The online racing simulator
Searching in All forums
(943 results)
Scawen
Developer
The message "Invalid file" comes up if a dds file or a png file has the wrong header (the first few bytes of the file). Are you able to open that file using other software?

One possible cause (other than a corrupted file) is that a file of one type was renamed to another file type, by changing the filename extension. That cannot work, of course. LFS will create dds files from png files when required. You should use png files in the LFS editor and just forget about the dds files because LFS will create them for you when you do an export.
xolan1993
S3 licensed
rane_nbg is correct up there.

But for future reference that is not a model its a texture/skin(better call it a texture)

To install follow theese rules.

1.) Locate your lfs directory. All paths from now on will be relative to the lfs folder.
2.) Locate the data/dds/ directory.
3.) Locate the files that you want to replace and back them up.
4.) Drag and drop your textures inside the data/dds/ folder and replace all

That should do it.
Next time you post for help be a bit more precise with what you need help with. We want to help but we can not read minds.

Dont be "lazy" Smile
The more information you give us the easier it is for us to help you.
rane_nbg
S3 licensed
You should just replace the original lfs dds files with the ones provided in the zip, but please first make sure to find all the original ones and back them up shall you decide to go back to original models. I think it should be in dds folder. If not, then just do a search in lfs folders for the files names you have in the zip, you should be able to find original files quickly.
pete15
S3 licensed
Quote from xolan1993 :What do you mean. Be a bit more clear.
Is it a 3d model/in-game steering wheel.
Where did you download it from. What do you mean download.
What did you do step by step and then we will be able to help you.

It is a 3d model that is in game and I hoped it would work for the FBM.
I downloaded it from an lfs forum.
It was a zip that i pressed download on.
I used it as a dds file but I am not quite sure where to put it.
Any tips?
ivo_drifta
S3 licensed
Hey buddy!
I think you don't have to mess with skin_dds folder ever.
In this folder are already compressed skin files for online uses only (.DDS files).
Also there may be private skins that belongs to other players.

If you just want to paint the car, go to pits > colors > 'new colors' > select Default skin > and create new colors using the sliders.

If you want to put decals, stickers and etc.:
Your new skins should be located in LFS > data > skins. (as a .JPG files - 1024x1024 or 2048x2048)

Both - Gimp and Photoshop works for the task.

Select your vehicle in game > go to colors > click on 'generate skin template' (you will need black and white skin texture and wireframes for sure) > it's now copied on your clipboard > paste it in Gimp > create your design > save it here: LFS > data > skins as JPG (1024x1024 or 2048x2048)> use official car name XRT_name for example OR mod ID (6 digits code) slash your skin name > upload it on lfs.net > profile > car skins (to be visible online for others online) and that's it.

Wish you best of luck!
I KFCGAMER I
S3 licensed
Quote from Gutholz :What message is it?

"Could not find default skin in data/skins/e.g.A5C5S7_DEFAULT.jpg"...
what i have done so far is make sure that all of my game files and editor files are in the same place in my folders.. then i duplicated the cars default skin. Then I renamed it with correct file name, tried converting the dds file to jpg, but the editor still can't find the files.
Do i need some sort of editing software like photoshop to help resolve the issue or is it just how my files are organized??
I appreciate the help Smile)
Ibtasim6781
S3 licensed
The concrete objects in the Layout Editor use the concrete7.dds texture file

Mind you that this affects ALL of them, included the colored ones.
subUwU
S3 licensed
so, I am able to edit the car, but to test it I need the original files of the skins and dds files
Scawen
Developer
It's not advisable to copy mods from the game folder, as they are already prepared for game use. For example the png textures have already been converted to dds. Also there is no information there about whether the mod's author allows derivatives.

