it turned out for me only s3.lfs.net works, others are not availaible, or only sometimes...
so i edited file in
C:\windows\system32\drivers\etc\hosts
and there I forced the IP to be that of s3.lfs.net whenever it asks for any other name...
now it works without any issue
# Copyright (c) 1993-2009 Microsoft Corp. # # This is a sample HOSTS file used by Microsoft TCP/IP for Windows. # # This file contains the mappings of IP addresses to host names. Each # entry should be kept on an individual line. The IP address should # be placed in the first column followed by the corresponding host name. # The IP address and the host name should be separated by at least one # space. # # Additionally, comments (such as these) may be inserted on individual # lines or following the machine name denoted by a '#' symbol. # # For example: # # 102.54.94.97 rhino.acme.com # source server # 38.25.63.10 x.acme.com # x client host
# localhost name resolution is handled within DNS itself. # 127.0.0.1 localhost # ::1 localhost
yes, it seems this block is badly mapped... I'll try to fix it in next few days... Thank you for pointing that out and sorry for delayed reply, i missed notification in my e-mail.
Hello, not sure if it's still actual for you, but I made tool that imports LYT file into Blender, so at least you will have positions of autocross objects :-)
layouts are not meant to be loaded by lfs but the layoutstreamer app.
So they don't need the track name, but the demo layouts are for BL4X, I forgot to mention that.
in order to really try the streamer, layout should have more than 3000 blocks, so simple oval would not be enough. Otherwise the streamer just spawns all the blocks, if they are under limit and that's it...
I had no time to make some layout so I just combined two existing ones.
You should see two pit areas on the map... so that's where layouts are...
You can also use "o" key to teleport where your mouse points, so you can test it this way.
With the permission of Jake_Blasted, the author of these two layouts from AHPP - Underground Racing server,
I include static.lyt and dynamic.lyt files as a demo example.
The relesed version 0.5 did not run properly on all computers, I fixed it. Here is corrected version 0.6.
Make sure you set your password correctly and you provide static and dynamic layout files in the config.
A Layout streamer is an app that can load a very big layout and stream its parts
to all players connected to server, regulating the total amount of visible blocks at once,
depending on players position in the world. It uses only insim protocol.
It allows hosting layouts that are beyond 3000 blocks limit.
Read README.txt before running the tool, there is an explanation and guide.
I already included a script in version 0.3 that you can duplicate blocks along curve... it is not documented in guide, but it is there, you can try it.
There I plan to make possibility to draw line of objects by clicking with mouse directly in LFS. I think that will be the ideal tool for you for this kind of problem.
The editorman's insim can also load a layout "as composition" and spawn it anywhere on the map.
Therefore you can save some often used groups of objects as composition. Maybe that will help you too. You can make 5 predefined curves and use them wherever you need.
No killjoy, it's welcomed. Tell me what you need and I'll try to make it.
By the way we prepare release which has all blocks supported and maybe also some better UI.
No, my tool has no limit, you are only limited by maximum count of objects in total, which is 2400.
If the composition has more than 30 objects, my tool just sends more messages.
However it can only spawn the composition. Once spawned it can no more move it. (Well I could maybe add this feature)
However there is "Undo" button, so you can despawn the composition, then adjust the coordinate or heading and spawn it again, untill you satisfied.
The position can also be "clicked", so that already gives good precision.
If you press o-key while no block selected, then LFS send the position under mouse cursor to my app and the offset X Y Z fields are updated. That way you can pre-click where you want to spawn the composition... If wrong, you just hit "Undo", click elsewhere and spawn again
I am working on an app that add some advanced and helpful features to LFS poor editor.
You can try this tool, guide is inside zip package.
Features:
- in-place replacing slab for ramp or wedge or vice versa
- moving object along its rotated axis
- quick block rotation by 90 or 180 degrees
- shifting/rotating entire layout as a whole to any direction/angle
- spawning compositions saved as LYT files anywhere on map
I made another progress. I've written import script, so now it is possible to import LYT file into Blender, do modifications and then reexport into LYT file again.
Since I haven't modelled all ingame blocks yet (only slabs, ramps and wedges), I made partial support - those object will display as small cube in Blender, but they will be at right location, properly rotated and I saved their metadata so it will be exported exactly as it was, despite lack of model for it. They can also be repositioned or rotated along Z axis in Blender.
Rotation restrictions are there. They come from packing all info about object into 8 bytes.
You can rotate blocks along Z axis as you want in Blender, it will be rounded to nearest angle LFS supports during export.
But you cannot rotate along X or Y axis in Blender, for that purpose I made predefined blocks that are already properly rotated. Their rotation is encoded into the name of the block and from there the export script read it and convert to appropiate LFS object.
But main advantage of editing layout in Blender is that you can easily copy paste, have big layout and export only some sections of it. Create structures or template certain blocks into larger building pieces and use all the tools that Blender supports, like repeating last action with Shift + R or vertex snapping, spin dup around cursor etc... you can even script things, so if you can generate some layouts... possibilities are endless.
I am now experimenting with converting a curve into layout. I already have some success. I have converted entire Akina mountain track into layout. Although I had to reduce its height to 64 meters so it fits LFS limits.
So far I made things simple and so I used only basic slab block so there are bounces which need to be changed for elevated ramps. But all I did was fully automatic done by script, I can enhance it in Blender or in game.
I have come up with some kind of tool that can be used to create basic skeleton for LFS Layout.
It uses Blender 3D editor and outputs LYT file than can be directly loaded in LFS.
A guide is part of the zip package, however it assumes some basic familiarity with Blender.
Currently in version (v0.2) only slabs, ramps and wedges are fully supported. But those are most used blocks when creating new layout.
Basically I have pre-modelled all possible variants of these blocks so you only need to copy paste them and put them together into layout.
The script for actual export is included in .blend file and can be directly run from Blender - it exports all selected objects to the output layout.
Any feedback, suggestions or improvements are welcome.