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Rally signs by Jonzu95 & starlet_man
Jonzu95
S3 licensed
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


Preview Picture


We hope that you guys like and enjoy them. Here's our group link where we host weekly events. Everyone is welcome!
http://www.facebook.com/groups/419680931434244/

PS. If you wonder how to install them, just Overwrite them to the; /LFS/data/dds/ folder.
Last edited by Jonzu95, .
Can't install: Extract error writing to file
SLEEPER_
Demo licensed
"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.

Can someone please help?

bishtop
S3 licensed
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

EDIT - You can obtain the models which can be used in a 3dsMAX at the following link - https://ds-autos.digiserv.net/scenes/lfs


@Gutholz
damn them renders look amazing Smile
Last edited by bishtop, . Reason : i left my keys :D
Alpha channel problem. [ not a bug ]
b3nz
Demo licensed
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).

For example - this skin.
Flame CZE
S3 licensed
Moderator
If you mean the autocross objects, here are the original files. Place them in the data/dds folder. I hope it helps.

AX_ARROWS.dds - corner markers
AX_BARRIERS.dds - barriers, armcos, pit limit signs
AX_CHALK_ALP.dds - chalk lines
AX_LINES_ALP.dds - pit start and grid lines
Garypants
S3 licensed
Why did the update replace my barrier dds files? I was using my own custom ones to replace the red and whites, now they are back to red and white.
nacim
S3 licensed
The default car shader definitely needs more work IMO. I'm waiting for the stable patch to get working on something.

My try at it:





@Flame: I've linked the FZ textures of my dds folder (they are default one) for you, enjoy. Smile

@Lynce: Hey nice textures you got on your FZ, where do I get those nice headlights and remove this grey around them? Smile
Lynce
S2 licensed
Finally Tyred.dds has been finished. I will release this texture when sidewalls will be finished. There will be two options.


Improvements:

Road Normal. Increased the 3D Effect, realismo and edges ._





Road Super. Improved the edge and illumination. Now the illuminations are correct ._



Hibrids. Increased the 3D effect and decreased the noise to improve the realism. Improved the edge ._



Slicks. Cleaned a little bit ._



Knobbly. Totally new texture and edges ._




Click on pics for enlarge to 1920x1080


More news soon!
nacim
S3 licensed
Quote from Scawen :It would be nice to have a full panoramic environment map but they are massively more expensive. These hemispherical maps use a single upward facing render of nearby objects for each car. Usually there are not many objects to be rendered in each of these, so we keep the high frame rate.

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. Wink

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".
Last edited by nacim, .
cargame.nl
S3 licensed
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.
nacim
S3 licensed
Thanks for your answer Scawen, I'm really waiting for this test patch, and news about Cascaded Soft Shadow Mapping. Smile

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.
cargame.nl
S3 licensed
I would suggest PNG because its a much wider supported (even for websites) RGBA file format. It's much bigger but BMP and DDS have the same problem.

There are various PNG compression projects though... (example; https://pngmini.com/lossypng.html .. https://pngquant.org/ => Unix )
Last edited by cargame.nl, .
aanrus
S3 licensed
Quote from Scawen :
If so, what would be the best texture format for uploading skins? I won't do that for this test patch but it's something to consider.

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.

thanks you gooogle translate/
aanrus
S3 licensed
There is a solution! You have rename a DUSTALPHA.dds in DUST_ALP.dds
My screenshot.
Lynce
S2 licensed
Dear Nacim. How are you?

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).
Lynce
S2 licensed
Thanks, guys.

I'm making some tests to improve the volume and realism.

This work will be released today. TYRE.dds
Lynce
S2 licensed
Thanks as always, Bishtop.

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.

I hope I've explained properly.
SBF VGP Hotlap Championship 2016
Rallylappen
S3 licensed
Welcome to Virtual Grand Prix Hotlap Championship 2016 – starts 01-01-2016 week 1



Server: SBF VGP HC

You can enter this championship without register, make sure to use the SAME in-game name all the time, the results will be posted on:
VGP.se: http://www.vgp.se/events/hotlap-championship-2016/
Facebook: https://www.facebook.com/vgp.se/?fref=ts

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.

This championship/league is official at LFS.net: https://www.lfs.net/leagues/298-Hotlap-Championship-2016
Last edited by Rallylappen, .
Abone
S3 licensed
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
Popughini
S3 licensed
Anyone know the name of grass protruding DDS?

Rally stage #2 - 8.1 KM FAST (Made by Kristoffer Bäcklin)
Rallylappen
S3 licensed
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.

Enjoy Thumbs Thumbs up

MiniVan
S3 licensed
UPDATE!- make Rubber Lay 0.00
Rubber Dark 0.00 in cfg.txt.

And make a copy of the racelinealpha.dds
and rename it to raceline_alp.dds
HAKODESH
S2 licensed
Quote from smove :May I ask where you took the FXO/FXR dashboard and rear seat textures from?

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.
Rally stage #1 - 8.2 KM / 5.0 Miles (Made by Kristoffer Bäcklin)
Rallylappen
S3 licensed
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.

Enjoy Thumbs up
Last edited by Rallylappen, .
@Scawen : As requested, here is my suggestion.
nacim
S3 licensed
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).
FGED GREDG RDFGDR GSFDG