EDIT: This thread is now obsolete.
A new triangle budget of 4240 is shared between spoke and rim objects
You can get the new editor in the Editor Test Patch Thread
I recently learned that some people discovered a hack that allowed them to exceed the triangle limits for spoke objects.
The mod checker now makes sure you do not exceed triangle limits when uploading a mod.
There shouldn't be any need to exceed the limit of 1600 triangles per spoke object.
The trick is... do not include the rim in the spoke object!
Use the RIM EDITOR to make the rim.
Use the SPOKE EDITOR to make the spokes.
The rim editor has been updated in the recent update. I did a lot of work on it and it is a lot better than in the original LFS Editor. You create the cross-section of a rim by adding points and connecting the points with surfaces. The rim uses the first mapping from the spoke object, so you can use any material settings you wish (including a texture if you like).
There is a new guide in the rim editor that shows the cross-section of a steel rim when you are in the rim editor. The idea is that the steel rim represents the minimum amount of material. Alloys have thicker metal and exceed the steel rim outline.
These two images show the sequence for setting up a realistic rim.
EDIT: Added 3 more images showing examples of steel rim and two (of many) possibilities for alloy rims.
First set the correct rim width.
Then edit the rim, making sure you cover the steel rim profile.
An example of a steel rim style:
Alloy example 1:
Alloy example 2:
A new triangle budget of 4240 is shared between spoke and rim objects
You can get the new editor in the Editor Test Patch Thread
I recently learned that some people discovered a hack that allowed them to exceed the triangle limits for spoke objects.
The mod checker now makes sure you do not exceed triangle limits when uploading a mod.
There shouldn't be any need to exceed the limit of 1600 triangles per spoke object.
The trick is... do not include the rim in the spoke object!
Use the RIM EDITOR to make the rim.
Use the SPOKE EDITOR to make the spokes.
The rim editor has been updated in the recent update. I did a lot of work on it and it is a lot better than in the original LFS Editor. You create the cross-section of a rim by adding points and connecting the points with surfaces. The rim uses the first mapping from the spoke object, so you can use any material settings you wish (including a texture if you like).
There is a new guide in the rim editor that shows the cross-section of a steel rim when you are in the rim editor. The idea is that the steel rim represents the minimum amount of material. Alloys have thicker metal and exceed the steel rim outline.
These two images show the sequence for setting up a realistic rim.
EDIT: Added 3 more images showing examples of steel rim and two (of many) possibilities for alloy rims.
First set the correct rim width.
Then edit the rim, making sure you cover the steel rim profile.
An example of a steel rim style:
Alloy example 1:
Alloy example 2: