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Snoop.DriftEra
S3 licensed
Thnak you for kind words. Been doing it for a long time. Technically from 2004 (started as SLRR mod).I think LFS deserves best yet optimised models, that's what i do. The irony that full chassis appeared because of LFS poly limit for body and I could not fill the door gaps because of limit, so i made a full chassis based on my old SLRR model, imported it to another sub-object, where polycount wasn't exceeded. Thus i recieved non transparent gaps + interesting damage model as a bonus. I'm building it on 0.6U, and it has no issues there. But 0.6W54 LFS says there is "too many triangles". I know the problem is because of street version's aero kit. Same stock model has no error, using same chassis model. I did not get my hands on LFS car editor yet. First of all I will finish it as an unofficial mod (I have used to some modelling/mapping techniques) with all parts well made and then i plan to rescale it with CAD to real S13 points and then upload it with all official mod requirements. It's gonna take time, i hope less than another 15 years))))

Watch the video teaser about the taillights i'm very proud of. Took much time to achieve this appearance, but i was first to do so.Petals
https://youtu.be/7PxDY-aJw6U
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Scawen. I'm not sure this is right place, but i've seen people discussed bugs here, so:

0.6W54

1. Scripts does not work. I can't use my Indicators/headlights on G25. I hope someday you'll make it possible to re-map these functions, but for now I use it with script.

2. "Look Left"/"Look Right" button release delay. Headlights flash, turnsignals and emergency lights has the same problem. All mapped to G25's console, in my case. No issue on keyboard.

3. There is something wrong with ALPHAs' opacity in new patch (see screenie with dashboard). Since you made LFS converting DDS, i don't even try to fix it but it was ok in previos versions. The part is in Child_18.

4. Some edges broken on unofficial VOB mod from 0.6U. The strange thing is that this bug disappeared after LFS restart. I know you might not like previos VOB mods, and you maybe changed something about VOB files, but anyways it is a strange bug.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Ironically I call most of LFS mods a 'Fastfood mods' due to low attention to details, loads of bugs and a fast release over quality. Now here's a perfect illustration of it.Rofl
Snoop.DriftEra
S3 licensed
Wow. I thought i was crazy investing my time in too much detailization, but since that mod patch released i feel that competition gone tough. Very fine model. I'd like to take part in some race event with this.
Last edited by Snoop.DriftEra, .
Snoopy's WIP Thread.
Snoop.DriftEra
S3 licensed
The mod I'm working on for a long time. It's a long tale to tell. I'll just leave some WIP Pics for now:

Feel free to SUPPORT.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Quote from G13Haze :on a drift layout you can do exactly 1 good run before the tire is flat. normals or super.
wich is nonsene nobody in real life with a 500hp car wears out a set of tires in 1 run on a short course.

Agree. Sometimes fresh tyre sets could last whole dtift weekend or even more (on a 300Ps street car) as i know.
But let's wait for new tyre system. Devs did exactly what was requested for many years with mod system, I hope they won't fail with tyre system either. The bad thing, we may wait another 15+ yearsWave
Snoop.DriftEra
S3 licensed
0.6W52

Had not much time to play mods online, but engine sound bug found. After switched back to XRT from JDX100, the sound remains the JDX100's. When in Shift+A menu i hear my XRT set, but when I exit, it switches back to mod sound.

The other time i found that the sound is cleaner and louder, when in shift+a menu and muffled when out of it (is that new anti clipping system?).

And BSOD happened at evening. I gave my friend to drive an XRT at Rockingham National in SP. When he went off the track and asked me to check his final drive i entered Shift+P and instantly got this on my screen:
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Quote from Scawen :I hope you know we have a completely new graphics system under development.

Sure. I just needed to know that you keep that idea in mind. And thank you once again for mod decision, sadly it took 15 years))).
Snoop.DriftEra
S3 licensed
Hello, gentlemen.

Scawen, we need to use alpha channels on skin.dds with different materials. For body [DEFAULT] material alpha will tell the level of reflection, and for windows [WINDOW] material it will change the opacity (same as now, but reading the skin.dds). Thus we can use one texture for multiple purposes: window stickers/numbers and colored headlights (remember yellow eyed 911Gt3?), and body paint type from matte to gloss. It opens a big vatiety of car styles on same VOB just by skin texture.

And also it would be nice if textures can use longer names and shorter alpa flag "_A"for example, instead of "_ALPHA".

P.S.
I think those changes are more important than bikes and aeroplanes, sorry guys.
Last edited by Snoop.DriftEra, .
Snoop.DriftEra
S3 licensed
Hi there. Thank you LFS Team for discount for us, poor hostages of 3rd world countries. Today i finally hustled myself an S3 license. I'm an LFS fan since 2004. I promised that I'll support LFS when i see support for us, mod makers. Here we are, together again))). Wish you the best. And keep it up!!! We love LFS, eventho some of us had to stay underground for so long.
FGED GREDG RDFGDR GSFDG