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Ho4Hou_KoT
S3 licensed

Ho4Hou_KoT
S3 licensed
Which one is better?

1. Simple but badly visible from long range


2. Rotatable and clearly see


React this post

Smile - vote for 1st
Nod - vote for 2nd
Ho4Hou_KoT
S3 licensed
Sure, it will be animated, I have some ideas what to do with this mod, hope that I will have enough free time to finish it quickly.

Some screens from game
Utility sweeper
Ho4Hou_KoT
S3 licensed
A small pack of screenshots during the process of making this mod
Last edited by Ho4Hou_KoT, .
Ho4Hou_KoT
S3 licensed
Quote from Alex12115131544324 :how to download

It’s already in public access, just find it in your mod list in game 🤔
RZT 370
Ho4Hou_KoT
S3 licensed
Vehicle mod: RZT 370
Details page: https://www.lfs.net/files/vehmods/DB4AA5

SHORT DESCRIPTION:
Quote :RZM 370 Turbocharged

DESCRIPTION:
Quote :- Work In Progress.

COVER SCREENSHOT:
Ho4Hou_KoT
S3 licensed
Quote from meaowboi19 :make this fz60 light bar have more power than fz60..most irl cop cars/emergency vehicles have more power than stock

I’ll think about it, but not sure since I have undercover config on normal FZ60 which used as police too.
Ho4Hou_KoT
S3 licensed
- Every new update of mod in pits shows up the list of changes. So every time when you downloading mod from mod list it shows up a window in pits with change log.

- Schedule of deleting old mod folders. Every x days game takes info about all last versions of mods, for example “GE20~22, KAROBUS 734~15 etc” goes to the LFS/mods and delete everything that doesn’t match with the latest info.

- About custom clocks. I’d like to see full custom clocks, in vehicle editor we can choose clocks, add there button for making new one, then assemble it by yourself. For example, you see a list of all things from clocks “Needle, Background, Gauge of speedometer, turbo etc” all these things have options like number of steps, adding numbers or not, how long would be needle etc. Every part can be textured, or used like default from stock clocks(variable). For example you choose needle, then pick the texture for it from LFS/Editor/ClocksPng folder. Ofc it’s need to be optimized, like for needle available texture is 16x16 for background 256x256.. Then you just use your own clocks and can Edit it in Vehicle Editor as default ones.

- More configurations, 4 isn’t enough.

- Handling on bike. After 8km/h on bikes it goes to the “straight steering”, can it be more slowly and starts from 15-20km/h. Because slow driving on bike so hard in this way, when you got this lock of steering slowly you can be more stable. This locking must linked to the speed, like it starts from 15km/h with max steering and till 60-80km/h it locks to the “straight” then you steering only with tilting.

- Add more default cutouts as (s_mirr, s_clock) in Vehicle Editor. Add more working cutouts, for example the map, value of engine damage, clutch heating, pitch angle, wheel temperatures, pit instructions etc. A lot of ideas about making navigator or gauge of tilt on bike.

- Animation of pop-up lights.🙃 New subobject for pop-up lights. Add changeable function of rotating angle from center point of this subob (or rotating it from subob icon) and speed of rotating, so when you turn on lights it rotates.

- Cutout for square-form numberplates. New “s_plate_sqr” cutout on two lines, where you can choose how many digits will be above and under. Crop it and make two mappings isn’t working because number length can be different and you never know where to cut it out”.
Ho4Hou_KoT
S3 licensed
- Saving selected points in every subobjects or main when you swapping between them. For example you choosing a bunch of points and accidentally clicked on subobj icon, you lost everything, or make at least a dialog message box “You lost every selected points if you choose this object. Continue?”

- Selection range of facial triangles. If I need to choose some triangles I select it with RMB and generally I need only that triangle which closer to me (not everyone facing to me).

- Restrict viewport with a grid on the floor. Or restrict it only for mouse dragging, when you missed the point and click on ground far away your view moving there, restrict it with grid and leave moving camera with buttons on keyboard (maybe someone need it) plus add to settings in main menu speed of camera moving.

- “Scale from green point” do on slider. Do it on endless slider (it’s like you dragging it to the left and hold -it goes to negative value, once you release slider goes to the center, need make it bigger, drag slider to the right, that’s how I see it) Usable for making radius of circles.

