The online racing simulator
Searching in All forums
(57 results)
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.
OpenClutch
S3 licensed
Quote from Scawen :It's not the time to talk to me about changing the limits. I am working on other things and could do without a battle against mod hackers.

The rim editor updates were introduced during the test patch stages. It would have been good to discuss it at that time, as you may know that is what test patches are for. To introduce updates and test them. The idea of a test patch is not just to keep quiet and hope I don't notice the use of hacking tools, which I admit I have been slow to notice.

There is a rim editor, a spoke editor and there are also hub objects, that you are free to use within the limits.

I did bring up that I hit the limits very easily, and if it was fixed, there would be a much better response from the community as per here: https://www.lfs.net/forum/post/2066938#post2066938

I do understand test patches, and their purpose, as these changes are occurring outside of the test patches, it's still worth discussing at least?
OpenClutch
S3 licensed
Hey Scawen,

Expanding on the above...

I've spent this morning doing some research into different rims within LFS now that the limits are being enforced.

I've attached a sheet that I've looked at some of the staff picks, approved, and unapproved mods with triangle count for the rims, whether they are using the rim editor to it's potential, or if they opt to use the hub obj.

I believe that the 1600 tri limit is way too low for any reasonable amount of detail. Especially if you want to include some details like better lug nuts, or bolts around a 3 piece wheel. Texturing doesn't cut it, tried that method. Using a hub obj doesn't always cut it either, unless you designed the mod with that in mind from the beginning, many mods are already 60k+ tri. I'm sure this was plenty when designing the XRT at 8k tris total for the mod.

Compared to the main mod that has the limit of 65k, the rim detail doesn't match the quality we can do in the main mod.

As for the right amount of tris, I think 4096 would be enough to provide the detail that we are trying for (maybe others can chime in here), especially after working so hard within the 65k limit for the main mod to provide as much detail as efficiently as possible. For example, I aim to have base models at around 50k tris, to allow for modifications like body kits, and other detailed accessories that are part of drifting and racing.

If there is a concern for upping the limit, it seems that people have been skirting around the system since the limit is too low. Since avoiding the whole check, there could be rims at even 22k tri, resulting in 88k tri total, agreed that is far beyond what lfs was designed for and can cause issues with pit lag, which is compounded when mods have configs that go above 65k tri max...

When you mentioned that there was a high poly count in one spoke, often modders will import from blender which contains the whole rim, and just use "1 spoke", this is especially true when the rim has say 6 spokes, but only 5 lug nuts, which using the spoke system doesn't really work for.

Again, I'd love to embrace native tools, and work with the system, but I think the limit needs to be increased before any take up from the modders. Maybe a staged approach could be considered, from 1600 to 3200, to 4096, or above.
OpenClutch
S3 licensed
Hey Scawen, I know you have been insanely busy with these last few patches, and I know that the stable branch release is this weekend, is there any chance that we can get (back) stretched tire support?

I'd even go for the points that we have to move ourselves on the tire side of the rim if we have to, many of our mods (20+) run a slight stretch as most drifters do. The best case would be the tire stretch support like pre D50, but understandably the code could have changed to add complications.

Not to discount the recent additions at all, the latest changes are some of the most exciting features we have gotten in years!
OpenClutch
S3 licensed
Hey Scawen,

1) My apologies, I was on D54, after updating to D56 it was now matching the game behaviour. I'll make sure to double check for next time.

2) After naming the cutouts U_ worked like a charm, I don't need colourable in this case like M1, C1, etc., as in Flame's case.

All in all, I'm good to go now, I really appreciate the work on these awesome updates, it's inspiring to put the extra detail into our mods.
OpenClutch
S3 licensed
I think I found a bug between the editor and game version, when using a skin to paint on the hvac on my mod, I have it set for full flip, so the texture should not flip when going between driving sides.

In the editor, it seems to transition sides correctly, in the game the texture flips.

