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turbofan
S3 licensed
@bruhmomento
your narrative needs an update :
- it is your 8th 'unfair' ban
- ban length is now 180 days

how can u even get 8 bans in the first place ? u must have no respect for simple rules whatsoever, try single player.
turbofan
S3 licensed
well u're right and I had doubts very much too, but I tested a lot of export options before posting and am rly puzzled with that.
so I tried with editor 0.7C and still have that issue, alright.

I test like 15x exports with different options again on 0.7C, I don't get it working no matter what I try. Seems there is some bug somewhere in LW.
No clue, but i'll find another way.
turbofan
S3 licensed
well, I updated Editor to D33
now it seems I cant import an obj with smoothing groups anymore
I am using same options which worked before update, so am a bit confused about why it doesnt work as expected

here is some test files with 3 angled polys
on first object "test" I have set all polys with same group at export
editor will load with one group per face.
on second object I have set 2 groups, one with 1 poly, the other with 2 polys
editor will load with one group per face.

I cant attach obj file in that post : "file type not permitted", so i put a zip archive
turbofan
S3 licensed
"A sky reflection (environment map) is included in mod screenshot"
I didnt dare to ask this, it works good.

would it be easy now, to have customizable (like M1, C1 etc...)reflection colour in the cutout's material properties for shiny and overlay types ?
turbofan
S3 licensed
Another glitch here
https://www.lfs.net/forum/thread/103853-BAVARIA-A82-HELL-SPEC-ULTRA

that same mod appears in the Test tab in single player
turbofan
S3 licensed
noticed it yesterday too, I have same glitch as Ibatsim, that mod appears in the Test tab.
turbofan
S3 licensed
sorry then, I have no clue about how to fix this. Check with devs.
turbofan
S3 licensed
also this one :
https://www.lfs.net/forum/thread/104016-Your-vehicle-is-not-known-on-this-host

that issue has happened several times already for other mods since march or april
turbofan
S3 licensed
a great mod, model is good, textures and shading are top job

some points to improve maybe :
- named hazmund V8 but engine is V6
- sound is off compared to videos I could find for reference
turbofan
S3 licensed
When I unlist (remove) a private message without reading it, it will stay in the notifications.
If I click on that message in notification, it will write "Unkown ID"
I currently have 2 notifications which I cant remove.
turbofan
S3 licensed
this can happen when mod has been updated
in LFS/data/knw/ try remove the .knw file for that car and track (u need skinID to find it)
this should force a recompute of ai path at next race start and probably fix the issue
turbofan
S3 licensed
maybe not so easy to implement but still would be great as very few mods take advantage of vertex shading
the process of assigning shading to those vertices is also time consuming

we could then have some way to compute a basic ambient occlusion and bake it into those vertices automatically
turbofan
S3 licensed
Not many lightwave users around but here it is

These settings will allow import obj files directly from LW to LFSE and preserve smoothing groups.
As u wrote smoothing groups are not used in lfse import, I unchecked that option.
turbofan
S3 licensed
I'd never thought that merge points option since I always merge points and cleanup things for realtime use.
So I tried and haha, it works. Groups are preserved in lfse.

I use Lightwave since 1994, build things for realtime since 2002, and still learn new things...

here is a link to that pair of triangles u want to check (with the merge points option ON)
https://pastebin.com/GeuZAqnm

thanx
turbofan
S3 licensed
@drifteris
but i didnt ask for help, this is a suggestion thread.
I could have phrased it better however yes.

@scawen
I agree it would be nicer if the obj import could work out the smoothing groups right.
I made some test export with blender and lightwave modeler, and it seems they output 2 slightly different obj files for the same object

here is a link to a blender obj export
https://pastebin.com/pXtzJDXH

and the same object by lightwave obj export
https://pastebin.com/CFAJCtiH

the blender one will import smoothing groups correctly in lfse, the lighwave output wont.

edit: the lightwave obj output will load correctly in blender

edit2:
as lighwave obj loads into blender I tried export that lw obj from blender to lfseditor and gee ! groups are preserved !
That is a very simple way to get what I want, so my suggestion isnt so meaningfull now, no need waste time on it : )
Last edited by turbofan, .
turbofan
S3 licensed
lol ? did i ask for a 3d modelling course ? I hate unsollicited teachers.

how is it u feel obliged to explain me those useless "tricks", and assume I am working in blender with quads ? huh ???

