In my case dashboard works well. It is made as separate attachment and set as "swap sides but don't flip".
Mappings are also separate. Car built as RHD.
Apologies. I've mistakenly uploaded version with all configs and private WIP textures. Will be fixed in next version, it will take time to redraw all logos. The mod is private ATM and any access to it is closed to public.
It was a hard task to make chassis look good again in 0.7 LFS.
Problem was this:
What was made recently:
+ Interior mirrors are in place now
+ Digital clock now shows real time
+ Steering wheel + column position adjusted
+ Seat position adjusted + animation fix
+ Added real center console gauges instead of static textures
+ Chrome and Metal added, where needed.
~ Added four configs (not actually an update, since they were planned as different cars from the day one).
+ Proper ear windshield texture (with heater, visible from outside and inside)
+ Global texture rework (multiple samples united into pages)
+ Unique wheels
+ Unique suspension geometry updated.
+ Unique masses
+ Unique LOD2 with working lights and unique shadows for all configs
+ Unique LOD3
+ Body and interior groups fix
+ Chassis groups fix
+ Arai GP-5 Helmet model with two skins
Now opponent's braking points can be seen from distance due to fully working lights (headlights and turnsignals are visible from distace too).
Much time spent on Arai GP-5 Helmet conversion from Jvinu2000. All credits for model goes to him: https://jvinu2000.tumblr.com/
Little updates:
-Watanabe wheel Air Nipple added.
-Rear window heater added. (did the best I could while saving some mesh and texture resources, since IRL S13's rear heater pattern looks complicated)
Game crashes with duplicated inner window, if you have solution, please answer in this thread: https://www.lfs.net/forum/post/2001712#post2001712
Yeah. I think many mods are lack of the roots. They'd better make a stock versions first. Then mod it. That would be more interesting. Plus it's easier to fit all parts in future when you have a stable base model.
P.S.
Just noticed that i need a stock brake calipers for this car. These are Z32's, which is a mod IRL.
-Stock 15x6 Alloy wheels
-New LOD2 with working lights based on actual model (lowered polycount). Benefits: Lights seen from distance, proper shadow for asymmetric mirrors (L/R) and all configurations (lip/no lip, wing/no wing).
-New default skin for CA18DE version.
Not really much things done, but time spent is huge.
Adding LOD2 from low-poly clone of main model caused some mess in main object's maps. Right now spending hours to make it all work again and sort all maps in order.
To do list:
- Finishing all stock parts required before global rescale to proper dimensions
- Some engine bay parts
- Driveshaft and diff
- Fuel tank (needs some rework way too lowpoly)
- Gearbox location
- Exhaust pipe fitment (mufflers are done)
- Engine and tranny textures
+ Global texture rework to fit allowed 5 MPixels.
- Another type of Alloy wheels (Teardrops)
- Two types of stock wings
- Fbumper air duct fix
- Hood shape fix
+ Rear windshield texture
- Fit rear subframe and arms to recently found blueprints of an actual S13 subframe
Great approach with body service manual and subframe points. Had same idea but mine is already built around XR platform, so I leave it for later. Too much rework and not enough numbers.
I hope you didn't quit it.
I have S13 manual and have all the points, but it's hard to find the upright/knuckle and links measurements. If you have some info - please share.
Congrat me. It's finally published! It's been three and half weeks.
Mod is currently in heavy development. The goal is to create proper stock version then it will be open for public.
Right now it has:
-low quality compressed texrures.
-Terrible physics, based on screwed XR platform.
-Buggy layers that tend to crash on some configurations.
-Broken normals and screwed surfaces because of Editor's vertex autounite. Needs some work with smoothing groups.
What have been done by last week:
- All suspension points fitted to model points (Model is made by photos,
so accuracy may be a bit off the line, also it's still wider and shorter than a real car). But comparing to videos and photos rear double wishbone works with similar movement (as possible to imitate S13 multilink).
- Custom masses are made. All objects are in correct place. (can't move the spare wheel to the left as Editor don't have that option yet).
-Real numbers for chassis, battery, fuel tank capacity.
- Proper steering wheel position (but animation is still wrong)
- Proper 114x3 16" Watanabe RS8 wheels (Will be swapped to stock in future, Watanabes goes to street version later).
- Original brake calipers are finally ingame and fit well to their places.