Gold handle is game (incorrect) red handle is editor (correct)
OpenClutch
S3 licensed
Would it also be possible to get the "add page" feature on the rim and wheel section? I know it's been used in the past to get good looking Chrome using a transparent texture. I know the rim part might be more complicated, but it would need to support chrome. Otherwise, we would make the chrome barrel on the wheel side and do no rim. If that was done, and enough points / tris allowed (I find I'm hitting the 1600 max quite easily while using the editor for some more complex wheels), there would be a lot more uptake using the wheel and rim editor. Of course, that would be a very "nice to have," not necessary like the tire stretch feature.
Last edited by OpenClutch, .
OpenClutch
S3 licensed
Hey Scawen,

Thanks for the latest updates on the rims and wheels, lights and all. I'll be going through my mods and updating them to the latest.

However after loading up some of my previous mods, I noticed that the rim and tires don't align. I've read the update documentation, and you mention that the rim needs to be the same size as the tires, while that works for most cars, we have a few that have some stretched tires. I noticed that the tire isn't actually aligned with the rim anymore, and goes 90 degrees towards the rim. While in previous versions this wasn't the case, and was always parallel with the rim lip. Could this be restored? A slight stretch to the tires is pretty common with our drift cars, as well as our ae86 mods. I've also tried reaching out on the discord channels and people seem to have the same issue as me, tried the rim protector both ways and didn't help. I've included the previous v40 look, and v50 look for reference.
OpenClutch
S3 licensed
Thanks for converting! This should open up some options for those who model outside of live for speed editor like Blender, Sketchup, 3dsmax, etc.
SLX180 TYPEX
OpenClutch
S3 licensed
Vehicle mod: SLX180 TYPEX
Details page: https://www.lfs.net/files/vehmods/35D799

SHORT DESCRIPTION:
Quote :Nismo inspired 180sx TypeX

DESCRIPTION:
Quote :Type X kit, with the Nismo tuning package

- Stiffer suspension S-Tune spec
- Nismo ECU tune bumping up the boost, weight reduction
- Nismo shifter, steering wheel, cluster, brake calipers
- R32 seats

Credits:
AHPP for steering wheel
Partan for seats from Saliva15
LossTunes for type x body kit

COVER SCREENSHOT:
SLX180 Drift work
OpenClutch
S3 licensed
SLX180:
  • Repulled from the source 3d hatchback model for the line and door handle, as well as some other small details
  • Final mesh is shown as attached for the stock version
  • Made some coilovers from scratch, as well as a handbrake, the coilovers will be in all versions, the handbrake will be in the drift version
  • Made vented fender and vented hood for drift version (with a little surprise under the hood)
  • Made a wheel from scratch, from an accord for a custom model (my own car)
  • Created LOD2
  • Returned steering wheel to stock, cluster to stock, shifter to stock (prepping a typex nismo version as a separate upload now)
  • Reorganized and labeled all subobjects, mappings, cutouts, and pages to try and be intuitive when extending this model
  • Created a poster for the upload Big grin
If anyone wants the rims, handbrake (~800tris), or coilovers (~1000tris), just shoot me a msg in discord #openclutch. I'd be happy to share anything I create, in hopes to create high quality mods.
Stock version
OpenClutch
S3 licensed
Started working on the stock SLX180 version:
  • Returning fenders to stock
  • Swapped rims to stock
  • Stock seats
  • Nismo steering wheel
  • Made kouki tails using my existing US tails as a base to build from, also configurable between the two
  • Fitting up a typex body kit, with working turn signals on two configurations (stock and typex)
  • Swapped frame and suspension geometry to more of a stock configuration (thanks Martin18!)
  • Fitted a sr20det with stock power, and custom sound wave
  • Setup to as close to stock as possible, working on a touge setup
Planning on having two models to start, SLX180 as the stock version with hopefully the typex kit with derivatives allowed, as well as the SLX180 Drift version with derivatives allowed.

The main differences between them will be the physics, suspension, engine, pulled fenders on drift, rims and tire size, seats, potentially diff body kit etc.

Still need to port over the kouki tail lights to the drift version.
OpenClutch
S3 licensed
Just swapped them back to a previous set, trying a bronze look this time. Let me know what you think. Open to any suggestions as well, I'm pretty easy going.
FGED GREDG RDFGDR GSFDG