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Editor Test Patch D50 (now D64)
(96 posts, closed, started )
Editor Test Patch D50 (now D64)
Hello Mod Creators,

Here is an update for the LFS Editor.


Editor 0.7E is now available!
https://www.lfs.net/forum/thread/95664




Changes in Editor D64:

FIX: Subobject transparency was not visible in special draw mode


Changes in Editor D63:

Vehicle editor:

New switch options for rotator and slider: signal / light switch
New flip function "with driver" (move across with driver / no flip)
Spinner objects now stop nicely at the default position


Changes in Editor D61:

Modeller:

Message selecting triangle in another subobject uses subobject name
ALT+click on triangle in another subobject to select that subobject
FIX: Spoke editor duplicate and delete buttons in texture page mode

Rim editor:

Added CTRL+D (duplicate) and CTRL+N (new point) keys


Changes in Editor D60:

Graphics:

Support for stretched tyres (when rim is wider than ideal)

Rim editor:

You can now see and type / copy / paste selected point coordinates
Removed direct drag on point and added diagonal drag handle instead
Snap to grid only works on the relevant drag axes (X, Y or both)

Modeller:

New button to show subobject's axes (beside "rotate" button)


Changes in Editor D59:

Vehicle editor:

Selected suspension point can (again) be adjusted in SHIFT+L view
Subobject indicators left / right now relative to whole vehicle
FIX: Passengers were not updated when selecting a different setup

Modeller:

New flood select function to select all triangles by point sharing
- different from CTRL+SHIFT+LMB (select related triangles by edge)
- ALT+RMB selects all connected triangles regardless of properties
- triangles are considered connected if they share a single point
FIX: Keep merged subobject feature was controlled by wrong option


Changes in Editor D58:

Moving subobjects:

Popup headlight system generalised for moving objects with switches
Subobjects can rotate a set angle, slide or spin at a given speed
This can be connected to switched lights / ignition / horn / siren
New test system in vehicle editor "Class / Inputs" tab (top left)


Changes in Editor D56:

Skin mappings that move with driver side swaps no longer avoid flip
Transparency now works correctly with popup headlight objects
Popup headlights now support flip function


Changes in Editor D54:

Lights tab in Vehicle Editor:

FIX: Subobject lights did not visibly update in editor when adjusted

Modeller:

Merge subobject dialog : use selected layer / keep existing layers
Improved layer selection (tooltips change when CTRL is pressed)
- in orange/yellow mode : CTRL+RMB sets the selected layer
- tri mode : CTRL+LMB - select all triangles in layer

Modeller hotkeys / shortcuts:

Keys to select modes: numbers 1 to 8 (subob
SHIFT+M / SHIFT+S - show main / show subobs


Changes in Editor D53:

Lights:

Lights now work on subobjects (e.g. bike handlebars)
New object type "Popup headlight"
- set axis, angle and time of rotation in modeller
- test using slider bar in vehicle editor Lights tab

Modeller:

Option to keep an empty (rotated) subobject after "merge into main"
- and break off main object into rotated subobject works as expected
- for example the following sequence of operations is now possible:
1) rotate a subobject to convenient orientation for modelling
2) merge into main but keep the empty rotated subobject
3) model and map the subobject in that position
4) break off into the rotated empty subobject


Changes in Editor D52:

Wheel object visibility:

No change in editor but game now matches the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected

Rim and spoke objects:

Rim now gets material properties from first mapping in spoke object
Spoke object can have more than one texture page, including _ALP
- for example a chrome material can now be added as first mapping
- and in that case the rim would also use that chrome material
- no alpha sorting: transparency should only be used for overlays

Lights:

Multiple mappings per special name e.g. more than one l_head
- a second word is allowed e.g. 'l_head front' / 'l_head top'
- the second word is only to make it clearer for the mod creator
- extra names such as l_sbrk and l_tbrk are no longer needed
- reduced number of special light mapping names from 18 to 12
- mesh configurations are now fully supported by the lights
- e.g. separate mappings like 'l_head stock' and 'l_head sport'
- NOTE: maximum of 4 mappings per special name in a configuration
- NOTE: all mappings in use in a group must share a single texture

