The online racing simulator
LFS Editor Patch 0.7E8
1
(26 posts, started )
LFS Editor Patch 0.7E8
Hello Mod Creators,

Here is a PATCH for the LFS Editor. Editor 0.7A or later must already be installed!

This is not a thread for random requests regarding the mods system.
For mods suggestions, use the Mods System Suggestions forum section.


Changes in Editor E8:

Option to include or exclude PNG textures when exporting for upload
- Exclude PNG to reduce file size and allow a faster upload
- This does not affect the appearance of a mod in game
- The PNG textures are not required for a functioning mod
- DDS (in-game textures) are included whichever option you choose
- PNG files can be useful if you allow derivatives of your mod


Changes in Editor E7:

Drag selection box:

Function to make drag box from points now available in points mode
Scale / rotate / shear axes are now hidden while making a drag box
Grey button shows drag info to avoid left buttons moving around

Typing individual values to align points:

ALT + click r/f/u numbers to set all selected points to same value
- relative values compared with last selected point not preserved

New modeller line guide:

Set up a trace then click "guide" to create a line guide
- the guide is visible in most editor modes and all views
- options to hide/show the guide or draw it open/closed

Merging subobjects:

You can now merge a subobject fully into another subobject
- this is a step towards moving a selection between subobjects
- triangles can now be transferred via an intermediate subobject


Changes in Editor E6:

Much faster "reduce detail" function
Command /rtex can be used to reload textures
Editor unlock no longer affects LFS unlocks
(S3 number of unlocks now matches S1/S2)


Changes in Editor E5:

Earlier versions can no longer be used for mod uploads
More updates and fixes for some of the official cars


Changes in Editor E4:

Rim editor:

A complete rim profile cross section is now shown
Options for rim guide well offset and reverse mount
Points are a different colour in surface mode
Protection against adding duplicate or opposite surfaces
FIX: + and - buttons did not instantly update the 3D model

Spoke editor:

A complete 3D rim profile is now shown
Separate show options for spoke / rim / tyre / guide
It is now possible to rename the first mapping in the list
A "rim" button is shown beside the first mapping (used for rim)

Misc:

A new set of vehicles is included with updated dash and wheels
Engine damage and shift light can be enabled in the dash editor


Changes in Editor E3:

Modeller cutout screen:

FIX: Number of materials and material index were wrong for subobjects
- helps when optimising a model for frame rate by texture sharing

Engine editor:

Increased maximum value of "Turbo MOI Multiplier" to 2.0
- allows turbo to spool up slower (more turbo lag)

Rim guide in rim editor and spoke editor:

Decreased the minimum width of car rim flange (was 12mm, now 11mm)
- this is correct for the 'J' rim profile used on modern road cars


Changes in Editor E2:

Spoke and Rim limits:

New triangle budget of 4240 is shared between Rim and Spoke objects
- rim objects produced in rim editor are convenient for most rims
- each surface of the rim object contains 120 triangles
- some wheels may be built entirely as a spoke object

Spoke editor:

A wireframe of the tyre and rim are shown in "wire" view mode
A new 3D rim guide is included, representing a minimum wheel rim
- the shape is similar to the rim flange of a thin steel rim
- alloy rims should exceed the guide as they are thicker

When exporting for upload:

Rim and spoke limits are checked when you export the model
Model limits are checked in all configurations


Changes from Editor 0.7C to 0.7E:

https://www.lfs.net/patch-7e/editor/changelog


DOWNLOAD:

LFS Editor PATCH 7A to 7E8 [If you already have LFS Editor 0.7A or later]
Editor 0.7A or later must already be installed!
EDIT: Download link removed, official update 0.7F is now available: https://www.lfs.net/forum/thread/95664
The rim guide is visible in the rim editor and also in 3D in the spoke editor.

Here is a new video explaining the rim editor and rim guide.



