In my case dashboard works well. It is made as separate attachment and set as "swap sides but don't flip".
Mappings are also separate. Car built as RHD.
I tried to download my own mod via "download" button because I lost files of it and this error appeared
By donwload my own mod I meant the LFS Editor files.
Hi, I would like to ask two questions about the LFS editor:
1. The first question is about a combined tail-light which also works as a brake-light. It works on cars like the UF or the XFG, which do not have a third brake-light. Is there a way to define "combined" tail-lights with an additional third brake-light?
2. The second one is about mirrors. Which parameters do affect their default setup? I had tried adjusting mirror mappings, but could not reduce default blind angles in my mods.
If u switch to Right Hand Drive in game it will be like in editor. For some reason after editing model of this Silvia it flips skin texture with switching steering wheel side.
I made a bridge. Long story short. Added weight to it and it started going underground at some road positions.
Does the road have weight limits?
NEVERMIND. The object doesn't have a ground collision mesh. That's why it's falling. Obvious.. pfff.
Update 1: I tried box collision mesh, 10 tons weight, but it keeps falling underground. Maybe because it's a bigger object and usual mods? Any ideas? Uploaded an example image of a location, where this occurs with the Two-way bridge mod.
UPDATE 2! There is some kind of a size limitation. I made the bridge smaller and it doesn't fall.. Soo, we can't make big stuff? What's the size limitation and can it (the limit) be planned for a larger scale objects in the next LFS update? (uploaded a second picture with much smaller bridge)
Is there a way to force s_clock cutout to be ALPHA? I need the MFD with D(rive) and since there is no D, I think it might work if I stack all of the gears on 1 place, but for that I need it to be ALP.
Is there a way or nah
Triangle mode shows tris only from selected lod. But point mode shows vertices from all three lods.
This not only confuses work, also changing one lod leads to changing another, for example: duplicate triangles from lod2 to lod3 > using "fuse to green" to reduce lod3 tris = points from lod3 and lod2 fused synchronously. How to make visible and selectable points only from current lod?
1 Load *.obj with lod2 (it will replace everything and became main object)
2 Save that main object from Modeller (mesh editor)
3 Load whole Vehicle again
4 Place triangles from main object to any other than first layer (must be empty)
5 Add "new subobject"
6 Load saved subobject from (2) by subobject > load
7 "merge into main"
8 Go to main object and select all triangles from first layer (that's why in (4) you need clean first layer - former subobject moved to it and now it's easy to select only lod2 triangles)
9 "add to : lod2"
10 remove lod2 tris from lod1
What does ctrl+i do in lfs editor?
On both the modeller and vehicle editor it shows image not loaded in the bottom left corner, but in the modeller it makes the whole screen gray, in the vehicle editor the floor turns grey.