Dashboard:

Option: Show low and high beam icons simultaneously
- (shows icons for lights less than the current light switch)
Option: Show dim icons when not illuminated [default yes]
- (allows you to disable the faint image of icons that are off)
Option: Show dim segments of digital displays [default yes]
- (disable the faint non-illuminated segments of gear / speed)
Editor options: Dash lights off/on / Expand dash texture display


Changes in Editor D51:

WARNING: INCOMPATIBLE UPDATE!
TEST PATCH D50 IS REQUIRED AND YOU MUST BE ON A D50 HOST
OFFICIAL VERSION SHOULD BE RELEASED IN MID-DECEMBER


Interface:

New icon for LFS_EDITOR.exe includes 256x256 icon image
Improved messages warning of unsaved changes on exit

Wheel rims:

Rim can now be fully edited - there are no fixed surfaces
Rim no longer blends seamlessly into the wheels without an edge
Allows more design flexibility for alloy wheels and steel wheels
Removed: edge extra width / lip depth / inner depth / black inner
A simple alloy style edge is automatically added to existing rims
Option to allow separate wheel style (rim/spokes) for front & rear
Tyre vs rim guide in the vehicle editor helps set correct rim width
Rim has 60 segments around instead of 30 (tyres still 30 around)

Rim editor:

Guide shows regions that should be covered by rim cross-section
Button "flip x" to swap selected points between left and right
The colour at the bottom of the list can now be deleted
3D view of car visible in rim editor can now be rotated
Can set the size of text buttons and selection blobs
Grid size of 1mm helps with "snap to grid" function
Mouse wheel can be used to zoom in and out quickly

Wheel lighting:

New ambient lighting system for wheels and spokes
The new lighting system replaces the old 'rim shade' option
Separate options for front & rear lighting (open / inside covered)
Update code automatically removes Dx/Ex darker colours from rim

Spare wheel:

Option to include a left or right spare wheel (or both if offset)
Option for single spare wheel to swap side when driver swaps side
Option for spare wheels to be based on rear or front wheels
Cars with visible spare + different size wheels a little lighter
- because they are auto set to use front wheel for graphics + mass
Spare wheel heading can now be set (as well as lean)
Spare wheel offset can now be up to 1.25m (like road wheels)
Spare wheel vertical (up or z) position can be set up to 2m
Option to include hub object with any spare wheels

Vehicle editor:

Scroll bars added to Lights tab and Textures tab
Engine mounting renamed to "Crankshaft axis" to avoid ambiguity

Bikes:

Increased maximum value for brakes, suspension stiffness, damping
FIX: Fork tubes misaligned if ride height adjusted in other setups
FIX: Weight distribution was wrong if any trail reduction was set
FIX: Wheel masses not correctly positioned for trail reduction

Modeller:

New buttons to shear (skew) points when CTRL is held in 2D view

Other incompatible updates:

Specify number of rear passengers (from 1 to 3)
Manually set rear seat width (2 or 3) or offset (1)
Max mesh configurations increased to 8
A single road wheel can be be offset to the right
Frame tubes can be single sided (not mirrored)
Specify per object (engine, battery, frame, etc) if swaps side
Trail reduction can now be set for any vehicle (not just bikes)
- can also go negative now / recommended value zero for most cars
Minimum steering wheel (or handlebar) turn reduced to 20 degrees
Fog lights can now be used (assign in model / enable in Lights tab)

Dashboard:

Dashboard lights for fog lights and fuel warning are now available
Optional dipped headlight symbol (for new command /light head low)
Support for new dashboard lights / symbols: sidelights and neutral

Lights:

Special mapping names l_high (high beam) and l_extra (extra light)
New light colours "side" / "high" (headlights) and "extra" light
- "high" lights are for vehicles with separate high beam lights
- "extra" lights are for unspecified vehicle-specific purposes
/light head side - switches on side lights
/light head low - switches on low beam
/light head high - switches on high beam
If l_side separate there is an option to keep them on with main
If l_side not separate you can choose to share l_head or l_high