- Brake rotors are correct size (~ F: 140x22mm R:129x9) and fitted to calipers.
- Frontend fitted with working lights (lights neeeded to be split into low and high beam, before release).
- Some default setups are updated. Two types of tranny: Stock S15 6-sp manual + Nismo 6sp for this 2,0 turbo version (other versions for 1,8 and 1,8 Turbo are ready as well for another versions of mod).
-Fixed some layer bugs, texture bugs and alpha bugs on interior.
Wow. Amazing! We need more quality stock and street cars!
This is one of them!
[added]
some criticism:
-994 Kg curb weight? Google says it's 1,253 Kg
-7/4 Kg springs on stock? I think should be about 2,5 - 3 kgs each F and R (needs a research, some say it's 2/2)
-No swaybar on front and too hard shocks for the stock.
-Stock fuel tank on S14, i believe, is 65L, not the 69,5
-Final ratios are:
S14 – KA24DE – USDM – manual/auto – 4.083
S14 – SR20DET – EDM – manual – R200V – 3.692
S14 – SR20DET – EDM – auto – R200V – 3.916
S14 – SR20DET – ADM – manual – 3.692
S14 – SR20DE – JDM – manual – 4.083
S14 – SR20DET – JDM – manual – 4.083
S14 – SR20DET – JDM – auto – 3.916
Depends on which market it was made for
0) In the MAP tab in Modeller when you hover over the map colour, the hint text appears that says:
"Ctrl+R to copy / Shift+R to paste"
IMO It may be confusing for some people, and should say:
"Ctrl+RMB to copy / Shift+RMB to paste"
1)
Undo
Redo
For all important actions in all Edotor inviorments, not only modeller.
2) Turn subs ON and OFF by clicking on them in the list: [M],[A],[B] etc. Sometines i don't need to see all the subs in selectet layer.
3) Subs naming and list. So we can easily navigate and scroll through model parts like we do in cutouts.
For exanple:
Chassis[M]
Body[A]
Headlights[A]
Steering[S]
CalipersF[B]
CalipersR[B]
4)
Allow to move spare wheel to left or right.
5)
Right now lowest tyre type is [Slick R4] and the highest is [Knobbly]. Isn't that opposite to real life logic? I always get confused when specify tyre type for my mod tests.
6)
Adjustable row order for default sets.
I want Stock to stand up in list. I have [Kyoto] (track set) first in list and [FS6R92A] (stock set) is second (i thought F goes berore K in Latin alphabet.
1)
Why does my brake calipers appear only at Right side? [SOLVED]
It has to be:
"Mirrored subobject: [yes]"
2)
How can I adjust calipers position? I need to move calipers deeper inside the wheel. Moving [В] point affects nothing except modeller view. [SOLVED (Kinda)]
I moved them with 3d points, but it's only visual. Offset in suspension settings moves them with wheel, wich is not right since wheel must have it's own offset, independent of caliper).
3)
How can I replace Main Object's model without losing data?
-If I delete old body in Main object's mesh and try to merge car body from sub - i lose lights, colors, skinning and layers (all merges to 1 layer).
-If I try to replace Main Object directly - I lose all previous subs such as brakes, steering wheels, etc etc, but lights, skin and layers are ok.
Is there a compromise? [SOLVED]
-Save sub as separate 3D object. Open it separately. Split parts it into subs. Assingn each part to required layer. Save all subs as seperate 3d objects, deleting all unused layers mesh. Load main model. Create new clean sub. Import required 3d object to new sub. Select MAIN. Highlight the layer you want to merge part in. Merge into main. Repeat for all parts.
-Reassign all cloned materials (mappings) to previously existed in MAIN to make lights and skin work.
4).1
Headlights made in attachment [A], it's layer is used on all configurations, but works only at one configuration. [SOLVED]
Polycount limit (65535) exceeded for current car configuration = lights won't show up.
4).2
Lights worked before I've add LOD2 with working light mapping into Main object. [SOLVED]
1)Cloned material names in different subs. For example: model can contain only one single "l_head" mapping for the whole model in any subobject. In my case I had one in Main and one in Attachment, so only one (Main) worked.
5) REDO [SOLVED (Not sure)]
In case you didn't know like i did:
Ctl+Z = Undo / Ctrl+Shift+Z = Redo
(I thought that redo does not exist. Does not work everywhere expected anyway.)
6)
Can objects swap driver sides without flipping texture?