Some mods allow derivatives, and in that case you can download the original archive, with editor files included. For example this one:
https://www.lfs.net/files/vehmods/B7B8DC

You should be able to see "Download original archive" and that contains the relevant files that can be used in the editor.
LFS editor pre-made mods editing
subUwU
S3 licensed
so, I'm currently using mouse on live for speed, and I learned that I can copy mod folders into LFS editor and edit them. However once I'm done adding things such as traction control and less powerful engines (I usually don't overdo the editing, such as models) I click "test mod in lfs) and it comes up with: "The default skins were not found, png textures were not found, this mod is not ready for testing"
I've already pasted every skin and dds file into the designated data folder of lfs editor, but it won't work. How do I fix this?
subUwU
S3 licensed
Yeah sorry that’s on me, I found out a couple of minutes after. Because I thought they were meant to go in the dds folder but ok
I Deleted s_window_alp DDS As A Result Of Carelessness Can Someone Give Me This
TR_BozKurt_TR
Demo licensed
I Deleted s_window_alp DDS As A Result Of Carelessness Can Someone Give Me This DDS, Please? Frown
Scawen
Developer
Another 12 days have passed and some of you may be interested to read the log. The super short version is I've been fixing things, doing things that needed to be done, getting rid of lists of things to do. I'm trying to get all the important things out of the way ready to focus on tyre physics. Things that are less important, I plan to do after the release (apart from the odd thing here or there that I simply feel like doing).

The attached images show what tyre smoke looks like in a tunnel with and without a lightmap! Big grin


Log of changes:

Some small tasks to finish the delayed texture loading system
- updated per-frame task sequencer so if a car model was built a texture is not loaded
- renamed / reorganised some of the new functions to make more sense when reading code
- prevented delayed texture loading in modeller and vehicle editor (prefer instant)
- fixed single frame with headless driver standing up when exiting animation editor
- the option to switch between compressed and full skins now uses new reload system
- used MP replay to test switching between high and low resolution auto-download skins
- added critical section to make sure DDS saving cannot coincide with loading DDS skin

Spent a day on Fern Bay in the editor - various fixes (not creative work)
- unlike other tracks, Eric does not plan major Fern Bay updates in the near future
- there were shadow holes due to buildings and footbridges without top surfaces
- as an old favourite I wanted to see it in good condition suitable for release
- it's good for me to spend a little time in the track editor occasionally

Fixed minor issue: players joining in entry screen could trigger texture purge events
- host and guests did a quick load and delete of the new player's car to check setup
- as this car was loaded in "in-game" mode it would trigger a check for unused textures
- but cars no longer point to a setup in the player so this seemed to have no purpose
- so instead of preventing the cars triggering a texture purge, simply avoid this code

Off-topic interface update: Provide a left and right arrow for multi-state options
- it bugged me that to switch off replay saving I had to pass through an extra state
- now I can simply click left arrow to switch off saving / right arrow to enable
- the arrow button is greyed out if you reach the last option in that direction
- the 'greyed out' logic was easily applied to option slider bars so did that too
- tempting to do it for the integer nudge buttons but would have to change all calls
- too much to do so will forget that until the inconsistency bugs me in the future

Some development version updates
- new feature to help search for textures in the editor (in objects and world mappings)
- fixed system to load most recent version of a track for a lesson (not exact match)
- update to allow replays to load most recent version of a track (or currently loaded)
- fixed a thread protection notification exiting from editor using the window X button

Training lesson fixes
- fixed start time of training lessons which were always at midnight on 1 January 1601
- fixed some small issues around loading tracks that triggered thread warning messages
- fixed a "Game call from main thread" thread warning message during training lessons

General fixes
- fix for a thread protection notification when LFS does a full D3D recovery
(I have not seen a D3D recovery other than by deliberately forcing it to happen)

Fix for a problem noticed in MPR but would affect multiplayer generally
- symptom was a puff of smoke when clicking timeline to a certain point in the replay
- took a while to track down the cause (depended on where car was before fast forward)
- related to tyre's 'previous ground position' which is compared with current position
- this previous position was wrong if car was at a different angle before pos packet
- this has very minimal difference if pos packet is for a car that is currently viewed
- bigger difference if moving to a car that has not been viewed (physics not updated)
- solution is to get a good estimate for previous position using velocity and rotation
- testing shows that car velocity gives a good estimate so will leave out rotation now

The problem described above took me into angular momentum, rotation, position updates
- some things were still waiting since the 1000Hz updates (on my notes for months)
- now there is no sub-update, some things can be rearranged a little (for accuracy)
- a position accumulator is needed for low speeds (to avoid a 'minimum speed' issue)
- seems good to be pulling me back into physics as the tyre updates are waiting
- converted old variable FloatPos (was related to sub-updates) to position accumulator
- now super-slow speeds are possible and car cannot be stuck on 'digital rails' (xyz)

Have noticed an issue for some time - physics objects resisted starting to move
- seems to be related to 1000Hz update: object velocity not fast enough after 1 frame
- fixed by reducing the speed at which an object is considered to have started moving

Cleaned up code from recent changes / discarded finished notes / browsed old notes
- copied a few things from the old notes onto a short list of tasks to do for release
- although we are still a way from there I want to know what remains other than tyres
- random OT: made arrow keys work to move between options screens (seems like should)
- old notes reminded me that smoke particles do not pick up lighting from lightmap
- the lightmap stores info about artificial light and sky visibility, in an octree
- that means smoke looks black in the night and also too bright in tunnel during day
- made smoke particles read lightmap - see the attached images for before and after
Goran_MNE
S3 licensed
Hi, i have same problem with editor.


I read the lfsmanual and i renamed the textures. I added .png and _ALP.png but nothing works. I should mention that the other 7 textures work after I changed the format from dds to png. These two don't work. Can someone help?

https://ibb.co/yWBrTBz
Scawen
Developer
Another week has passed and I've got rid of some more sheets of paper. The bulk of the work was allowing textures to be loaded gradually after the car's 3D model has been built. Initially it was necessary to allow number plates to be updated without rebuilding the car, for the case of a player changing their number plate while their car is on the track. Sounds obscure, but it was the last case of the car mesh being fully rebuilt while already in game. The trick was to keep a different slot for each player so the text on that slot could be updated at any time, so the number plate can change without the car model even being notified.

More obviously important was a system to allow the textures to be loaded in a delayed manner after the car mesh is built. In recent versions, a remote car's model is built only when the car comes into view, but there is a slight glitch at that point (as there always has been). I've now reduced that a lot by initially using existing special system textures for white skins and grey textures, if the texture isn't already in memory. Then the textures are loaded in subsequent frames, one by one. That doesn't take long so now if you see a white car, it won't be for long, and the glitches will be less than they were before.

It probably doesn't sound very exciting but to me it has been quite interesting to see cars loading quickly then their textures rapidly appearing over the next few frames. But I've changed it so when you load a car in the garage or click on someone's car in the game setup screen, it is always an instant load. Also when entering the game in single player or a replay the cars can be fully loaded before presenting the first frame. But for multiplayer we want to get in there as fast as possible as all connected players must be in sync. So in that case you can see cars appearing sequentially (nearest first) then all their textures are loaded and finally the number plates update. It's a better feeling than the long hold on a black screen when everyone has clicked ready.

It seems like most of my immediate notes are going to the paper recycling now. I have to do something to separate the light direction into a physical side (could be used e.g. for track temperatures) and a graphical side. In future that could relate to other weather features. Just like everything else, the physical side needs to be updated by game code and the graphical side will represent or approximate that visually.

A few other things to do and a few bugs to fix, to give me a clear head then maybe I can look at some tyre physics and reassess that, figure out what needs to be adjusted or finished to get nearer to the long awaited release. Thumbs up


Log of changes:

Improved editor colours when showing grids, pit zones, start positions, checkpoints
- makes it easier to find checkpoints as they need to be adjusted on all tracks

Reduced size of vertices sent to GPU by using more efficient storage for normals
- this helps memory bandwidth when drawing each frame and reduces memory usage

Adjustment to number plate system to allow plate to be updated without rebuilding car
- although a rare event this was the last remaining use of old car mesh rebuild system
- previously used to rebuild after a skin download or after pit-out glitch reduction
- now the text can be updated on the number plate texture without car being notified

System to delay loading textures all at once when the car model is built
- this is to replace the old pit-out glitch reduction that had to be removed
- it was never very nice as it resulted in white cars until your own car stopped
- new system creates texture objects in memory initially using a grey system texture
- after the car is loaded, every frame just one car texture is loaded (if not already)
- it was simple enough for the standard dds textures (but complicated a bit by mods)
- more confusing is the use of skins / skins_dds / skins_x / skins_y / mod skin folder
- the trick is to store all settings that control texture load, in the texture object
- changed the temporary texture for skins to white (looks better with user set colours)
- the temporary texture for all other textures remains grey which seems to work well
- number plate textures not updated until next frame after the last texture is loaded
- now car load, model build, texture loads, number plate creation all done separately

Fixed off topic bug: With some vehicles, exposure was noticeably wrong on entering game
- turned out that driver was not created in car setup but only when vehicle first drawn
- so eye position was not available in advance of first frame (used a default position)
- in some vehicles this could put the view in a dark place so exposure turned right up
- a result of exposure adjusting to output image + recent changes to car initialisation
- exposure usually adjusts gradually but it goes instantly to the first frame exposure

Back to the pit-out glitch, the worst remaining glitch is creation of the car model
- much reduced as it does not include loading textures (because of the recent changes)
- more of an issue could be when more than one car model is built in a graphical frame
- for instance turning last corner into pit straight, after some cars joined the race
- seems it should be possible to only allow creation of one car's model in any frame
- this would spread the stutter over a few long frames instead of one really long frame
- tested this by enabling it when entering game - cars appear one by one up the grid
- it's a good test - cars can appear individually then textures appear individually
- now the thing is to stop it happening at times like single player grid or in garage
- nice for me to see the delayed load but it's better not to see that when not needed
Last edited by Scawen, . Reason : correction - the white and grey textures already exist (are not loaded)
Scawen
Developer
Eleven days since the last report, here is some more progress. Not much on multithreading but a couple of thread-related bug fixes. This period started with some work on the skin downloads which now work more smoothly and with a smaller glitch when the texture is applied to the car.

More interesting was an increase in the number of available objects. I had to overcome a technical limitation that object indices were 16-bit numbers, for historical reasons, which meant there was a hard limit of 65536 objects in the world. Objects mainly include actual objects, track cross-sections (we call them simply 'sections') and the segments that link sections, with curves and surfaces. Also flags, marshals, trees, and abstract objects like cameras, start points, grids and pit zones count as objects too.

The new South City has been getting close to that limit and I wanted to add a few more, which were related to an improved way of timing laps. Now that timing can be done to an accuracy of 0.001 seconds, the old path-based timing really wasn't up to the task. The path nodes don't align perfectly with the visual finish line which could give some strange results if there was a photo finish. To be fair these new checkpoints would only add 20 or so objects to a track but when I mentioned them to Eric he did talk about the shortage of object slots and that's why I decided to get down and sort that out. Actually it turned out not to be too bad, as in recent years the obstacles preventing me from changing to 32-bit object indices have been removed. Primarily it was the old 'optimiser' data that switched on and off objects as you drove around the track. It was huge data but now we use an occlusion octree that works in a different way and does not store the indices of individual objects.

There is more explanation in the log below. To illustrate the checkpoints update I have attached 3 screenshots. Because timing no longer relies on paths, it is interesting to note that open configs can now naturally do lap timing even without custom checkpoints being added. Paths still have some advantages such as instantly updated race position list and the colour coding for other cars on the small map, and these functions still work on configurations that do have a path.


