Hello guys. Me and my friend have made package of rally signs for rally stages. We use these signs in our Live For Speed Rally Community servers such as:
- Finnish Rally Server
- Finnish Event Server
- SBF VGP
"Setup was not completed successfully". If i restart the installer I get the same error but with a different .dds file. Not sure why it does this. I've tried installing as admin and installing to a different hard drive with the same results.
you can alter any textures which are in the lfs/data/dds folder along with any in the lfs/data/pic folder but when it comes to the car models it is forbidden to remodel if they are to be used ingame.
For rendering ect I believe you can download some which are in a format which
can be imported and used in a 3d modelling application but I cannot remember where I had seen them but I'm sure someone will point you in the right direction
OK, so I'm going to be short. Transparent DDS skin's things (using alpha channel) DO work while previewing the skin in the garage, but DO NOT work while in a track (the area meant to be transparent are black).
I thought you were trying to future proofing a bit more LFS on the graphical side while you catch up with modern graphical engines ? Most racers around here have computers that are easily capable to render a full 256x256 cubemap each frame.
I really don't think that some full sphere mapping with a low draw distance will eat performances. And don't forget that it's a graphical option, people with lower-end computers can disable the effect (and the full sphere could be replaced with a static one on the dds folder), or enable it only for their own car for example.
Adding expensive options does not mean losing your player database if you keep the minimum settings low enough so people can just enjoy LFS on a low-end computer, but you'll have more potential buyer because there are a lot of people just ignoring LFS because it's not "modern looking".
It's not about downloading, the question is about uploading. Once it is on the server it can be processed to better compression and/or converted to DDS format.
Thanks for your answer Scawen, I'm really waiting for this test patch, and news about Cascaded Soft Shadow Mapping.
About skin new format, I'm more up with .DDS, because LFS already converts every skins in .DDS before usage, so it will skip this step and use less disk space and will also reduce the online stutter when downloading someone's skin.
The format .dds as in iRacing.
+ The game automatically attaches the license plate number and the sponsor (for example in the league), if there are any.
Hard to take a decision about it. This take a lot of time. A simple thing to make a compatibility between the sidewall and the tyre is a pure adventure. Too hard and takes a lot of time.
Anyway I was thinking to divide the trademark of the tyres on some categories.
For example: Michelin and Bridgestone for the open wheel cars. The rest for sport and road cars. That is an option.
Another idea is making a LOGO_ALP.dds (sidewall) for competition cars in exclusive and another sidewall for normal tyres (road, sportive cars). So, two options.
I will think about it. But I want to work on my site to upload all my work made until now, hehehe.
Note: Probably some tyres will be reworked: Normal tyres?, Hibrids tyres ? Knobbly. Does not convince me at all the last one (Knobbly).
In this particular case the TYRE.dds and LOGO_ALP is the same work.
The process is working with "TYRE" first. Then, working with "LOGO_ALP". The difficulty is the union of two textures in the tire. They should have the same tone and also must have a consistency. It is not difficult for harmony, but if I work on "TYRE" I have to be always thinking "LOGO_ALP" in my head. Obviously I need real life photos to have a reference.
There will be a new event every weekend and you have a full week to set your hotlap.
The server ”SBF VGP HC” will be open 24/7 and you can drive as many times you want. (Server and championship will start 01-01-2016)
Top 10 drivers will receive points every week and at the end of 2016 we will crown the fastest overall Live For Speed driver there is, this championship will cantain allot of different disciplines, all from racings sprints to rally stages to autocross layouts and so on.
Every week will be 100% random when it comes to what car to use, what lay to drive, what discipline to perform. (you need S3 licens for this championship)
Some of the rally stages has a sign system that we use, if you want to see the special signs just send me a email at [email protected] and i will send you the "AX_ARROWS.dds" file and instructions for usage (sign graphics created by Thomas Albæk Poulsen)
This championship is all about to get your car from point A to point B as fast as you can.
(custom car setup will be needed if you want to score points)
This championship will start of pretty easy and basic with a modified track at Blackwood, and the car for week 1 will be the XFG
Point system:
1st – 25 p
2nd – 18 p
3rd – 15 p
4th – 12 p
5th – 10 p
6th – 8 p
7th – 6 p
8th – 4 p
9th – 2 p
10th – 1 p
Max points for perfect season = 1300 points.
very good idea, I suggest you add one more thing also, like 2 more colors ( grey and green) and all colors available for all objects. we need see difference between road and "mountain", at the moment we see everything grey like in this video ( concrete7.dds edited): https://www.youtube.com/watch?v=nc9GgcmXXO0
If you like rally in LFS, just visit our server SBF VGP RALLY. There will be a new rally stage every week.
And dont forget to follow our Facebook group for info about race days and events in rally, rallycross, folkrace and many more. https://www.facebook.com/vgp.se?ref=hl
IF you visit SBF VGP RALLY and NOT using the ax_arrow.dds file, just ignore the signs.
Yes. This dashboard was sent to me by a friend a few years ago. But do not know where he found.
The rear seat came from a photo I could find on the internet with angle and proper disposal, a great find! With it, I could make a mount in the dds FX.
Can I ask you the reason for your inquiry?
Sorry an error in writing, English by Google Translate.
Here you have a rally stage made by Kristoffer Bäcklin (VGP KB)
If you like rally in LFS, just visit our server SBF VGP RALLY. There will be a new rally stage every week.
And dont forget to follow our Facebook group for info about race days and events in rally, rallycross, folkrace and many more. https://www.facebook.com/vgp.se?ref=hl
IF you visit SBF VGP RALLY and NOT using the ax_arrow.dds file, just ignore the signs.
So, let's say LFS need to use the texture BWnewroad.dds to use it with new shaders for tracks. My idea is to make LFS search for BWnewroadNORM.dds and BWnewroadSPEC.dds, and load them it they exist. Then, it will just pass thoses textures to the shader (just like any texture), so we can add normal maps and specular maps to LFS.
Why doing this only if thoses textures exists ? To keep usage of texture which don't have thoses, and make cool shaders only for roads, wall and grass.
These, are easy and fast techniques to add graphical detail in game, at no (or nearly no) performance cost.
Normal map :
Specular map (on the right, note how the wood is not shiny everywhere) :
NOTE: normal mapping needs to have tangents and binormals for each vertex in order to be implemented (AFAIK).