well if you work with the camera ui, where you also have the trackmap, you should see the start and end points of cameras with red lines on the track map.
im not sure, but i think its x,y and z, where z is the height. The other 2 columns are for the start and end (for what part of the track the cam is responsble). I think you can change these values with the program.
edit: i always ended up editing the cam files. Each line is a camera with three coordinates as hex values (with a weird period system) and the start and end point for the activity range of the cam
I used the cmx2obj converter to get the obj-file(s) of the car. Within those files the geometry is described(vertices,tri's and normales) as well as the UV mapping, so what vertice corresponds with what coordinate on the texture. So the UV-Mapping is already in the files. I just opened the file with C4D and it also reads the UV-Mapping. So rendering a skin is possible without problems since the UV-Mapping is already done.
I then used Bodypaint 3D, a powerfull UV-Edit and Paint tool within C4D to project a image onto the 3D Model and let Bodypaint do its magic by reversing this projection back onto UV-Mapping.
If you ever did a more complex skins, with elements that went around certain edges, you know the problem. You fiddle around for ages to get the transition from one UV-patch to the next one as seamless as possible, with more or less satisfying results. Especially with the different stretch-factors for certain UV-patches this can be a pain in the ass.
When i used the LFS-Skin Viewer i always wished there would be a feature, where you just projecting a texture onto the 3D-model of the car and get back a corresponding skin. The difficulty lies within the transformation from the frontal-mapping of the projection into the UV-Mapping of the 3D Model. With the help of Cinema 4D and Bodypaint i was able to do this transformation:
+
=
With this technique the possibilities for complex skins with logos, pictures, etc. are huge. Especially for open wheelers with all those edges at the rear. My example is just a fast and sloppy one but i think its still impressive
Here the result, i know the render isn't the best, but i wanted a fast result. If you playing CS GO the theme should be familiar
I still work on the quality of the reversed UV-Texture. Its still a bit blocky and you need quite big pixel sizes to get a good result since there is a certain loss when transforming into the UV. But on the plus side, you dont need to mind the stretching. You just put on you texture as you would like to see it on the car and the rest goes automatically
teamName: Nox Racing
class: STD
car: XFG
number: 13
drivers:
- {comodore, Christian Scheins, Germany}
- {cocolinho, Christopher Börste, Germany}
- {asidani, Daniel Backhove, Vietnam}
- {klaus neumann, Klaus Neumann, Germany}
- {slarmol, Lars Moldenhauer, Germany}
- {The Duke, Volker Kleingeist, Germany}
Last edited by n3ox, .
Reason : - {n3ox, Ronald Großmann, Germany} switched to BST-Motorsport, Nuno Pinheiro OUT; Volker Kleingeist & Lars Moldenhauer IN
I'm very interested of this S2 lisence. I just don't discover this forum and i just started LFS a few weeks ago. So i will try my best for a good Hotlap.