Log of changes:

Skin downloads are now converted to DDS and saved from the download thread
- this reduces a graphical glitch when a skin is loaded onto a remote car
- simplified some texture loading code that was mixed up with skin saving

Cleaned up more code around texture loading and skin downloading
- the car's model is no longer rebuilt after its skin is downloaded
- instead the car holds a placeholder skin which is replaced behind the scenes

Support for ALPHA in section ends (tracks are made of segments between cross sections)

Fixed crash bug in the unused texture removal system (could remove some still in use)

Noticed a thread-related bug to do with setting the exposure while restarting
- game code does an 'illegal' D3D call that can cause corruption

Separated "set up lighting" into physical and graphical sections to fix the bug
- considered that this section of code has not yet been separated properly
- the physical part should be done every physics frame (sun could affect physics)
- graphical part needs to be done every graphical frame (shader constants, etc)

Realised that Eric was spammed with too many code-related debug messages in editor
- added a debug level option so he can see more relevant but not excessive messages
- used special macros to simplify the adding of messages for 3 different debug levels
- searched for and updated around 600 debug messages to use the new switchable system
- removed obsolete messages, e.g. a config without a defined path is valid these days

Encountered a thread-related crash, again during restart (clash with drawing humans)

Fixed a zoom bug in one type of trackside TV camera (probably was there a long time)

Removed another thread warning message that appeared in track editor (on undo or load)

Made car ambient shadows, lightmap lighting and headlight effect work in track editor

Considered a new timing system that uses proper checkpoints like in the layout editor
- existing timing is based on path nodes and is misaligned with visible finish lines
- Eric mentioned a concern with the number of objects in map approaching a hard limit

Converted object indices to 32-bit to increase the number of objects that can be added
- previous 16-bit indices only allowed a maximum of 65536 objects to be added to a map
- number includes objects, buildings, cameras, track cross sections and segments, etc.
- in the past the occlusion data relied on object indices and took up a lot of memory
- now we have a totally different occlusion system that storage issue no longer exists
- it took only a bit more than a day to update the remaining object indices to 32-bit

Moved onto the new system that allows accurate alignment of checkpoints and finish line
- started by analysing all path nodes over marked track segments to detect checkpoints
- this produces many checkpoints, often duplicates, e.g. a finish line for every config
- the duplicate checkpoints are combined and config switches enable them appropriately
- this leaves fully working checkpoints that Eric can adjust to improve accuracy
- worked on the editor side of it (the checkpoints are a type of invisible object)
- on the driving side, checkpoint detection use existing code for layout checkpoints
- timing is no longer path-based but paths have uses, e.g. instant race position list
- interestingly open configs can now do timing even without adding custom checkpoints
Gunn
S3 licensed
Moderator
I think it uses Cromowheel_grip.dds and Cromowheel2.dds, but it's been a long time since I messed with those files so I'm not certain they are the right ones. Back them up first before editing.
rane_nbg
S3 licensed
Yes, it is possible to change the corresponding DDS files for wheel texture and so on, but that would apply the change to your PC only.
The best way is indeed to get S3 lic and look through the many versions of XFGs available, there must be some that you like.
Octosquad
S3 licensed
I do want to change the look by trying to load a DDS as well as adding a config to have no wing and that might be it
Snoop.DriftEra
S3 licensed
I tried to search forums, but no luck. Excuse me if this question answered before:

When i try to delete points it says "Points in use". What do i do wrong?


* * *

Quote from TurboLoverBG :Hello, any clue why texture color is changed when converted from PNG to DDS from LFS editor? Attached 2 shots of the difference. Texture size is 1024x1024, with Alpha. This difference is not present if same PNG is saved as DDS with other image software.

I'm not sure why, But LFS ruins my terxtures too. I rather compress them myself with Nvidia plug-in, but i guess Scawen not allowed us to do so, trying to make it simple for people not familiar or confused with DDS compression types (DXT1 SXT3 DXT5 etc etc etc).
Last edited by Snoop.DriftEra, .
Flame CZE
S3 licensed
Moderator
Quote from lfsrm :Probably very fun to drive just by the look of it, can't wait to try it!