Race classes:

Max engine size: bike 2.5L, formula 8L, F1 5L, truck/bus/van 16L
Added two new classes: bus (like truck) and prototype (like GT)

Engine:

V16 engine is now available

System:

If startup fails on selected adapter it tries again using default
- avoids message "No outputs found" after selecting wrong adapter


Changes from 0.7C to 0.7D40:

General:

Editor sliders now have both arrows on the right
H button at top left to hide/show message history like H key in game
Left click increments should now always be smaller than right click
- previously this was not consistent between all types of button
- as before, CTRL may do smaller steps, SHIFT may do larger steps
- this change should apply to distance, colour, angle and scale

Vehicle editor:

Exit warning only if changes have been made
Various improvements in layout and organisation
Undo and redo functions for all editor operations
Tooltips are now available (allows reduced button text)
Engine damage light can be enabled (in Transmission tab)
A new button to show the view from driver's eye position
Spare wheel can now be offset laterally (set RIGHT value)
Maximum value for main body drag increased from 1.0 to 6.0
Unsaved changes warning on clicking the X button to exit LFS
New message on clicking "Animate" if the vehicle has no driver
Question button and tip are shown for unusual FR configurations
Caster angle reduced to 2 decimal places (3 seemed excessive)
Maximum speed for each gear is now visible in the vehicle editor
- you will need to click the '-' button beside reload textures
Max subobjects to be drawn in editor increased to 40 (was 32)
Mod with too many materials cannot be exported to test in LFS
For flashing pit speed limiter light - choose brake or rear fog
Width / ratio / rim width move in bigger steps with right click
Frame position adjustments use expected steps for mouse clicks
CTRL+RMB (copy) SHIFT+RMB (paste) now work with frame point values
Hide the bottom right buttons now hides the whole settings block
Special view no longer includes wheel mass cuboids by default
Error message displayed if a vehicle file cannot be loaded
FIX: Dashboard for electric vehicles was switched off in editor
FIX: A fix for the cover image screenshot when exporting a large mod
FIX: Corrects an audio bug if a bad value is set in LFS sound editor
FIX: Save as SIT / STR name now limited to 7 characters
FIX: Crash if vehicle mod had more than 64 materials
FIX: Spare wheel pitch now expressed in degrees
FIX: Nudging of RPM sliders in engine editor

Dashboard editor:

Speedo:
- set maximum value in km/h (steps of 5)
- option to show units (km/h or mph)

Tacho:
- set maximum value
- x100 or x1000
- gap 1/2 (x1000) or 5/10 (x100)
- options to show units (x100 or x1000)

Options on all gauges:
- needle colour = text colour
- needle is long
- needle above pivot
- hide pivot
- hide numbers
- hide symbol (if applicable)
- hide marks
- smaller text

A new dashboard backing texture system
- only for s_clock and s_clock_white dashboards [restriction removed in D36]
- backing texture appears *behind* needle, numbers, markings
- appears illuminated (self lit) like the default dashboards
- recommended texture size is 512 or 1024 for future-proofing
- load the texture in page mode in the modeller
- click the "fixed" button to mark it as "dash"
- there is a reload button in the dashboard editor
- alpha channel has no effect

Digital and analog speedo may be used at the same time
Ability to set colours instead of using the system colours
Set background colour without supplying a backing texture
Adjustable black rectangle option if background is not black
FIX: Dashboard texture can now be updated in a 2D view

Switches for options previously controlled by Race Class:

- Pit limiter light (in 'Lights')
- Handbrake / Horn / Starter Motor (in 'Allow')
- Oval suspension arms (in 'Suspension')
- Grooved slicks (in 'Wheel Object')

Limited sidecar support:

Lone wheel (e.g. front) can be offset left (in Suspension tab)
- offset wheel to right is currently disabled for compatibility
Pair of wheels (e.g. rear) can be longitudinally staggered
- only the rearmost wheel of a staggered pair is driven
- anti-roll is disabled when the pair is staggered

Mod Export:

