Back in 2009 I've created a mod which would replaced FBM with The Forbidden Hatchback. The mod was made in a way that it didn't overwrite any of the original files - it had it's own exe, vob, eng and dds files, so you could still launch the unmodified game with the original exe or the modded game with the second exe
Texturing with the unofficial "LFS Car Importer" was nowhere near as easy as it is now with the LFS Editor so I had to take some shortcuts and skip a few smaller mappings. Seats were the hardest part since the front seats alone are made out of around 50 mappings. I took a screenshot of the seats in the LFS Skin Viewer and mapped that onto the seats instead, reducing the amount of mappings to around 8. Brake lights used 1 mapping instead of 3... and so on. I even got the red LCD in the middle to work, but it wasn't functional. Time was always 1:18
Here is some screenshots of the original mod from 2009:
https://i.imgur.com/4VRZ6g9.jpg
https://i.imgur.com/11xFzrZ.jpg
https://i.imgur.com/SYEUUJP.jpg
https://i.imgur.com/XqSPyuZ.jpg
I must have spent a few hundred hours on it. Most of that went into analyzing which values in the exe do I need to change to get the specifications correct - weight, weight distribution, horsepower, driver and steering wheel position, wheel/tyre position and size, transform rear suspension to double wishbone, etc.
In the end - I never released the mod and barely shown it to anyone. I guess I didn't want to anger the devs. I even modified the exe so that it would require S1 license to use the car, but still...
Fast forward to 2022 - vehicle mods are now officially supported. Despite a catastrophic failure of my harddrive in 2021, I was able to find the mod on my old decommissioned HDD and I've started the resurrection of the project. This time with the proper tools I was able to create a 1:1 copy of the car you can see in the LFS Skin Viewer. I had to redo all the mappings (250+):
Redone smoothing groups from scratch, traingle by triangle...
Normal contribution levels... I didn't even know this was a thing, but it made sense since my original mod didn't look right in some places. I had to do some guessing here since there is no way to see them in the LFS Skin Viever. I did them based on how they look on the latest Eric's creation - updated RB4. Looks much better in the game with them assigned.
I've made a pretty good LOD2, so the shadow is very accurate and the car doesn't turn into a brick at distance like some other mods:
This is how it looks currently in the game:
Of course it is fully compatible with all the skins created in LFS Skin Viewer since 2008:
Currently the entire body is assigned to a single color slider, I think I will assign the hood to a second slider like in most other LFS cars... or maybe hood and hatch?
I also did my best to get the specification as close to reality as possible. I found exact gear ratios, weight, fuel tank capacity, track width, etc. I did the engine curve based on the dyno charts I found on the internet. Front suspension is McPherson and the rear is Double Wishbone since this is the closest thing to the multilink suspension of the real deal. I've tried to get the arms length and pivot points somewhat close to where they should be, based on photos. Weight distribution from what I've managed to find should be around 64% front, I have it currently at 64.2%. I will need feedback on the suspension once I release it.
I'm not sure what to do with the diff. Real thing doesn't have LSD but does have Electronic Differential Lock (EDL) - which doesn't exist in LFS. I guess I will make it open-diff in the stock setup and let the players slap the LSD on in the custom setups.
Anyway, the mod is 97% ready to be released as WIP, since I'm starting to run out of things I can improve without feedback. I mean - it will probably get rejected by the devs... but let's hope Eric will bless this mod - since he is the author of this beautiful 3D model.
Hard to believe it's been 13 years since the December 2008 fiasco
Texturing with the unofficial "LFS Car Importer" was nowhere near as easy as it is now with the LFS Editor so I had to take some shortcuts and skip a few smaller mappings. Seats were the hardest part since the front seats alone are made out of around 50 mappings. I took a screenshot of the seats in the LFS Skin Viewer and mapped that onto the seats instead, reducing the amount of mappings to around 8. Brake lights used 1 mapping instead of 3... and so on. I even got the red LCD in the middle to work, but it wasn't functional. Time was always 1:18
Here is some screenshots of the original mod from 2009:
https://i.imgur.com/4VRZ6g9.jpg
https://i.imgur.com/11xFzrZ.jpg
https://i.imgur.com/SYEUUJP.jpg
https://i.imgur.com/XqSPyuZ.jpg
I must have spent a few hundred hours on it. Most of that went into analyzing which values in the exe do I need to change to get the specifications correct - weight, weight distribution, horsepower, driver and steering wheel position, wheel/tyre position and size, transform rear suspension to double wishbone, etc.
In the end - I never released the mod and barely shown it to anyone. I guess I didn't want to anger the devs. I even modified the exe so that it would require S1 license to use the car, but still...
Fast forward to 2022 - vehicle mods are now officially supported. Despite a catastrophic failure of my harddrive in 2021, I was able to find the mod on my old decommissioned HDD and I've started the resurrection of the project. This time with the proper tools I was able to create a 1:1 copy of the car you can see in the LFS Skin Viewer. I had to redo all the mappings (250+):
Redone smoothing groups from scratch, traingle by triangle...
Normal contribution levels... I didn't even know this was a thing, but it made sense since my original mod didn't look right in some places. I had to do some guessing here since there is no way to see them in the LFS Skin Viever. I did them based on how they look on the latest Eric's creation - updated RB4. Looks much better in the game with them assigned.
I've made a pretty good LOD2, so the shadow is very accurate and the car doesn't turn into a brick at distance like some other mods:
This is how it looks currently in the game:
Of course it is fully compatible with all the skins created in LFS Skin Viewer since 2008:
Currently the entire body is assigned to a single color slider, I think I will assign the hood to a second slider like in most other LFS cars... or maybe hood and hatch?
I also did my best to get the specification as close to reality as possible. I found exact gear ratios, weight, fuel tank capacity, track width, etc. I did the engine curve based on the dyno charts I found on the internet. Front suspension is McPherson and the rear is Double Wishbone since this is the closest thing to the multilink suspension of the real deal. I've tried to get the arms length and pivot points somewhat close to where they should be, based on photos. Weight distribution from what I've managed to find should be around 64% front, I have it currently at 64.2%. I will need feedback on the suspension once I release it.
I'm not sure what to do with the diff. Real thing doesn't have LSD but does have Electronic Differential Lock (EDL) - which doesn't exist in LFS. I guess I will make it open-diff in the stock setup and let the players slap the LSD on in the custom setups.
Anyway, the mod is 97% ready to be released as WIP, since I'm starting to run out of things I can improve without feedback. I mean - it will probably get rejected by the devs... but let's hope Eric will bless this mod - since he is the author of this beautiful 3D model.
Hard to believe it's been 13 years since the December 2008 fiasco