Hi there, I have a 2.0 version of the Tempra planned, I might turbocharge it. Was the Brazil model only a coupe or can we use the sedan body? It could be possible to make a coupe body.
This mod is very fun! My only point of feedback is the BOV volume is 2 or 3x louder than the engine sound. If this could be reduced, it would be much more comfortable.
I have been very busy on a huge QoL update. Updates on almost all aspects of the mod have occurred. This sprint took two months to complete.
The car is almost ready to get out of WIP. What remains is getting a proper LOD2 done and possibly a couple more visual goodies added.
Here's the update log:
- The interior has been completed and is highly detailed.
-> The sport seats, door cards and the steering wheel were from Automation. Polished both heavily. Modeled the door release handle in Blender.
-> Modeled in a T-Top for all models, done in LFS Editor. This is a selectible config.
-> Overhauled the gauge cluster, almost entirely. Did extensive re-model in LFS-E and Blender. Created gauge dials texture from scratch in paint.net.
-> Full dash rework, heavily remodeled, mostly done in LFS-E. Modeled in roll bars.
-> Fixed any remaining areas of mesh gaps on the inside.
- Overhauled and modeled out the lower rear of the car to show cooling capacity. Modeled two radiator fans, and they spin!
- Sounds adjusted for all cars, they are louder and more engaging.
- Implemented new nice looking door mirrors, from Automation. Added blinkers to them.
- Added wipers from the Automation model.
- Front wheel size increased for GT and GT-Turbo.
- All models Caster value was dropped back a bit. FFB was far too heavy and this helps with the issue.
- All models had engines tuned to feel a bit heavier and have more inertia. All models had the engines tuned for more noticable top-end.
-> XNS and GT-Turbo have had more power added in. The XNS lower on to help bolster its small displacement, and the GT-Turbo got a turbo upgrade.
- Frame edited to fix the front having more weight than the rear. This was unrealistic and needed fixing, now all models approach 50/50 distribution.
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Enjoy some progress shots! These are in order from oldest to most recent.
Just chiming in to greatly support the idea. I see so much potential for this to extend the community and there is attractive business potential for LFS as well. Whether or not it's a popular idea, as a content creator, I personally would not mind having to pay a license for such a tool. Going along with a content review process that I feel the community is used to, this may help stave off poor quality content or unauthorized rips.
Another idea is perhaps an 'S4' product which opens users up to being able to play on community maps. Adding financial benefit to the creators incentivizes the creators, and our dedicated community, by and large, would be happy to pay for the access, understanding how much they get out of it.
One feature I hope for is very large map size capability. I like highways and lonng stretches to just cruise and go fast .
I would love to utilize skills I've learned from making BeamNG maps to a game which in many ways, I love more. If LFS would entertain the idea of a limited test run of an existing editor, I wouldnt mind getting an email about that and would love to help contribute
After 2.5 months of work, I am proud to be able to share this with all of you. This took over 200 hours of my time in between work and school, I hope you can see the passion that was put in to this and hope you will enjoy the mod This was the first project of this size I have taken on and I have learned a lot about the process.
A high-detail touring car.
-> 3.0L Inline 6, 6-speed H-shift
-> Full unibody frame
-> Original suspension
-> Detailed gauges, many goodies and animations
Has a lit taxi marker!
- Use Rear Fog Light (rfog) to turn on the center light.
- Use Extra Light (light extra) to turn on the duty lights.
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- Some work does remain that we'll keep plugging away at.
-> Some extra texture goodies to be added. Nothing critical, just extra features.
-> LOD2 needs work, it's just a basic model right now.
-> Driver's animation can use improvement. In some areas it needs fixing but does not impact one's ability to enjoy the mod.
-> Some further polish work to be done.
-> Wheels need some bolts.
-> A V8 version is on the way
- The model does not appear "perfect", but it's the best I have been able to do.
- Although this mod is inspired by a real life car, the intent was not to adhere to every single detail of the reference car, to allow creative decisions to be made. Only some elements of the mod will be matched to data of the real life counterpart - for example: downforce and transmissions. Items like suspension and differential, engine etc. were not made in exact reference to the real car.
Discussion is welcome, please be constructive and respectful. I hope you enjoy!
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Construction timelapse:
I learned a lot about this process as I was doing it - if you watch the timelapse video, you may find I'm making some poor decisions at the start. As I get through the project at the start, I realized I had to essentially start construction over because of mistakes that I didn't realize, which led into those issue cascading into larger issues. This cost me about 20 hours and another 16 hours to fix, but it was a worthwhile effort in what I learned.
Only the major construction portions were recorded. I didn't record most of the texture work being done, just because it takes so long to do and isn't as interesting to look at. There were many hours spent getting the skin map correct as well. Lots of these 'try-test-fix' situations just didn't make sense to record considering how long they take to get through. ============
Fd = Downforce (Newtons) (all of the below multiplied together.)
cd = 0.27 (known drag coefficient value for the reference car)
p = 1.2 (kg/m^3) (air at standard pressure & temperature)
v = 27.8 (m/s)
A = 2.17 (m/s^2) (informed by: https://www.m5board.com/posts/1859540/)
For 100kmh
0.27 * (1/2 ( 1.2 * 27.8^2 * 2.17) = 271.684 N
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Frame:
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Derived model:
SketchFab model https://sketchfab.com/3d-models/bmw-e39-free-531a5a93da5d493d9918eb36f011c20d . The model has been brought to LFS and groomed heavily, has all new textures and has been simplified in many areas.