A new limit of 8192 triangles / 12288 vertices for LOD2
Groups are compressed when exporting for test or upload
A sky reflection (environment map) is included in mod screenshot

New vehicle:

Better initial values for engine and fuel tank positions
Light colours are now initialised (all were black except rear fog)
FIX: Editor buttons appeared during dialog in new vehicle screen

Animation editor:

Eye view button (beside origin and object buttons)
Keys O (view object) and SHIFT+O (options) now work
FIX: Driver in wireframe mode could be obscured by the vehicle

Vehicle editor keys:

CTRL+O: load vehicle / CTRL+N: new vehicle
C: to clear selected point and selected tube
Delete: delete a point or tube (if only one is selected)

Modeller:

There is now a redo function to go with the undo function
Ability to name subobjects (right click name or description)
Unsaved changes warning on clicking the X button to exit LFS
New dialogs for extrude / lathe / create a circle of points
You can now undo "load main object" (reverts to old object)
New button to select a point by entering the point index
- index of a single selected point or triangle is displayed
Rearranged buttons in tri mode to align well with point mode
Helpful messages about bad normals are now shown at top right
- triangles that are too small or too thin are separately listed
- triangles as small as 1/3 of a millimetre can contribute normals
- click button to find error triangles or points with bad normals
New function "invert" to invert selection (selected - unselected)
Disabled point selection by middle button in build and point modes
Number plate texture s_plate is now visible in modeller 'page' mode
Rotated subobjects can now be correctly merged into the main object
You can now break off triangles from a subobject into a new subobject
Select or deselect multiple triangles by holding down CTRL and LMB
- move the mouse to nearby triangles to keep selecting or deselecting
Aligned "select selection's points" and "select connected triangles"
- these were misaligned in 2D modes if a selection box was visible
- it can be useful to click them repeatedly (much easier if aligned)
You can hide subobjects other than the selected one: show subobs NO
Reflect object function is now available for individual subobjects
Combined clean object buttons into a single button with a dialog
New feature to merge points by distance (distance can be specified)
Mouse control now works below 1cm from the plane (down to 1mm)
Modeller move in list UP/DN: move more with SHIFT or right click
A new style dialog is now used for merge points (ALT+M) options
A point is selected if unambiguous after merge to green or average
A new function "reduce detail" is visible with triangles selected
Map / cutout / page selections are preserved when possible
Undo and redo deal correctly with map / cutout / page modes
Cutout mode works more like map mode and avoids button overlap
Overlay function from page mode is now available in cutout mode
Square buttons in map mode match mapping aspect ratio to cutout
Export plain / shaded / wireframe for any texture (not only skins)
FIX: Map mode showed texture file for skin cutouts as [no texture]
FIX: Points more likely to remain selected after scale or lathe
FIX: Crash on reload textures with no cutout or page selected
FIX: Wireframe view went wrong or crashed on "reload textures"
FIX: Rim disappeared on clicking "reload textures" in spoke edit
FIX: Bottom right screen layout was wrong in 2D views
FIX: Crash when selecting overlay with no texture

Wheel-related modeller features:

Set subobject as "hub object" that moves and rotates with a wheel
Spoke mode "export SRE" saves combined spokes as a modeller object
Spoke mode "import SRE" function to load modeller object as a spoke

Modeller hotkeys / shortcuts:

CTRL+O: load main object

Keys for subob, point, tri, map, cutout, page modes:
CTRL+D: duplicate
CTRL+N: new
DELETE: delete

H: hide selected (points or triangles)
SHIFT+H: hide unselected
ALT+H: unhide all

E: extrude selected points (with trace enabled in point mode)
S: select selection's points / select connected triangles
CTRL+F: flip selected triangles (in tri mode)
CTRL+F: flip connected triangles (in point mode)
CTRL+I: invert selection (points or triangles)
ALT+M: Merge points (previously known as Fuse points)


DOWNLOAD:

LFS Editor PATCH 7A to 7D64 [If you already have LFS Editor 0.7A]
Editor 0.7A or later must already be installed!
EDIT: Link removed - 0.7E is now available [1.7 MB]
0.7E: https://www.lfs.net/forum/thread/95664
There is now a lot more flexibility in the rim design.

