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OpenClutch
S3 licensed
Good catch Flame. It looks like he's using my mod now: https://www.lfs.net/files/vehmods/76E5CB

You can tell by the trd cluster, skin mapping has my name, and it's obvious that this is lexyc16 model. Please change the licensing to point back to my mod as linked above and give credit where due.
OpenClutch
S3 licensed
Test it in lfs before updating? You have to have the drift setup first in the list to allow 50 degrees on all other setups (if not in first, it can exist in the list, but I think it returns to 38 degrees when you duplicate that setup or start a new one)
VGI-6 SOON
OpenClutch
S3 licensed
Vehicle mod: VGI-6 SOON
Details page: https://www.lfs.net/files/vehmods/939084

SHORT DESCRIPTION:
Quote :Soon inspired hatchback

DESCRIPTION:
Quote :Building upon the existing base model of the VGI-6 (thanks Dornardo!), we've given it the Spoon treatment. This includes a bunch of new additions to the model as well as a full retune of engine, suspension, and physics.

Features:
  • Look the part: Front lip, custom mirrors, side trim and light, sunroof, rear wing, full interior replica, rims, brake calipers, undercarriage with suspension, high poly wipers and sunvisor, and many more quality of life improvements
  • Feel the part: engine reworked to replicate the Spoon EG6 version at 210 bhp with realistic torque curve and reving out to 9k rpm, reworked suspension from ground up using actual suspension geometry (thanks Martin18!), adjusted body to actual wheel base, frame, and weight for realistic physics
Behind the scene features:
  • New cluster system, will improve in the future
  • Skinable (without stretching)
  • LOD2 for realistic shadow
  • Ambient points used throughout
Credits:
Dornardo:
  • Base car! Thank you!
Rubie:
  • Cluster
  • Rear subframe, with front and rear suspension
Martin18:
  • Frame adjustment from base car
  • Full suspension overhaul
  • Setups
  • Engine
  • Sound
  • Research
  • Testing
PopnLochNessMonster:
  • Two skins for Aovan, and Soon Type Two
LFS:
  • Wiper blades from RB4
  • Sunvisors from RB4
  • Seat from RB4
  • Side indicator from XRT
AHPP for:
  • Bucket seat
  • Sunroof (heavily adjusted)
  • Steering wheel (heavily adjusted)
  • Exhaust
  • Rims
Original work:
  • Shifter and shiftboot
  • Side trim
  • Heavily adjusted mirror from base model to match look
  • Heavily adjusted front lip from base model to match look
  • Adjusted rear spoiler to match look
  • Brake calipers
  • Rear window texture

COVER SCREENSHOT:
Toyota Supra MKIV
OpenClutch
S3 licensed
Just making a thread to expand on some of the development from the Supra I made.

Started out with the external low poly model made by Lexyc16, and a high poly model of the interior made by Pooya_dh

I wanted to try and make a supra that is both accurate, and detailed where it mattered most like the interior, I also wanted to ensure I could allow derivates as that's always want I want to try to strive for, building great cars for others to build on.

To build on it, it needs to be a solid foundation. Making sure that there was no gaps in the mesh, that the groupings are all setup correctly, used some lfs techniques for the window defroster, and window trim with dots (takes forever to map). Took a lot of time in the interior, made the TRD cluster, and textured all the little bits, the supra really shines in the interior as it was one of the goals of the manufacturer of the car.

I wanted to aim for around 50k triangles for the base car, I try to keep a ton of texture space as well, I was aiming for around 2.5mp. That way I can build another car based on this one with a body kit and some other goodies that fit the build. I got the car complete at around 49k triangles without extra pieces, and I had it at 3mp for textures, I bumped up some of the texture sizes to use some of the headroom like cluster, and interior pieces.

I spent a considerable amount of time designing the sound of the 2jz engine, it has a pretty unique sound of deep, but also screams higher rpm. I went through a process of R&D to try and figure out how lfs handles sound on engine waves, to try and align it with a real life example. First I did some research into how the engine sound was developed, which turns out by using a cork sound sample in a loop. I figured that the devs would have designed the sound for lfs around that sample, so starting with a cork sound would yield a good starting point. Went to garageband and found a good cork sample, and recorded it and exported it to audacity. Trimmed to under 65 msec.