- Moving point directly on the surface of quads. For example you select quad (two connected tris in one plane) after this you able to move point in this square. So it doesn’t matter how tilt this plane, point moving only on the surface of quad.

- Working with backgrounds. Would be nice if we will able to do opacity, rotating, duplication, adding photos with aspects other than square.

- Visible bounding box in 2d. Making it and see from all perspectives, makes sense when you making some model with reference background.

- Remove “New” and “Load” hotkeys and do it for some usable binds. To be honest is here really someone needs quickly make a whole new vehicle or load another? Especially when we have these buttons always in the left bottom corner.

- Add “Info” tab next to the “View” at the top of screen with ALL available hotkeys. Maybe for something more.



— Offtop

- Add visible driver to editor like add button next to the “Show main”, “Show subobs” etc.

- Add default cutouts for strobe. It’s more like offtop but if we have /siren command in game, can we have /strobe with same parameters? In editor add two default mappings (same as l_head, l_find etc) call it “l_strb1” and “l_strb2”. Logic of it is blinking same speed as siren. These mappings paintable so everyone can make any strobes that they want.

- Make a visible “forces” for aerodynamic parameters, like when you moving this slider with “Side drag” it shows visible arrows of aero influence on vehicle, so you can clearly see where you put your sub and what it do with your car. Estimate speed convert to the max km/h or show two values.
Ho4Hou_KoT
S3 licensed
Quote from Scawen :Ah well, the logic of "triangle rotate" is:

- two triangles share an edge
- these two triangles form a quadrilateral
- that quadrilateral is "divided" by that shared edge
- triangle "rotate" replaces the 2 triangles with 2 new ones
- these 2 form the same quadrilateral but divided by the other diagonal

I'm not sure if this logic description helps or is even more confusing. Big grin
In short, if two triangles share an edge, that shared edge can be "rotated".

Big grin it's ok, more practice - more understanding.
Ho4Hou_KoT
S3 licensed
Quote from Scawen :Actually there is a way to do this quite quickly, at least for your example.

1) In "build" mode select two points (in your example one side to the other, left to right or right to left). You see a blob in the middle - click it to "divide edge".

2) Do the same for the other two "left to right" lines. Now you have your 9 points that you want, only some of the triangles aren't built correctly.

3) Use "rotate triangles" to rotate two of the triangle pairs that are wrong. Rotate triangle is: (a) select one triangle then (b) SHIFT+click the neighboring triangle.

Let me know if my explanation doesn't make sense.

Yeah it makes sense, but a little confused about triangles that should be rotated. I mean understand how it really works in this way, but I did it, thanks.
Ho4Hou_KoT
S3 licensed
Quote from Scawen :
That sounds like the button "select selection's points" which is available in tri mode. Is that what you are looking for?

-Yeah, thats what I meant, never saw this button before, maybe because its grey and I didn't pay attention.
Quote from Scawen :
I am not sure what you mean, please can you describe in more detail? There is a button "build unmirrored" for the selected triangles, but I guess this is not what you mean.

-No I mean make new face, bend, curve. For example I have square with 6 points (3 on edges), but I wanna bend it in the middle, so I duplicate 3 points from one side, place it in the middle, and need to rebuild all my triangles to connect all these points.



So the suggestion is the ability to connect group of points (3 on one side) to another 3(in the middle) dont do it manually.
Last edited by Ho4Hou_KoT, .
Ho4Hou_KoT
S3 licensed
-Selecting points by selecting triangles, so if I wanna work with one object on car, I select all triangles of entire object, press some keybind and it shows me only points on this object.

-Making own dashboards, or combine at least two or more standard LFS dashes.

-Ability to add new faces, or at least add group points to other points opposite. I know you can do it by yourself, but it saves a lot of time.

-Fixing metal texture 90%. Anytime when I trying to add more smooth on it, it looks normal in editor, but in game it always reflects something and became black.

-Working mirror textures on moving objects e.g. mirrors on steering wheel of bike.