Example: My model has different side mirrors for driver and passenger sides. When they swap driver side, they flip the skin texture. Do I have to create separate mods for JDM and USDM car version because of it? (Mirrors are in the Main object)
For non SKIN cases this method works:
7)
Game crashes on some car configurations. Some layer combinations cause LFS to crash, for example the XRR shifter layer cause game to crash if it's OFF (XR VOB mod conversion). Also game crashes if I delete some of this layer's triangles or delete it completely. The final model is under 60K polycount. How can I debug it?
8)
Game crashes after I have duplicated all windows in main object and flipped them to have separate inner texture for windows with more transparency. If I delete one of them (inner or outer windows), game does not crash. It does not crash though if I use double-sided material on any of them. The final model is under 52K polycount. This is different story to point "7)" and happens on config that did not crash before. I have no idea why does it happen. [SOLVED]
The overall textures megapixels limit (5Mp) was exceeded too much, by 30+ Mp. Window texture was the last drop in this limit.
ACCAkut , nah it didn't. It used the same LFS methods, but you had to type all coordinates by hand and virtually imagine what you do. No preview. Nothing. You type digits, go to LFS and see. And on and on and on. And also if you screw up with some materials you can throw away your VOB and start from scratch again. Now you can imagine which pain I went through with this mod)))).
Lack of UV mapping is bad for mod converters, but is good for LFS. You can increase decrease/model polycount without mappimg each part/LOD model separately. Mapping is always at the same place. So the model can evolve with time just by adding more triangles to it without remapping.
I really have to take my hat off to Scawen and Team that many things in LFS are made very wise. And many things are implemented just now for public been noticed by us, modders, long time ago. Of course we push a lot of hate either because many things are unusual and inconvenient for what we got used to.
*Added* Also this may be interesting for you, not actually a UV, but looks like well-known method of mapping for most 3D artists https://www.youtube.com/watch?v=VI5qkYtuM68
This picture shows why do I need vertices to be separated and it shows how impossible to use smoothing groups on opposite faced surfaces that use same coordinates but different textures (example: Motor shield ,front strut towers and wheel arches).
06U - LFSCarImp - Good
07U - LFSEditor - Not good
[SOLVED]
Solution:
I had to re-import my model and assign all groups while model is un-smothed automaticaly.
Also I found that two opposite-faced triangles can have different texture and share same points, just has to be in different smoothing groups so normals look nice (not the same as two-sided faces). It can be used on outer and inner windows, exactly what i needed!
Can you imagine? I found a set of oldschool wheels that I modelled specially to fit LFS polycount back in 2007 (i had a hope). They survived at least two dead HDDs. Silvia is building since 2004, I've been waiting for this day a half of my life!
It's time to get rid of XRG wheels (i love them anyway).
[Added]
Not a fan of watanabe on S13, but it was a good starting point to fugure out how rim editor is made.
...oh and the old LFS rims had 25 edges instead of 30 now. All rims need to be fixed.
Also didn't find a quality GIF with all my rims so here's just a single each rim demo pic from 2007.
Last edited by Snoop.DriftEra, .
Reason : new shoes
superlame
Thank you for your help.
1) - I've made four configurations. I built them out of 16 rectangle buttons (i think it's "Layers"). But I don't understand how parts appear in those layers. Editor just used my old VOB mod's XRR/XRT/XRR architecture for those buttons, but how do i manually add parts into them? Also some parts are missed or transferred into wrong LOD, also some parts are visible with [M] (main), but they aren't a [M], they're actually an [A] (attachment). Weird.
* * *
Anyway. I keep working on it. Thanks to Egor K that gave me an ass kick to learn suspension geometry and finally make it a double wishbone.
Latest updates:
+ It's finally in 0.7C in test mode (pending review)
+ Interior mirrors are in place now ( but still have a bug, appearing on wrong configs)
+ Gauge cluster is remade (now it's more of an S13 look).
+ Digital clock now shows real time instead of 4:20 (goodbye easter egg).
+ Steering wheel + column position adjusted (no more ugly XR wheel position).
+ Seat position adjusted (Animation is still XR's, yet)
+ Added two real gauges instead of static textures to central console for turbo version.
+ Chrome and Metal added, where needed.
+ Front suspension geometry updated.
+ Double wishbone suspension added. Ride height updated (goodbye scratch sounds on bumpy parking drifts).