Some examples of following (and always exceeding) the guide in different ways:

Steel rim style:


Alloy example 1:


Alloy example 2:
Can you make a rim configuration add on? Catalogs are separated in the top left, just like when editing a tool. Everyone started making different rims and their triangles are very high degree.
I think you mean: multiple, selectable wheel styles in a single vehicle.

It's something I'd like to do eventually but it's a big job, cannot be done in a compatible version.

As I keep saying, I'm working on the development version now, not mods (which I've been working on for two years already).


EDIT: OK, apparently I'm losing track of time. Here's a rough history.

We have been working on the new graphics and physics versions for years.
2021 I spent most of the year on mods which we released that year.
2022 was a bit more on mods then back to graphics, multithreading, etc.
2023 I seemed to get pulled back onto mods for most of the year.

The end of 2023 was an unforgettable extreme push on mods so it would be much appreciated if people wouldn't keep asking for big changes to the mods system right now. I can do a few updates here and there to the editor. But my main focus is the new development version.
Idk if this is the right place to report a bug in the lfs editor, if it isn't I apologize, but I found a small bug when making the suspension for a mod

https://streamable.com/rj0h9r
Hi, about the rim editor is there just visible changes when moving the points or Does it effect the tyre also? Im making some rims right now but want to make sure it doesnt mess with the grip because of that 😁
No, changes in the rim editor do not affect the grip.
Editor Test Patch E3 contains fixes and improvements:

Modeller cutout screen:

FIX: Number of materials and material index were wrong for subobjects
- helps when optimising a model for frame rate by texture sharing

Engine editor:

Increased maximum value of "Turbo MOI Multiplier" to 2.0
- allows turbo to spool up slower (more turbo lag)

Rim guide in rim editor and spoke editor:

Decreased the minimum width of car rim flange (was 12mm, now 11mm)
- this is correct for the 'J' rim profile used on modern road cars

https://www.lfs.net/forum/thread/106792
Hey Scawen, In a next update. Add more gearshift quantities for vehicles, CVT transmission, for example, and enter the Wankell Rotary engine type.
And the option of single turbo, bi-turbo, etc. allows the pressure configuration of each turbine.
Quote from zmayco :Hey Scawen, In a next update. Add more gearshift quantities for vehicles, CVT transmission, for example, and enter the Wankell Rotary engine type.
And the option of single turbo, bi-turbo, etc. allows the pressure configuration of each turbine.

You probably didn't read the beginning of the first post:
Quote from Scawen :Hello Mod Creators,

Here is an update for the LFS Editor.

This is not a thread for random requests regarding the mods system.
For mods suggestions, use the Mods System Suggestions forum section.

A new update for the Editor, Test Patch E4, is available.

The official vehicles needed an update for the new rims and dashboard options. I've been through them all and added features to help in the rim editor and spoke editor.

Most notably, the rim guide now shows a complete minimal rim profile (not only the flange and seat). The "well" or "drop centre" is included, which can help guide you to make a realistic rim profile for your wheels. A well is required on all car wheels so that the tyre can be fitted. If there was no well, it would be impossible to get the tyre bead over the rim flange to mount on the wheel. The well is normally near the outer face of the wheel (the side that you see) but there is an option in the rim editor to move it inward for the case of "reverse mount" wheels, which are less common and require the tyre to be mounted from the back of the wheel. There is an option to move the well to the maximum extent allowed by the standards.

The LFS guide has been constructed to comply with the "J" rim profile that is most commonly used on road cars. It also adapts for bike rims, which have a smaller flange and a less deep, central well.

I have updated all the vehicles supplied in the editor, so you can see the alloy style rim profiles that I have updated to be more realistic than they were before. Compared with steel rims, alloys allow some flexibility in rim design but they must always include the J profile rim flange and well. So if you see any of the rim guide protruding from your wheel, you should probably adjust something.