I think the dirt alpha that you used on the front window needs to be toned down a little bit.

Quote from VladM :I have to agree, perhaps adding wiper marks would give it some nice detail?

I'll see what I can do. I tried to create a wiper effect on the Hadraplan, but it's not as good as I would like due to the limited bit depth of the DDS alpha textures.
How to use downloaded mods offline?
Avc
S3 licensed
Hello, is there a way to use downloaded modes offline without copying all those mods and putting them in LFS editor veh folder, and re-converting .dds to .png textures back and forth? I thought that would have been a feature since the mod is already downloaded just to load it. Well I don't know the exact reason why it's not a thing maybe someone can explain it to me. Thank you!
charly.thorngren
S3 licensed
hi, the cfg file had version 0.7C so that was not the issiue.
the game starts sometimes and works fine untill i close it and want to start again.

this is what my CFG file says:

Version 0.7C
Start Windowed 0
Welcome U 0
Borderless Window 0
Edition 0
Window 80 80 1360 1040
Adapter Select 0
ZBD Select 2
Speaker GUID 00000000-0000-0000-0000-000000000000
Control GUID 00000000-0000-0000-0000-000000000000
Show FPS 1
Sky Res 2
Mirror Internal 1
Mirror External 1
Clocks Internal 1
Clocks External 0
Control Mode 0 1
Steer KB 0
Next Shot 1
Shot Type 1
Thr Brk Rate 6.00
KB Steer Rate 0.40
KB Return Rate 0.20
KB Fast Mul 2.00
KB Slow Mul 0.50
KB Limit Mul 0.80
Update Path 2
Replay Skins 1
FF Steps 1
FF Skip 1
FF Strength 25.00
Fuel Start 50
Fuel Pit 30
Tyre Limit 30
Strategy 1
MP Speedup Opt 1
Auto Get Skins 1
Helmet Skins 1
Instant Look 0
Look Function 0
Steer Look Amount 1.00
Steer Look Reduce 0.00
View Filter Rate 0.20
View Horizon Prop 100.00
Tilt DPG 1.00
LSPG 0.000
FSPG 0.000
VSPG 0.000
Camera Delay 1.00
MP Draw Dist 300.00
Dynamic Lod 0.50
Rubber Lay 0.60
Rubber Dark 0.80
Dynamic Reflections 8
G3D_OPTIONS 0 0 0 0 2 1 1
G3D_VR_MONITOR_VIEW 1
G3D_VR_FLAGS 6
G3D_VR_MENU_FOV 70
G3D_VR_MENU_DIST 0.500
G3D_VR_VERTICAL_FOV 115
G3D_VR_REPLAY_3D 50
G3D_VR_RES_ADJUST 100
G3D_VR_POSITION 0
G3D_HMD_HUD_SEP 0.050
G3D_HMD_IPD 50.0
G3D_SCREEN_HUD_SEP 0.000
G3D_SCREEN_WIDTH 1440
G3D_SCREEN_IPD 50.0
Test Shadows 0
Vertical Sync 0
MIP_BIAS_NORM -0.5 -1.0 -1.5 -2.0
MIP_BIAS_RIFT 0.0 0.0 -0.5 -1.0
Main LOD 1.00
Dust LOD 1.00
Screen Info 0 165 2560 1440
TrackEd Speed 65536
ModelEd Speed 65536
Editor Options 4
Screen Flags 2150915
Audio Options 24
Sun Colour 0 0 0
Sky High 150 160 200
Ground Col 40 40 40
Background 30 30 30
Back Texture 100 100 100
FOX Dash 64 96 128
BF1 Dash 48 48 255
FO8 Dash 200 32 32
FBM Dash 96 128 96
Road Gear LED 48 48 255
Split Text 200 200 200
Clock Text 200 200 200
Clock Needle 200 32 32
