The online racing simulator
I've noticed that keeping track of textures is hard when you have a lot of PNG's. Would be nice, if we could organize textures somehow. The most simple way would be if the Editor could support sub-folders. Currently, we could organize everything by name, but we have to scroll a lot.

Simple example how we could organize it as sub-folders:
- M0D123 textures
- M0D321 textures
- Metal textures
- Glass textures
- Default textures
- Leather textures
- Light textures

Currently, I have only 278 texture files in PNG folder and I find it a bit intimidating to search through them.

To keep everything simple as it is, I suggest:
- When modeling: Having a sub-folder option for better ordering.
- When exported: Having everything in one folder as it is right now.
In editors like 3ds max, you can select polygons/triangles by smoothing group or by material, this could be useful in the editor to remove unnecessary details, so that, for example, all chrome elements are converted into one sub-object and don’t have to re-apply textures, if, for example, the body The lantern was already made with a chrome-plated part, but we decided to import all the chrome separately and did not want to apply a texture to the lantern itself.
Quote from Vladimir_nose :In editors like 3ds max, you can select polygons/triangles by smoothing group or by material.

In triangle mode, if you are in whichever view, like group or mapping view, you can CTRL+SHIFT+click on a triangle and it selects that whole group of connected triangles according to the view mode.

Please let me know if I explained that OK, or maybe you knew that already and I've missed your point. Smile
Quote from Scawen :In triangle mode, if you are in whichever view, like group or mapping view, you can CTRL+SHIFT+click on a triangle and it selects that whole group of connected triangles according to the view mode.

Please let me know if I explained that OK, or maybe you knew that already and I've missed your point. Smile

Also holding CTRL while in "groups"button top right you can select a specific group or again holding CTRL you can select specific material mapping
If r_fog is assigned to turn pit lights, shouldn't slider (or any animation)subobj react to pit light imput? im breaking my brain whit it lol

if it isnt possible, can we get a pit switch to connect on the subobj? independently of the pit mapping (l_brk or l_rfog)
In triangle mode, often times I select a mapping and want to apply it to multiple parts of the mesh. When I do this, I have to select a mapping in the list of mappings on the left and confirm the selection every time.

It would be cool to have a special mode which would make it faster to apply a selected mapping to triangles when using CTRL+LMB or SHIFT+CTRL+LMB, without having to do the extra steps. Something like a "brush" or "paint bucket" with a mapping.

There could be a new toggle button to enable this mode and if it was toggled on, pressing/holding CTRL+LMB, pressing SHIFT+CTRL+LMB or CTRL+RMB would apply the currently selected mapping immediately instead of selecting the triangles.
In subobject mode, when you toggle the bounding box and make it fit the main object, it would be nice if the dimensions of the box would be displayed. It would make it easier to know the dimensions of the car.
Attached images
lfs_00000517.jpg
Is there any other way, selecting other subobject while on tri/point mode, beside clicking blob with text as subobject selections

Sometimes when I'm editing derivs mods, after working on some tris or point, it's kinda jobstopper when suddenly on the top of the screen says "triangle belongs to subobject(attachment)"

I feel like it has more step to press 1 on keyboard to go to subobject pages and ctrl+click to corresponding tris to know and select which subobject it is placed before I pressed 2 (tris) or 3 (point) to continue working on it
Quote from ivancsx :Is there any other way, selecting other subobject while on tri/point mode, beside clicking blob with text as subobject selections

Yes, you can do Alt + Left click on that triangle to select the subobject.
Would it be possible to add an option for scaling/rotating the points from the center of the selected points and not only from green?
Would be nice if the OBJ import could be a bit more streamlined for re-importing. Let's say you have a subobject, with pages, cutouts and mappings already set up. It would be nice if the OBJ import would use embedded material data to re-route the existing mappings to the corresponding tris.

So let's say I have an object in Blender with 3 materials assigned to it. Mat1, mat2 and mat3 and I export the OBJ. If I then import the OBJ in LFS editor for the first time, it could create these mappings based on the material names.

Or if I overwrite an existing object, and this object arleady have the mappings Mat1, mat2 and mat3 it could keep these mappings, and assign them to the correct tris once again based on the .OBJ materials.

Currently, optimizing the model with an external editor is a destructive step once the texturing phase have started. So a feature like this would help a lot.
I would like to see a new mapping type added (or rather a special texture?), similar to s_mirr, but for an internal rear view monitor that you can see on e.g. GT3/LMP cars. This mapping would then display the already existing virtual mirror, or maybe a manually placed camera object if needed (might need to tweak position or camera FoV, but default virtual mirror should be a good start).

This would help greatly with cars that have no internal mirror. Also, if you look at the 4M GT3 mod for example, its right side mirror is almost completely obstructed, so you can basically only use the left mirror currently.

FGED GREDG RDFGDR GSFDG