I used a spectrum analyzer that could tell me the frequency of what lfs engine was (in the sound editor of lfs, just solo the engine, turbo, and intake) comparing it with a youtube reference. I then played in audacity through about 12 versions of a wav file to try and get the right pitch and length, in the right "waves" in the wav file, so having a peak sound near the beginning, can create a passable rev limiter sound, and fading out near the end can add some softness to the sound, by using a gate and filling out the sample a bit with amplification, can add some volume, but without clipping. Then it was using the spectrum analyzer to see how the lfs sound editor worked with all the sliders. Turns out that I got the best sound from leaving the exhaust pulse tone at 1.00. Interesting relation between Exhaust pulse tone, Unevenness, and Exhaust pipe tone, for instance, using 1.39 Exhaust pulse tone, and 39 Exhaust pipe tone, had some harmonic frequencies around 6k rpm, though not the sound I was going for this build. Just interesting on how lfs does this, I would love to learn more if anyone knows more about this!

I had martin18 help me with the physics which he hit a home run with, the car feels heavy and rolls accordingly. He also created some great setups with it, drifting is great fun with xrt power to weight ratio, race is planted and fun.
OpenClutch
S3 licensed
Quote from Scawen :Thanks, unfortunately the solutions aren't simple, though I'm sure we'll do...

That solution could work. I often share out of the share folder anyways to preserve the png naming convention. Even if I had the dds in the online version, and somehow I lost it locally, I could always convert the dds back to png, even one at a time wouldn't be an issue considering the situation (and hopefully learn to backup using any of the free cloud services).

As a test on my private car (deriv off), I opened the 7z, deleted all the pngs out of the folder, then uploaded, and not using any vpn from Canada, it was 55 seconds to update. I'll change the car back to the original untouched 7z (reverted to orig now) as I just wanted a comparison before you worked on the workaround.

That does seem like it could be a good solution for the time being, as well as decreasing overall storage space for you guys by about half. I could just let the modders know that want to use my mod, to contact me to share them a copy of the mod through the share folder.
Last edited by OpenClutch, .
OpenClutch
S3 licensed
Quote from Scawen :I suppose it just depends on if the upload takes less than 100 seconds or not...

For me, it's always been quite slow (Canada, 1.5gbps download with 1gbps upload, gigabit switching, using ethernet to upload), taking multiple of minutes to finish uploading the updated mod file.

I did do some more testing as I wait for a fix, as I have nothing else to do lol.

I tried multiple browsers, Chrome, Firefox, Safari, and they all had the same error in uploading.

I did have a friend be able to upload in the US, they were able to use firefox and get a few updates through.

I also tried using a vpn to hit a different load balancer.
  • Canada - 105 sec timeout
  • US - 105 sec timeout
  • UK - was able to update multiple of my mods only coming in at 45 seconds to upload
So for now, my work around is using a vpn to the UK to update my mods. Makes sense on why some mods are able to update but not from my region. Not sure why the Canada (Toronto) load balancer is so slow getting back to LFS.net.

Did some research into options:
  1. Cloudflare enterprise you can increase the timeout to a custom amount, however looks like at least 10x the cost of the standard plan (doesn't make sense to do this)
  2. Increase the throughput from load balancers to LFS.net, could include the processing of the files as well, to get below the 105 timeout
  3. Refactor code to call back a keep alive connection packet back to the client to not have cloudflare detect a timeout. Could go further to launching a background task, with live updates on progress on the client side, likely much more work for this.
Hope this helps!
OpenClutch
S3 licensed
Just gave it another go, same timeout for me, 105 seconds. Tried uploading a 6.7MB 7z mod file.
OpenClutch
S3 licensed
Quote from Scawen :Please can you describe exactly at which point in the process that goes wrong...

For sure, this is happening while trying to update a published car:
  1. I just export an existing updated mod from the editor using the using the "EXPORT mod for UPLOAD" button
  2. Go to the mod page to upload the latest file (7z format)
  3. Put in a comment, then just hit submit, takes a bit to load
  4. Then the cloudflare error page shows up
I'm in Ontario, Canada if that helps if it's a load balancer type of thing.

