Thanks, it seems like its not possible to form the rim shape in a way as the spoke design would require, hence the intersecting on the outside. It is ok for now, but I will be experimenting with it later.
I managed to customize the steering animation for the 1080deg rotation, the animation editor is pretty impressive overall.
Thanks for noticing it, animation editing is one of those things I didn't want to hold the project with in this early stage by trying to figure out how the editor works.
Skin templates and licence plates are done, fixed the indicators, once I fix the steering animation an update will be released. After that I'll start working on the right-hand drive variant for the following update.
Thank you for your effort, the idea of the two tone paint for the rims seems to be a good addition, the wheels definitely need some tweaking regardless.
I am not sure about the logo, I intentionally did not use any replacement for the original one, I think its better the leave the fantasy working rather than trying to force it into a direction.
I just realised that using an image texture for the side indicators messes up the other indicators, even though they are on a different cutout. Temporarily fixed by removing that texture.
I've used a software called Skanect with the Kinect scanner to create the guide mesh, which is insanely high poly, even editing it feels like slow motion.
I have about 20-25 similar scans of the car, each containing different parts of it (spliting it makes the editing process easier). Once I stich them together the modeling process can begin. I already had one version in a pretty advanced state when I heard about the scanning, it seemed easier to start the whole model again from the ground up, but I was so much more confident about the precision of my work, so I went further and further in the details. We are talking about years here, still missing a lot for my eyes, but even the majority of the existing details/parts needed to be excluded for this LFS project.
Absolute pleasure to read your comment (from all of you guys), really appreciate it!
Yes, as I mentioned in the description a "cup" and some sort of a hillclimb monster is already taking shape. I'll post teasers as soon as I can.
I'm so happy to see this warm welcome.
The first little update is out with the followings:
Version 2
- tweaked suspension geometry
- added textures for interior labels
- fixed badly oriented fuel and water gauges
- added color variants
- wheels can now be colored aswell
- less agressive limited slip differential (trying to balance it)
If you have any suggestions on what should be fixed or improved, feel free to tell me. Have fun!
According to the editor the current state has 58399 tris, which would roughly stay the same even after I finish everything.
It is in the hands of the devs now, hopefully they will have time for it during the weekend.
I think I've managed to dial in the physics pretty good, I'm quite satisfied with it.
I've been building it for quite a while now, originally for BeamNG, thats why it had to be so detailed, but the second LFS has started supporting mods, it was a no brainer to take a break with that project and build it here beforehand, since IMO this is the best platform to make such a small car fun and lively.
In the images you can see parts of the full scanned data of the car aswell, which was my guide during the modeling process of the exterior and interior aswell.
Thank you, really appreciate it! Still heavily in development, needs some texturing, proper sound and the wheels are just placeholders right now, this will all be fixed in the first patch.
Let me introduce my little love project I've been working on for quite a while now. 100% my work, including every poly of the model. Currently it is only the street version, but a cup and a hillclimb version is already in developement aswell. Hope you'll love it as much as I do for more than a decade now.
Hi! It might seem strange, but does the roughness slider work for you? For me in the editor it is working fine, but ingame it is only showing full reflections or nothing, roughness values under 100% are showing as full matt. I have a lod2 with auto generated collision box, so I don't think lods are the issue. Thank you in advance for your help!
I would like to tell you the story of the Hungarian LFS Community's latest milestone. The National Automobilsport Federation of Hungary has just offered officially a real racing licence for the winner of the 11th Hungarian LFS Championship. I think it is a massive respect for the organizers, for the drivers, and for you too, because of this great job, you did with this simulator. Championship starts on the 3rd of October.
So we would like to thank you so much every minute you spent on bringing it to perfection.
I'm having a "Screen dimensions changed : initialise graphics" message when starting the game in windowed mode, but full-screening works perfectly for me, no flickering, only this message on startup.
I'm using the "test 3 exe", and i have no more UI(clicking) problem with it, which i had before.
Win7 32bit, 4850 with 9.9 driver, untouched/unmodified files