Editor FOV 60.0
View Smooth 0.2
Transition 2.0
Button Look 45
FV Lag 0.1
FV Height 0.5
FV Pitch 12.0
FV Dist 6.0
FV Dir 0
View Lock 0
Map Name Blackwood
Ply Name ^7THORNIS^1^vRVT
Master Port 29339
Auto Kick 3
Location 0
Server Name ^7Just a Drift-^8Session
Selected Car XRT JP326~001
Setup Name tajm new
Colours Name DEFAULT
Find User
Game Name
Game IP auto
Game Port 63392
Game Pass
Game Admin
Language English
S1 Mode 3
Upload Bandwidth 128
Setup Index -1
Colours Index -1
Lighting 0
Flip 2
Config 4
Race Start 1
SCREEN_CX 0.00
SCREEN_CY 0.00
SCREEN_XMUL 1.00
SCREEN_YMUL 1.00
Combined Non Linear 0.00
Turn Compensation 1.00
Mouse Non Linear 0.80
Steer Smooth 0.00
Speed Steer Reduction WM 0.00
Half Reduce Speed m/s WM 50.00
Speed Steer Reduction KB 1.00
Half Reduce Speed m/s KB 50.00
SHOW_MODES 2
SHIFT_F9 0 165 1024 768
Mods Screen 0 2
Disable Anim View 1
Driver Pos View 0
Show Names 1
Show Mouse 0
Internal Show 0
Show Map 2
Start Lights 2
Skill Level 4
Blob Size 6
Windowed Link 0
No Trees 1
No Flags 1
No Rubber 1
ALL SPR MPR 0
Music Dir data\ogg
MUSIC 10.0
BEEPS 10.0
CAR_V 20.0
ECHO_B 0.5
SKID_B 0.5
WIND_B 0.5
Sound Delay 0.08
Text Size 0.050
Car Highlight 2048 15
Music Channel 3
Antialiasing 4
Mirror AA 1
Filter AF 8
Local Skins DDS 1
Shadow Mode 2
Max FPS 100
Game Limit FPS 1
Min Sleep 1
Buffered Frames 1
Shift Debounce 20
Half Tex Res 0
Dedicated Host 0
AI Use Ply Setup 0
AI Use Ply Colours 0
SPR Auto Save 1
MPR Auto Save 1
MPR Message Block 0
Options 1
Ed Char Size 0
Max Conns 8
Modem Type 3
Packs Per Sec 6
Cars In Race 4
Cars Per Guest 1
Cars Per Host 1
Admin Slots 1
MP Rules 1048575
MP Flags 15395
MP Filter 260
Rules_Y 0
Rules_N 0
Flags_Y 0
Flags_N 0
Conn To Master 1
OutSim Mode 0
OutSim Delay 1
OutSim IP 127.0.0.1
OutSim Port 0
OutSim ID 0
OutSim Opts 0
OutGauge Mode 0
OutGauge Delay 1
OutGauge IP 127.0.0.1
OutGauge Port 0
OutGauge ID 0
FN_J MS PGothic
FN_H Microsoft JhengHei
FN_S Gadugi
FN_K Gadugi
FW_J 600
FW_H 600
FW_S 600
FW_K 600
Last edited by charly.thorngren, .
TurboLoverBG
S3 licensed
Hello, any clue why texture color is changed when converted from PNG to DDS from LFS editor? Attached 2 shots of the difference. Texture size is 1024x1024, with Alpha. This difference is not present if same PNG is saved as DDS with other image software.
MODS - CName and mods/vehicles directory mapping
KingOfIce
S3 licensed
Online at :
LFSFrance.org #1
Hello,
How to match a mod's ID (CName) with its directory name in mods\vehicles ?

e.g.:
my insim program gets the identifier "1AF20E" as CName.
I want to open the default dds for this car = "mods\vehicles\TOMMY28~011\skins_dds\1AF20E_DEFAULT.dds".
How do I know (by insim) that it is located in the "TOMMY28~11" directory of mods/vehicles?
FGED GREDG RDFGDR GSFDG