is all positive experience for future projects, with time and practice you will become more comfortable with your topology planning, I think it's the hardest part in the learning process since any badly placed N-gon (which I don't recommend to use) or tris will become instantly visible in the end result (shiny surfaces doesn't help either).

You can definitely use subdivision in game modeling, but since LFS tris budget isn't very high it will take you some time to optimize your model directly from a higher resolution mesh. For future reference, what I recommend is to use the shrinkwrap modifier in combination with the snap to surface tool on a non detailed guide that only retain the general shapes :



It's a little bit advanced for a beginner, but it is something worth knowing if you want to have the best result.
Last edited by lfsrm, .
LSC, small light coupé
lfsrm
S3 licensed
Hi,

Another attempt at integrating a totally custom made car into LFS, this time it's a small light Lotus-like RWD coupé, with a total length of 4.02 m and 1.74m (without mirrors) in width.

It's a proper modern car, with actual styling cues like sharp body folds and distinguishable LED light signature, but it keeps the same commitment from the driver as any old school sport cars ( I mean this is just LFS forcing my hands with its physics engine which behave the best for 90's era cars).

This will probably have multiple engine configurations, one to compete with the TBO class and another one closer or in between the RAC/FZ specs, I m still undecided about this.

Also this model will have a higher resolution version for rendering.





Now hopefully I will do a better job than my previous mod.
Last edited by lfsrm, .
lfsrm
S3 licensed
yep good idea.
Last edited by lfsrm, .
lfsrm
S3 licensed
Quote from Flotch :I put a picture taken on my polo coupé from 1989 next a ds3 : yes the ds3 is of course bigger, but it is not that huge anyway. At least, looking at the XF2 next the XF GTi gives the impression that the XF2 would be an SUV Big grin
So lfsrm, as you are certainly more expert on this topic : do you think LFS cars could maybe be too "small/narrow" compare to a classic value ? As I am sure you did some great computation to make the XF2 looks real.
Maybe comparing it to a real car like the raceabout on which the real dimensions are known would probably highlight if some tricks in the computation done by Eric have been done Tongue

I m nowhere near an expert even tho car design is something I dreamed to do as a career since a long time, but being born in this country is something that limited my possibilities greatly...

As for the XF2, I think I was too generous with the car width, 10 cms less and it would probably give a way more coherent dimensions, plus the car width around the windows area should be narrower too (and the side windows length too):




because like said previously, with the progress that car manufacturers made in passive security, cars have way more "thicker" bodies which make them larger than older cars, this is something I didn't translate as realistically as I hoped.

As a test project, it opened my eyes on some elements that I used to neglect when it comes to vehicles creation, definitively modding a car into a simulator is a good way for me to improve this hobby of mine, If I ever create another car, It will definitely be an improvement over this project.
lfsrm
S3 licensed
Where is the "UV maps support" choice ? Big grin
lfsrm
S3 licensed
The finish on this car is off the chart ! great modeling!

Surely another great addition to the game
lfsrm
S3 licensed
Quote from Flotch :I understand the comment from versiu : when you put the xf2 next to current LFS cars : it looks very huge Smile

Which is weird since I used pretty reasonable dimensions Uhmm.

Anyway, mistakes were prone to happen since it's my first modding project, I learned alot by doing this car and I hope I won't make the same mistakes if I ever make another LFS mod Smile.
lfsrm
S3 licensed
Quote from NENE87 :Hi, can you try this alternate engine?

You can see here the difference between mass of XF gti and LS gti, maybe it can help to improve physics? Wink


here the difference between your engine and my alternate engine:
your:

mine:

thanks for the sound engine, I will just use yours and credit you with the next WIP update.

Could I ask you why you think a higher idle rpm is better with this engine configuration ?
lfsrm
S3 licensed
Quote from Evolution_R :You can add a duplicate for l_rind called l_rind1 (both the mesh and the map), which will overlap l_rind when the turn lights are off. Works for all lights (l_find, l_rind etc.).

When off - will use l_rind1 and when on - will use l_rind, but both should share the same page (texture).
l_rind1 can be red, and the l_rind can be yellow (only when on).

I tried your trick but it doesn't work ingame for obscure reason, which is surprising since it shows a completely different result in the editor.

seems like LFS doesn't like white indicators, I guess I will just change the texture color to orange and be done with it.

EDIT : I had to restart the game for it to finally load the texture, but still the result is totally different than what I have in the editor :

Last edited by lfsrm, .
lfsrm
S3 licensed
Quote from Evolution_R :You can add a duplicate for l_rind called l_rind1 (both the mesh and the map), which will overlap l_rind when the turn lights are off. Works for all lights (l_find, l_rind etc.).

When off - will use l_rind1 and when on - will use l_rind, but both should share the same page (texture).
l_rind1 can be red, and the l_rind can be yellow (only when on).

oh interesting, thanks for the tips.
lfsrm
S3 licensed
Quote from NENE87 :The front indicator left is yellow you can fix the "color" on lfs editor, maybe some tris is yellow?
#Too much power i think the engine has too much torque, i lost grip on each corner (try my KRT CR mod you probalbylostgripon each corner too ^^)
#Force feedback error probably caster angle I feel too much the torque when i push the gaz on curves :/
#I'm not in love with the car's sound can i send you a proposition?Can i take a look on the engine in LFS editor?

Here a vw polo engine 1800 spec for help Wink
https://www.ultimatespecs.com/car-specs/Volkswagen/1244/Volkswagen-Polo-4-(9N3)-3-doors-GTI-18T.html

sorry for my bad english

Yes of course, you can do whatever you want with the engine sound, just keep in mind this is still a GTI, a civilian car that is supposed to sound somehow sporty without going overboard.

I double checked the left and right indicators mesh colors, everything seems fine ( the mesh color is white ), there is nothing I can do for now unless if I just apply an orange color to the base mesh, which is not something I want for the front/rear light style to be honest :s.

Are you using a Direct drive wheel ? I changed the caster value in the latest version, it didn't improve the ffb feels ?
FGED GREDG RDFGDR GSFDG