~ Added four configs (not actually an update, since they were planned as different cars from the day one).
It's a good method, I could do that on modelling stage if I wasn't spare triangles for LFS's polycount limit.
But.. first of all: If I add some extra triangles, so what's the economy? Wasn't that shared vertices made to force us to spare some extra PC resources/file size? If not, then why can't we bypass this pain?
Second: I see some mods with all the edges are broken. Those mods are BUGGED, and LFS's engine is ok with that. But when i need to do same thing ON PURPOSE in few places here and there - i can't, because of auto-weld points. Why make us suffer, Scawen?
Let me give you another example. I have a wheel arch. It has a surface INside of interior and it has a surface OUTdoors, under the fenders. They share same coordinates, but it is two different surfaces, that has to be dirty from outside and clean from interior. So they need two different mappings and different normals. Two sided faces can't have two mappings on different sides, correct me if i wrong.
Another question:
I've made four configurations of my mod. They all have same attachments as a chassis and suspension. But only one configuration has them non-deformable, others three can damage. How do I make them deformable or not? I want to use that option.
[Later that day]
I found some consequence: LFS and EDITOR crashed on that third configuration that was able to deform some attachments. But it happens after I deleted some unused triangles from another attachment. Also it crashed before on same configuration if i do not include XRR Shifter Knob in it (MOD based on 0.6U XR VOB mod).
I've tried ClenUp options as Scawen offered before (and it helped before), but no luck this time.
Also how can i sort default setttings. I want Stock to stand up in list. I tried anything, but still have [Kyoto] first in list and [FS6R92A] is second (i thought F goes berore K in Latin alphabet. ).
Another question: Is it possible to make rims chrome?(rims, not spokes) I did not find rim mapping in rim editor.
Excuse me for huge text rain and thank you for help.
It's not a rare case in modeling. My whole model was made that way and i spent hours (years in fact)s to make it look as close to real photos as possible.. And now a need to make it again because of shared vertices? And even if I did, it will look not as it supposed to anyway.
Double sided triangle is a single triangle that visible from both sides. AFAIK it can not be mapped with two different textures or have two different materials from different sides. So it is not what I want. But thank you for advice.
So I can not delete triagles by deleting it's points?
Whoa this thing with shared points blows my brain.
For example, I need 2-sided windshield. I have two copys of same windshield with triangles faced different sides. But when I delete some cutouts in Editor, it merges all the points when i exit [Model Edit] mode and I get a mess with Normals.
Can I use NON-shared points? I want two objects have their own points at same place. I know I can use smoothing groups but there are some cases where it is not applicable so I need the method i described.
Here's another example on screenshot: I need my fender to have a cut (see normals coming out of "one" point at the body line?; in fact there's two points in same place that each belongs to their own surfaces. But the whole fender can not be divided by smoothing groups. This screenshot made before I made a cleanup. After cleanup Editor screws everything up and make surface solid with no cut. How do I bypass it?
I tried to search forums, but no luck. Excuse me if this question answered before:
When i try to delete points it says "Points in use". What do i do wrong?
* * *
I'm not sure why, But LFS ruins my terxtures too. I rather compress them myself with Nvidia plug-in, but i guess Scawen not allowed us to do so, trying to make it simple for people not familiar or confused with DDS compression types (DXT1 SXT3 DXT5 etc etc etc).
Man i got mad. I never posted such things in past and never liked to report people but enoug is enough!
It's not only you. That s..t happening constantly on Arcade Attack servers. You guys drive like AI's, going with all the aids, no clutch, no lift-offs, no blips, paddle shifters on road cars and s..t, i'm ok with that (not really) i compete anyway. But yall constantly ramming slower cars who drive fair, then you tell us to go Single Player mode. Why don't you all go Single Player and play with AIs if you like to ram and be rammed and if you drive like f...ng robots? Or go for the hotlapping if you like the clean laps? You crash into front car twice, intentionally spin it out at last corner and tell me to 'learn to drive' this is what you do.
Your headlights was enough as "Hey wake up!", full throttle ramming and steering work did not look as "Hey wake up!". It did look as "Hey, how about a spinout?". There's a lot of accidents as first corner crash, braking accidents, understeer accidents, blindzone accidents, but this was none of them.
PS
Слава Украине, кстати. Надеюсь все хорошо (на сколько это возможно).