Mod constructor: thestigusa
Blender project organization
Model segmentation, import, cleanup, simplification, construction, grooming, adding in ancilliary features.
Frame, suspension, engine sounds
Original modeling:
Modeled the gauges and various other interior goodies
Modeled all panel gaps
Did re-model of several areas in order to do cleanup
Modeled misc items such as, license plate, plate holder, brake discs, boot logo
Either used base-game textures, or textures were made myself.
Extensive work was done to create original textures. Aimed at using as simple of textures as possible and focused on good choice of material versus finding tons of png's to use.
No problem! I wasnt thinking about the EU V10 vs US V10 comment but I do think it sounds better, definitely has improved the clipping situation a good amount.
You gotta fix the sound, it clips insanely bad. If you made it with 'OPTIONS->AUDIO->Prevent clipping (EXPERIMENTAL)' turned ON, you must turn this OFF and re-tune your audio.
EDIT: I took a closer look in Audacity, your engine .WAV is too hot. I set the peak to be -9dB but this still seems a bit much, however this gets you on to the path to success with it.
My personal recommendation is to have the .WAV peak anywhere between -12 and -9dB (note. decibels is logarithmic. -9dB is a vast difference from -12dB).
Note here^ 'New Peak Amplitude' versus 'Amplification'. Peak amplitude is the thing you're after.
Play around with this a lot until both things are satisfied:
-No clipping except in only the worst case scenarios (IE, tunnels, etc.), though clipping is avoidable altogether, it just takes lots of try-fix-try tuning.
-You are very satisfied with the sound
Off to a great start!
EDIT2:
I dove in a bit. I uploaded the .eng if you would like to try. If you like it, feel free to use it or derive from it.
Explanation:
Audacity has a tool to check for things like notches in your EQ (Analyze -> Plot Spectrum), this helped identify a few areas. My perception is these cause noise and can create a certain fatigue on the ear rather quickly.
-> this fixes small "bumps" in the EQ...mitigates a hiss noise and removes a low treble harshness that adds fatigue to the ears.
Hi! Thanks for your feedback. I will plan to take a look at the driver hand animation. I will also check on the engine sound, that I would be able to fix very soon. I did make sure to check on my side before posting it and I didn't notice it was clipping, but I will check it again and adjust if necessary
Adding this here since I have no other way to link to it on my review page. I am unable to locate this EULA externally online, I had to pull this from Automation.
31-Jan thru 03-Feb
- Large push of work every day in this stretch.
-> Model is DONE enough for now. Following initial release, a work unit will be to significantly cut a large number of triangles out. The model can be greatly simplified for the use-case of LFS.
-> Added in some extra touches like an airbag decal, Prefecture logo on steering wheel.
-> Modified RB4 steering wheel (slightly), changed face texture over to leather, and added Prefecture logo on it.
-> 3rd (omg it really is) redo on the dash.
-> Took FZ5 rim and made some changes, moved to thinner spokes more reminiscent of what the Automation rim looks like.
-> Chased down so many more remaining bad or double triangles. Holy crap this model had so many.
-> Polished the interior up a bit. Need to add some remaining detail items such as vents and a stereo headunit, both can be made as basic models. Might leave this for after initial release.
-> Discovered purpose of the Groups tab -- fixed groups to be logical, they were rather out of whack.
-> I pulled the XFG default engine sound into Audacity, studied it, and got to learning how to make a good sounding custom engine sound. I think I have a formula figured out, I want to keep practicing it and can perhaps write a Wiki post on how to do it. It's not that bad, making sure you match a set length, set some EQ in the right areas, and make it not too loud.
--> Anyway, with all that, I recorded a snip of the engine from Audacity, trial-and-errored my way into learning what to do with it, and the Prefecture now has a unique WAV and a nicely tuned .ENG.
-> Engine and driveline is in place and default setup feels good.
Last thing to do I think is do a basic model wrapper around the steering wheel.
This completes the model for now.
Following that, it's time to copy and paste it all, and make the V8 and V8-T models. Minimal changes to the model other than a couple decal additions, should be simple. Will make custom sounds for these in the same manner.
Aiming to UPLOAD initial versions for review by end of Sunday
26-Jan thru 28-Jan
- Work is in progress to establish the interior. For now, reusing LFS assets for seats and steering wheel.
- Dash modeled from scratch in LFS editor.
- A starter dash clocks texture and map is in place. Some edits to do and need to fix mirroring when side switches.
-> Clock textures mapped to individual triangles on the dash.
24-Jan through 26-Jan
- Extensive work underway on modeling.
-> In general, meticulous cleanup on the model has occurred.
-> Main exterior components finished.
--> Created model for pop up headlight.
--> Created mesh cutouts for pop up headlights.
--> Added mesh cutouts for air entry.
--> Modeled and placed side lights for front and blinker object.
--> Animated Prefecture "P" logo on the rear lightbar to illuminate when ignition on
Work is beginning on the interior and starting from scratch.
Aiming for basic model based on a blueprint I'm using taken from a side image of the dash seen from Automation. More intricate details can be added iteratively later on.
The modeling on the exterior was a lot of time but it shows it was worth it. The model looks quite even to me and many bad triangles have been removed creating a nice and smooth looking model.