The online racing simulator
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superlame
S3 licensed
Quote from loopingz :What about diamond wheeler like Man-Tx?

I am sure the modding tools will bring a lot of creativity and new things to the game.. About trucks.. I think the maximun wheels allowed are 4, +1 spare wheel, which you can see in the UI here ( which will probably work like the LX4 spare wheel ).

This means that the truck has to be something like this one here ->
Last edited by superlame, .
superlame
S3 licensed
Quote from gu3st :I vaguely recall (forever ago) Scawen mentioning playing around with bikes in LFS.

Screenshot from this video https://www.youtube.com/watch?v=c9Pi0aYbA0c @0:11



Big grin this wil be fun to play with
superlame
S3 licensed
Quote from Racer Y :Wow. This is cool. Kind of confused about something. These modded cars, will they be in the updated version of LFS? Or are they downloaded from secondary sites like what mods from other games are?

So, it will work like the downloading skins from the master server. When you join a server, the mods that are currently on track ( i believe ) will be automatically downloaded.
superlame
S3 licensed
Quote from Oliver Feistkorn :Even if I was not entirely serious, you are of course right. In this case, however, we can assume that there is already an agreement between VW and LFS.
Now that I think about it, I wonder whether it will be possible to modify the existing licensed content without restrictions.

"Even if I was not entirely serious" - Its Ok, It is hard to understand when someone is being sarcstic in text Tongue

Only the fictional cars will be available in the Vehicle Editor to edit (example - RB4).. So the cars that are licensed quoting from LFS Manual here. -
Quote :LFS currently features several licensed real cars:

McGill Racing Team MRT5 (MRT)
Raceabout '03 (RAC)
BMW Sauber F1.06 (BF1)
Formula BMW FB02 (FBM)
Volkswagen Scirocco Mk3 (soon) (VWS)

wont be available for editting. For a reason of course. Because we most likely don't have permit from the cars company to do editting on the 3d models.
superlame
S3 licensed
Quote from Oliver Feistkorn :I bet the day the tools become publicly available someone will go ahead and grab the Scirocco model from the viewer and make it driveable. And if not, I'll do it myself and I will drive it like its early in 2009 and I can finally be happy again.

This most likely wont happend. Since the Scirocco is an real car, you need to provide some information.

2. Content that requires permission

Written and signed permission from the content or copyright owner must be provided if your mod matches any of the criteria below.
The content owner's contact details (name, phone number and / or email address) must be included in the document.

2.1 Content containing real car names and / or logos
2.2 A 3D model you did not create yourself. E.g. imported or converted from another game or program



You can read the regulations here - https://www.lfs.net/files/vehmods/regulations.
superlame
S3 licensed
Hey, Scawen! What happend with the VWS? I might be wrong but the reason for not releasing it at all was something about the physics.. Will we see the VWS when the tyre physics are done? Smile
superlame
S3 licensed
Quote from josemspain :looking forward this
however I expect hosts won't go crazy and add 12515 modded cars to a server which, certainly, will make LFS heavier

Well, actually Scawen has talked about this. For now theres an limit for up to 120 mods in a server.


Quoting one of his old posts in this thread. And bolded the more important on that subject.

Quote from Scawen :It's already possible through InSim and it is marked as a high priority task to manage a list of allowed mods in game, an equivalent of our current allowed cars but it's a more complex system. Current plan is a list of up to 120 allowed mods. For first test version it's just allow mods yes/no.

superlame
S3 licensed
Quote from scania :will the "file" list on website have 1 more list for parts? e.g. wings, rim, safety car light.... etc

Talking out of my a$$ but I think there will be a button ,, Mods '' or something. No 3d models for addons (ex. like spoilers ) since you have to create them by yourself or buy them / use free 3d models with the permission of the creators of the obj.
superlame
S3 licensed
Quote from englishlord :Will players be able to make individual skins for mods like we can make custom skins for current cars and upload them to lfsworld for them to be seen by others?

Yes, here is an example of a mod with custom skins - https://www.lfs.net/files/vehmods/39CEEB

Picture in the attachments too. .
superlame
S3 licensed
My FZR Thumbs up

superlame
S3 licensed
I think the settings are saved in cfg.txt. Do you have by any chance delete this file by mistake.. Big grin Or another way to save time adjusting your settings everytime.

1. Make the settings you want
2. Close LFS
3. Copy and paste the file cfg.txt - When pasted new file name - "cfg - Copy"


So when the settings get resetted to default you can overwrite the cfg.txt with the copied one.


I don't know why it's happening. This is the only solution I could think of. Maybe this is not an real solution but its an solution at some point. At least you can save time adjusting the settings.
superlame
S3 licensed
Fantastic trailer! Very well made! Will it be available as a video to watch it later on YouTube? Smile
superlame
S3 licensed
Cool!
superlame
S3 licensed
Quote from Scawen :About texture size, there is a maximum size of 1024x1024 for each png texture. The pngs you supply are converted to dds when you export from the editor. The texture limit is important for fast download and quick use online. Today I'm finalising the total texture area in the export check. My aim is to look at our highest resolution cars, use their texture area (combined pixel count) as a guide, and allow around 30% to 50% more total area than that.

So this will be similar to the downloading skins from the master server I guess. But will there be an option for us ( the mod creators / publishers ) to have the textures at higher resolution ( 4096 x 4096 ) locally.

Like skins - When we are creating skins its ususally 4096x4096 and we put it as .JPEG in our data/skins folder.

When we upload it to the master server we downscale it to 1024x1024 so it fits the requirements for upload.
superlame
S3 licensed
Quote from MacedoSTI :is whole car i think
the single mesh on older versions is around 14.550 polys on gen_black

The current polys per mesh as far as i know - 16383.
superlame
S3 licensed
Well I mean this still counts as some kind of an modification. So I guess the S3 servers that doesnt allow mods, will be with stock lfs cars only.
superlame
S3 licensed
Quote from joaopaulopt :Question I wanted to ask is if this type of mods would be acceptable on any server Smile

As far as I undestood the Mods are for only S3 servers / S3 Licensed players. Also there will be an option if the server supports the mods or not.. Something like /mods=off , mods=on.
superlame
S3 licensed
Hey Scawen. I have one questions. About the maximun polygons - 65535polys does that means for the whole car or per mesh.
superlame
S3 licensed
Quote from BeNoM :Hehe







Now time for someone to upload LFS v0.6w* or v0.7*

0.6W33 Is the test patch of the LFS

0.7C is the VOB Editor.
superlame
S3 licensed
Cool ! Can't wait to try it </3
superlame
S3 licensed
Maybe an early christmas gift?
superlame
S3 licensed
It is finally happening.. wow
superlame
S3 licensed
The only way I find out working is by making it "Borderless Fullscreen"

Options - Screen
superlame
S3 licensed
https://www.lfs.net/forum/post/1967513#post1967513 Check this. Victor said it will be okay later
superlame
S3 licensed
The LFSW driven kMS are only counted in Multiplayer as far as I know.
FGED GREDG RDFGDR GSFDG