I did try originally on my personal car, SLX180 CLUTCH, then this morning I tried the SLX180 DRIFT and same error.
OpenClutch
S3 licensed
Trying to update a mod: https://www.lfs.net/files/vehmods/submit/AD2342

and I get a server error, although the website seems to be working, same with online for me, just when I try to update that mod, I get the cloudflare error.
OpenClutch
S3 licensed
There already is a 180sx or 240sx that allows derivatives (which is fully featured, 3 different rim options, sil80 or pop up headlights, different tails, full interior vs stripped interior, etc): https://www.lfs.net/files/vehmods/A0CB3A

As well as many versions from that original, like the SLX180 TypeX, and SLX180 Drift.

I would probably opt to make it a simple JDM build with factory specs (maybe aim for 281hp/ton), the N.S80 already has some kits on it as well.
OpenClutch
S3 licensed
Just added sileighty front end to the SLX180 mod, which has derivatives allowed. It's stock with the KA24DE, and I have a 180sx TypeX mod with the SR20DET.

I did vote for the N.S80 to be adjusted to factory dimensions, feel free to try out the physics from the SLX180 for it, Martin18 and I spent a considerable amount of time dialling in the 180sx. You could also take a look at the SLX180 Drift mod, which has slightly different physics more tuned for drifting if that's where you want your N.S80 mod to go.

Love the new Porsche 718 Cayman, I'd be down to help with a drift build of it seeing there is such a wealth of information in Denofa's videos. Also looking forward to the RTR mustangs for drifting, that could be really interesting considering the amount of R&D that team does in suspension geometry and design.
OpenClutch
S3 licensed
Love the mod, just a few things that I noticed during testing.

- LOD2 could be a simplified without gaps, aiming for around 1000 tri
- There seems to be some artefact in the side mirrors as attached, I had this issue on the iveco van, it seems that the mirror mapping, is catching the 3d mesh lip around the mirror, I just made the mirror more shallow until that went away, not sure if there is a better way
OpenClutch
S3 licensed
Quote from akubosaan :Heh, hope you don't mind of me adapting the chassis into my 8JFZ (that stretched FZ5).

But yeah I actually had a blast driving this mod with a bit balance tweak.

No problem at all! I was hoping you would take what you want from this project, we spent a ton of time into the physics and sound, glad more could use it Thumbs up
OpenClutch
S3 licensed
Quote from Evolution_R :I like this mod. Thumbs up
But there is a problem with the rear window glass and the actual window is not visible, "Defrost line" should use "Constant" instead of "Variable" Shine material.
It also needs a lower poly LOD2.
The LOD3 have only front mapping assigned - it should be side/back/front/top.

Done the LOD2, fixed the rear glass to use constant, as well as headlights. LOD3 now has mappings assigned. Curious on why we should map LOD3 though? We never see it in game, is it just for reviewing?
OpenClutch
S3 licensed
Hey guys, thinking on deleting this mod. Clearing up some space. I already have the SLX180, SLX180 TypeX, and SLX180 Drift, all open for deriv and has more features. This one has sadly been left behind. Just giving a heads up before I delete in a couple weeks.
OpenClutch
S3 licensed
Updated, got it closer, but still not perfect, the starting 0-20 is messing up the equal amounts that lfs does. LOD2 now complete as well, under 500 tri.
OpenClutch
S3 licensed
Working on a proper LOD2 as per Scawen's target of 1000 tris, I had a higher poly (around 8k) before but apparently that's not best practice. I'll also take a look at the speedo to make sure it's calibrated, I'll probably calibrate it to 100 km/h (manufactures target within 10% of maximum speedometer!)
OpenClutch
S3 licensed
This is looking insaneee! Do you already have physics, engine or sound for it? I've always been interested in doing one of these.

Have you checked the wheel base and wheel track to make sure that the blueprint is dimensionally accurate? I would double check that before getting to the inside.
OpenClutch
S3 licensed
Is hotwheels not copyright in the skin provided with the car? Logos are allowed in skins that are uploaded, but I don't think when we include it with the car.
OpenClutch
S3 licensed
You can't assume that all parts are legal, you should have to explicitly note where each part came from within the description. From some guy on discord, that doesn't cut it at all, where did he get it from? Another game? If the other person actually made it from scratch, he should have no issue with sharing some of the progress shots.

Here are some examples from this specific model:
- Where does the rear suspension frame come from?
- Where does the fuel cell come from?
- Where do the seats come from, as well as the straps?
- Where does the engine mesh come from? (looks pretty good for low poly as well, I'd be surprised if someone just gave that to you for free)

I would question every little thing added to this, considering how quickly your mods have been developed, as well as the level of care, there are gaps everywhere, smoothing group errors, untextured assets throughout, the handling is unrealistic... I could go on. And this model is one of the better ones out of your public uploaded mods, some of the others it looks like submitting it to lfs would have taken longer than building the mod.