I cant preserve groups when importing an obj that has been built and saved with them.

Poly selection by angle threshold is available for years on some 3d modelers, it is simple usefull and saves time, much more than those complicated "tricks".

To me, this suggestion thread is about making the lfse tool more efficient, so i'll never understand reactionnary (opposed to change) comments like those that want to explain you the tricks to circumvent the inefficiency of that tool. Just plain non sense.
turbofan
S3 licensed
@ivo_drifta i dont understand the point of ur comment,
even if it has been improved with the click + drag, it still remains a uselessly painfull and time consuming process.
turbofan
S3 licensed
didnt read everything back so it may already have been suggested and i missed it

polygon selection by angle threshold would help assigning those smoothing groups, wich is a painfull and long process when importing models built on other 3d modelers.

something like this :
click one poly, set angle threshold, click some "select by angle" button, and editor would select all adjacent polys with a normal angle difference below the threshold.

ex : if threshold is set to zero, all adjacent polys on the same plan (a flat surface) are selected.

Threshold should have at least one digit precision ex: 15.7
turbofan
S3 licensed
Customizable engine and flywheel weight would be a great addition,
we could have those aluminium parts at last.
Maybe wheels (rims) too, it that makes sense.
turbofan
S3 licensed
@syecvs
when u dont understand after 3 bans, what do u expect ?

- it's your 4th ban
- reckless driving
- 30 days duration
turbofan
S3 licensed
hey rob2003
If I read u well, Insim wouldnt have needed any update since first version of the MCI packet.
Maybe u dont see the point of hacking because something blocks your view, or maybe u just not curious... a few tools using mem access like steerlock or templock have been very popular for a reason.

Anyway for rev limiters, switching ignition via Insim by sending keyboard input has already been done a few times in the past and it's always been terrible because that method is much too slow to achieve a convincing result.
turbofan
S3 licensed
While I agree the topic is sensitive and can bring havoc like it already did, I have never been satisfied with Insim as a way to access car data, and this for 2 main reasons :

- too few data things available via Insim.
For years I wanted to access fuel level to check for cheating, because it's so easy to change that value in memory and cheat races without being noticed, specially endurance. Now you added it in Insim and people can make code to check fuel usage and expose bad guys, that's good ok.
It would be usefull for example to get access to tyre temps, tyre wear or clutch wear because those are as easy as fuel level to tamper with.

- for a local app, like "revbouncer" for example, the issue with Insim is the complexity of the code for network communication compared to direct memory access (at least for me), and also the lower access speed with network, wich is a major issue for a responsive ignition cut rev limiter (ability to ignition cut without mem access is another example missing from Insim).

Maybe something like an API would be nice, we could even overlay graphics easily with it.

Am not writing that mem access should be supported at all, this just a perspective from someone who spent some years exploring lfs code and mechanics, with passion and love, because hacking is like solving a scientific problem or a criminal investigation.
I learned a lot with it and I didnt release anything that would allow cheating so it's not always bad.

On a side note : you do great job again, but please clone yourself or teach Scawen Jr. so he can help Smile
turbofan
S3 licensed
@mKonig
the mod is finished, released, public and amazing to drive as usual.
https://www.lfs.net/files/vehmods/D29094
turbofan
S3 licensed
@noxcho
on april 7, u got banned 7 days for reckless driving
turbofan
S3 licensed
truly an amazing quality work, wow
however, it could be even more jaw dropping if you used "vertex shading" option (when u select a point in modeller, just below "center point"), specially inside the cockpit like footwell.
that option is rarely used and it's a waste because its a simple way to add depth in rendering.
Also engine sound could be refined.

Well, dont misunderstand, it's a gem, but it has potential to be a crown jewel Smile
FGED GREDG RDFGDR GSFDG