These images suggest how to edit the rims to be realistic.


Attached images
rim_adjust_1.jpg
rim_adjust_2.jpg
Additional information about the updated headlights system: (updated again for D52)

Headlights are enabled by using specially named mappings in the model.

l_side (side lights or daytime running lights)
l_head (headlights: low beam / may be shared with sidelights or high beam)
l_high (high beam / may be shared with sidelights)

NOTE: A second word is allowed after a space, e.g. 'l_head top' or 'l_head side'
The second word is not used internally but is useful for the mod creator.

NOTE2: Light mappings now respect mesh configuration layers.
E.g. you can have different headlight mappings for different configurations.


There are currently 4 main ways to set up headlights.

1) Model contains l_head only.
Result: Sidelights, low and high beam share the l_head mapping.

2) Model contains l_side and l_head.
Result: Sidelights use l_side. Low and high beam share l_head.

3) Model contains l_side, l_head and l_high.
Result: Sidelights use l_side. Low beam uses l_head. High beam uses l_high.

4) Model contains l_head and l_high.
Result: Low beam uses l_head. High beam uses l_high.
In this case there is an option: Sidelight can use l_head or l_high.


NOTE: About sidelights / daytime running lights: If separate sidelights are enabled (examples 2 or 3 above) then there is another option "Sidelights with main: stay on/turn off". For traditional sidelights, "stay on" is expected to be the usual setting. If the sidelights are used as daytime running lights, in some cases you may want them to switch off when the proper headlights are enabled. LFS does not currently have any option to reduce brightness of daytime running lights when headlights are enabled, so for now they are either on or off.

NOTE2: All mappings in a configuration with one special name must use the same texture page.
Updates still planned for Editor Test Patch:

Dashboard editor:
- some way to see all the lights, e.g. scroll bar
-
(versiu) DELETED by versiu : wrong theard, sorry
Quote from Scawen :- neutral light for bikes

Is it possible to make it available for all vehicles types, not only bikes? For instance, my RADIX P6 mod also has a neutral light on the dashboard.
Quote from Flame CZE :Is it possible to make it available for all vehicles types, not only bikes? For instance, my RADIX P6 mod also has a neutral light on the dashboard.

I plan to do that.

Quote from bayanofmansorofisky :after the D50 patch i noticed a stutter, more like a stuck situation

I moved your post to Test Patch D50 thread
Quote from Scawen :Grid size of 1mm helps with "snap to grid" function

If I set rear wheel style to "different" the grid for the rear rim editor is still 10mm and not 1mm (front = OK)
That's the zoom level, if you zoom in further you should see the 1mm grid.

I know the current zoom is inconvenient - I'll be adding mouse wheel zoom.
Ah sorry! It is a wide rim Smile

Attached images
rim_zoom_1.jpg
rim_zoom_2.jpg
Editor D51 is now available

Dashboard:
Support for new dashboard lights / symbols: sidelights and neutral

Rim editor:
Mouse wheel can be used to zoom in and out quickly
Hey Scawen,

Thanks for the latest updates on the rims and wheels, lights and all. I'll be going through my mods and updating them to the latest.

However after loading up some of my previous mods, I noticed that the rim and tires don't align. I've read the update documentation, and you mention that the rim needs to be the same size as the tires, while that works for most cars, we have a few that have some stretched tires. I noticed that the tire isn't actually aligned with the rim anymore, and goes 90 degrees towards the rim. While in previous versions this wasn't the case, and was always parallel with the rim lip. Could this be restored? A slight stretch to the tires is pretty common with our drift cars, as well as our ae86 mods. I've also tried reaching out on the discord channels and people seem to have the same issue as me, tried the rim protector both ways and didn't help. I've included the previous v40 look, and v50 look for reference.
Attached images
Screenshot 2023-11-27 at 1.26.27 PM.png
Screenshot 2023-11-27 at 2.27.11 PM.png
Screenshot 2023-11-27 at 2.40.07 PM.png
I'll have a look at the stretched tyres support, probably tomorrow.
When all possible lights are enabled in dashboard editor, the list gets too long so the sliders for "neutral" are hidden.
Attached images
lfs_00000414.jpg
Added to the planned updates.
-
(Flame CZE) DELETED by Flame CZE : moved post
Quote from Scawen :Additional information about the updated headlights system:

Possible to have an option to have the indicator light directly in side lights / headlights ?
Not sure if it is a bug but it looks like mods exported in the D51 patch are not backward compatible with 0.7D. I have updated Škoda 110 L mod to have compatible headlights and it is now missing from the official version.
Quote from neozixxs :Possible to have an option to have the indicator light directly in side lights / headlights ?

You may know what you mean, but I have no idea at all.

EDIT: I'm a programmer, I need detailed explanations. Smile

Quote from stuchlo :Not sure if it is a bug but it looks like mods exported in the D51 patch are not backward compatible with 0.7D. I have updated Škoda 110 L mod to have compatible headlights and it is now missing from the official version.

Quote from first post of this thread:

Quote :Changes in Editor 0.7D50:

WARNING: INCOMPATIBLE UPDATE!
TEST PATCH D50 IS REQUIRED AND YOU MUST BE ON A D50 HOST
OFFICIAL VERSION SHOULD BE RELEASED IN MID-DECEMBER


Ye it turns off the light while indicator is enabled then turns back on. On american cars even the rear tail lights do the same.
Oh I see, combining daytime running lights (DRL) with indicators.

Hmmm... Uhmm
Quote from neozixxs :...

That is a great idea! Would be cool if is added on next updates!
Would fit perfectly on my F150 pickups mods.
To not be confusing,
I think that function should be able to be used with another special mapping name.

Thanks in advance Scawen!
Quote from Scawen :Quote from first post of this thread:

Sorry, I am blind or something Big grin The headlight update is cool. Colors can be adjusted much easier and more precisely now. Thanks Smile A messy workaround with two headlight textures (which enabled to lit both glass and chrome) stopped working, but it is expected as it was only a temporary "hotfix" before the planned graphic update. Have fixed my mods to be compatible with both release and test versions.
#23 - AR92
Just saying to keep the suggestion up to date in this thread also, is there any way to making s_clock_formula's LED tacho colorable as well? And maybe a new led type fuel and temp gauge like LED tacho, along with numbered type. It can be so useful for the many 80's cars which has digital dash clusters.
Editor Test Patch 0.7D52:

Wheel object visibility:

No change in editor but game now matches the editor
- "inside covered" or "open wheel" only affect logo and lighting
- visibility of brake disc and spoke object is no longer affected

Rim and spoke objects:

Rim now gets material properties from first mapping in spoke object
Spoke object can have more than one texture page, including _ALP
- for example a chrome material can now be added as first mapping
- and in that case the rim would also use that chrome material
- no alpha sorting: transparency should only be used for overlays

Lights:

Multiple mappings per special name e.g. more than one l_head
- a second word is allowed e.g. 'l_head front' / 'l_head top'
- the second word is only to make it clearer for the mod creator
- extra names such as l_sbrk and l_tbrk are no longer needed
- reduced number of special light mapping names from 18 to 12
- mesh configurations are now fully supported by the lights
- e.g. separate mappings like 'l_head stock' and 'l_head sport'
- NOTE: maximum of 4 mappings per special name in a configuration
- NOTE: all mappings in use in a group must share a single texture

Dashboard:

Option: Show low and high beam icons simultaneously
- (shows icons for lights less than the current light switch)
Option: Show dim icons when not illuminated [default yes]
- (allows you to disable the faint image of icons that are off)
Option: Show dim segments of digital displays [default yes]
- (disable the faint non-illuminated segments of gear / speed)
Editor options: Dash lights off/on / Expand dash texture display

https://www.lfs.net/forum/thread/106004
Will there be language options for the editor ?
This thread is closed

Editor Test Patch D50 (now D64)
(96 posts, closed, started )
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