I've been hearing through discord that some of these parts are created by other lfs modders, you need to ask for permission from the creator of the asset. I would look to one of my public mods to use as a reference on level of description for where I sourced external parts from, as well as what I claim to be original creation (which I provide to the mods when needed confirming that I indeed created it).

A lot of these models could be great with some TLC applied, hopefully this is taken as constructive criticism and promotes higher quality, legal mods in the future.
OpenClutch
S3 licensed
What display errors are you seeing? The RPM is fine on my end, the cluster speedometer is in km/h
OpenClutch
S3 licensed
This looks absolutely insane, so hyped for this mod!
TOTOYA SUPER MKIV
OpenClutch
S3 licensed
Vehicle mod: TOTOYA SUPER MKIV
Details page: https://www.lfs.net/files/vehmods/76E5CB

SHORT DESCRIPTION:
Quote :Toyota Supra MKIV

DESCRIPTION:
Quote :Another supra? Yes. This one is a bit different than others. This one is based on a low poly body, with high poly interior, with a lot of effort put behind both of those to mesh them together seamlessly. A lot of time has been spent on the sound, suspension, tubes, setups, down to the factory colours. Built for the community with open derivatives.

Stock Toyota Supra MKIV with the Sport package "TDR", aftermarket exhaust, intake, and some interior goodies.

Derivatives are open! Please don't ruin the mod with unrealistic changes

Features:
  • Realistic engine power
  • Realistic suspension geometry and setup
  • Engine sound designed from ground up using custom wav file
  • All lights are 3d and using layered textures
  • Realistic window texturing for rear and front trim
  • Detailed realistic interior
  • Dark points used throughout, and LOD2
  • Key rotates on ignition
  • Hood opens with "extra" light, full engine mesh underneath (still WIP)
  • Skinable license plate, shifter knob, steering wheel center, and radio
  • No gaps in mesh, a lot of time spent in the details, please let me know if you find any and I will fix asap as with any of my other mods!
  • ONLY 52.5k tris on full config! 48k tri for the race config
  • High res textures can easily be down-sampled (without looking bad, just used the room) to add headroom for additional textures
Credits:

Interior from: https://sketchfab.com/3d-models/toyota-supra-mk4-supra-1997-free-download-18e530a1f4e04b4bbc5f51a09e2f95e2
By: Pooya_dh
License: CC Attribution-NonCommercial

Rubie for Steering wheel from: https://www.lfs.net/files/vehmods/440CB0 (Permission was granted through discord)

Martin18 for: suspension, frame, setups, and general feedback from testing

Brake callipers from: https://www.lfs.net/files/vehmods/7B0B91
now that mod is deleted, but another similar: https://www.lfs.net/files/vehmods/445BEB
Both had open deriv on.

LFS for: RB4 various parts, shifter, wipers, etc.

AHPP for: Exhaust

neozixxs for: badges

COVER SCREENSHOT:
OpenClutch
S3 licensed
You could try and do a 2 tri square with an alp texture in front and line up your points as a reference, I've done that in the editor before but not the spoke editor yet.
OpenClutch
S3 licensed
You can't just take someone else's work and call it your own, whether it's from the mod folder or not. I do agree it's kinda weird how it's pretty easy to load up a car and convert the dds, but at the same time, it's very educational in how mods are built, I'm all for learning how the best mods are created to apply some of the same techniques (read, techniques, no content re-used) to my mods. It can also help keep everyone honest, being it's a community-built mod with potential legal implications; having the ability to open up the veh file to see what's potentially hidden could surface a potential legal issue before others find it (like a config that isn't used, but is after review)

Honestly, we should be building up the manual with this knowledge, but that's a lot of work for a volunteer to document all these techniques. If the review process was dialled, including changes after review, we could encrypt the folder. Luckily, lfs is pretty unique so ripping models and using it elsewhere isn't that common to my knowledge.

Often when I ask mod creators for permission to use their model that doesn't have deriv on, they tell me to get it from the mod folder anyways instead of passing over the share files, it's just easier for them. I prefer the share files since the textures are all named properly making it much easier to work with.
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