-Resizing objects, subobjects etc with slider to see how it change or add buttons “+” “-“, doing it with number of multiply not comfortable, not necessary but would be great.
FZ60
Ho4Hou_KoT
S3 licensed
Vehicle mod: FZ60
Details page: https://www.lfs.net/files/vehmods/69F0D3

SHORT DESCRIPTION:
Quote :FZ60 with a 3.0L turbocharged inline 6, rear engined

DESCRIPTION:
Quote :The FZ60 with rear engine layout reaches a weight distribution of around 45%/55%.

This mod includes 3 configs:
-Default
-Tint
-Cabrio

COVER SCREENSHOT:
Ho4Hou_KoT
S3 licensed
Quote from KiiT1337 :Please bring that modified interior back, looks intresting, and out of box.

-I can’t cuz it was denied Shrug
FZ60 LIGHTBAR
Ho4Hou_KoT
S3 licensed
Vehicle mod: FZ60 LIGHTBAR
Details page: https://www.lfs.net/files/vehmods/729475

SHORT DESCRIPTION:
Quote :FZ60 with a 3.0L turbocharged inline 6, rear engined

DESCRIPTION:
Quote :The whole interior was changed to FZ5 original - Rejected mod that was before

- Total power Output:
500HP @ 6257 rpm
646Nm @ 4647 rpm

The FZ60 with it's rear engine layout reaches a weight distribution of around 45%/55%.

This mod includes 4 configs:
-POLICE
-MEDIC
-TOW CAR
-SAFETY CAR

COVER SCREENSHOT:
FZ6 / FZ6 Lightbar
Ho4Hou_KoT
S3 licensed
What was changed from original FZ5?

  • New headlights
  • New dashboard
  • New interior 
  • New steering wheel
  • Added new logo
  • Changed rear lights and added ducktail
  • Made wider wheels
  • Added grille under hood and on trunk
  • Changed power of engine [ now 500hp ]
  • Minor fixes (removed turn indicator, replaced to the side mirrors, plates etc.)
  • Added strobes and lightbars for 4 configurations




Configurations of FZ6 Lightbar :

To enlarge photo - right click - "Open image in new tab"


-[POLICE]

Includes ram bar, tint windows, strobes Blue-Red and lightbar, numberplate, 2 antennas on rear side



-[MEDIC]

Includes ram bar, strobes White-Red and lightbar, numberplate, 2 antennas placed diagonally



-[TOW CAR]

Includes strobes White-yellow-green and lightbar, numberplate, 1 antenna rear right



-[SAFETY CAR]

Includes strobes White-yellow-green and lightbar, 1 antenna in the center on rear side, no numberplates



Configurations of FZ6 :

To enlarge photo - right click - "Open image in new tab"


-[Default]

Default FZ6 with no lightbar and strobes



-[Tint]

Default FZ6 with tinted windows



-[Cabrio]

Default FZ6 with no roof, cabriolet



Full list of changes :

Spoiler - click to reveal
  1. New steering wheel
  2. New dashboard
  3. New center console
  4. New door inner panels
  5. New grille (front-back)
  6. Changed windshield texture to more transparent
  7. Changed tail lights
  8. Added strobes
  9. New seats / backseat
  10. New rims (placeholder)
  11. New logo
  12. Changed mass, weight distribution
  13. New engine (test)
  14. Made wider wheels
  15. Added live adjust for brake system
  16. Added lightbars / antennas
  17. Added front and rear wing (adjustable in pits)
  18. Made new lights and turn indicators in headlight
  19. Removed side turn indicator, replaced in side mirrors
  20. Added wipers from RB4
  21. Added tint windows
  22. Added central brake light
  23. Added ramp bar with strobes
  24. Added animation of hands
  25. Added ukrainian numberplates (test)


What's next? :

Spoiler - click to reveal
I really dont know about this mod, is it needed among the same "tweaked FZ5's", I still working on some ideas like police radio in car, carpets maybe, place metalic marks like "RWD", "3.0t" etc, retexture some parts and change these rims, but last time I hit the limit of 5 megapixels for textures, and it became much more difficult.
Also I'm looking for a person who can help me with skins on this model, so if you wanna help - notice me Smile

Last edited by Ho4Hou_KoT, .
FGED GREDG RDFGDR GSFDG