Changes in Editor E4:

Rim editor:

A complete rim profile cross section is now shown
Options for rim guide well offset and reverse mount
Points are a different colour in surface mode
Protection against adding duplicate or opposite surfaces
FIX: + and - buttons did not instantly update the 3D model

Spoke editor:

A complete 3D rim profile is now shown
Separate show options for spoke / rim / tyre / guide
It is now possible to rename the first mapping in the list
A "rim" button is shown beside the first mapping (used for rim)

Misc:

A new set of vehicles is included with updated dash and wheels
Engine damage and shift light can be enabled in the dash editor

Download:

https://www.lfs.net/forum/thread/106792


Attached images
lfs_00000012.jpg
Finally the default LFS car dashboards have the new lights Smile

One thing - the RB4 seems to be missing the fuel indicator.
Attached images
lfs_00000489.jpg
Tnx Scawen for these updates.

Fuel indicator or fuel gauge is there. What is missing is yellow low fuel lamp.
I've added that to the RB4, and fixed the triangle errors in XRR / FO8 / XFR / FOX.

I'm nearly at the point to send Eric an update, and I've coded a setup height repair system as these development models have the model object centre correctly located at the lowest point of the model, instead of at rough ground level or whatever other random position they were in the old versions. The repair detects old setup and adjusts height according to a table of height adjustments for the official cars.

That's so all the existing setups will load correctly in the new version. No doubt they'll need an adjustment for the new physics but I think there's no harm in working from old setups.
#15 - AR92
I wanna ask, is there any possibility to put dynamic switches (i mean throttle, brake, clutch, engine rpm etc.) to new slider, rotator and spinner object types, for example the pedals inside the car, the pulleys in the engine etc.
Please read the first part of the first post.

Quote from Scawen :This is not a thread for random requests regarding the mods system.
For mods suggestions, use the Mods System Suggestions forum section.

Quote from rane_nbg :Fuel indicator or fuel gauge is there. What is missing is yellow low fuel lamp.

Yes, I meant the low fuel indicator light, my bad.
Quote from Scawen :I've added that to the RB4

Thank you.
Editor Patch E5 is now required to export mods for upload.

Changes in Editor E5:

Earlier versions can no longer be used for mod uploads
More updates and fixes for some of the official cars

Download: https://www.lfs.net/forum/thread/106792
Would be nice if the patch threads were pinned so they are easier to find
Editor Patch E6:

Much faster "reduce detail" function
Command /rtex can be used to reload textures
Editor unlock no longer affects LFS unlocks
(S3 number of unlocks now matches S1/S2)

https://www.lfs.net/forum/thread/106792
Why is the standard RAC in editor 270bhp instead of 245 in game? is this a future "remap" for it not released yet?
Editor Patch E7:

Drag selection box:

Function to make drag box from points now available in points mode
Scale / rotate / shear axes are now hidden while making a drag box
Grey button shows drag info to avoid left buttons moving around

Typing individual values to align points:

ALT + click r/f/u numbers to set all selected points to same value
- relative values compared with last selected point not preserved

New modeller line guide:

Set up a trace then click "guide" to create a line guide
- the guide is visible in most editor modes and all views
- options to hide/show the guide or draw it open/closed

Merging subobjects:

You can now merge a subobject fully into another subobject
- this is a step towards moving a selection between subobjects
- triangles can now be transferred via an intermediate subobject

https://www.lfs.net/forum/thread/106792
Two small bugs:

1. When you select 1 or 2 l.r.swap triangles and press "mirror" - an error pops up: Can't mirror the triangle - it is set l.r.swap
BUG: When you select 3 or more l.r.swap triangles and press "mirror" - nothing happens + no error. I did go through this a few times and I was wondering why nothing happened, but I found out eventually.

2. When you select all points in LOD1 and press "delete unused" it deletes all unused points. BUG: When you try to delete unused points in LOD2/LOD3 - nothing happens.
Minor issue: If you use the new rotation on the front doors (for example showroom/podium mode: make them open/close). The side mirrors stop working because the S_MIRR texture works only with the main object.
Quote from Scawen :Editor Patch E7:...

Loving the work you've been putting in, excited to use these features!
1

LFS Editor Patch 0.7E8
(26 posts, started )
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