The online racing simulator
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TehPaws3D
S2 licensed
Quote from justasimfan :Techpaws3d actually you can put those masterpieces easily in the game.They are 3d studio files and all you have to do is save/convert them to dds format something that can be easily done with a converter...

You don't have to upgrade to newer dx versions as those cars simply have extreme polygon numbers and very high resolutions textures.

And for older computer you can simply decrease the polygon quantity and save the car on another dds file.Depending of the quality option for cars chosen in the option the game could use a low -medium or high polygon number model.And about glitches -there are none.Those models are full my friend...Glitches occur when models are unfinished and have wrong joints,textures that do not much or unfinished interiors.Those cars are PERFECTLY MODELED SO there is no fear for a single glitch !


Techpaws3d as i said previously those models are PERFECT by any means of imagination.They have NO glitches.

Also no physics are going to be touched.Just the basic models replaced with those incredible ones.
For the cars that are not featured already in lfs the physics will be made by the devs.

Its a real pity if those models are not used.

Okay, First, Learn how to spell my name TehPaws3D How in hell did you get Tech?

Second, If it's so easy, To create these car models, Where is your proof? I"m getting slightly pissed off with you, It's not like you can slap a car Which remind you was RENDERED. Into a game, And put tires on it and say "Off yeh go!?" No, It doesn't work that way, You have to make sure it works WITH THE PHYSICS And then you have to make all the setup options, And make sure it handles to "Sim" reality.

Third, The cars in game do not run off DDS, They run off VOB. Having two files would be most likely carnage in the files / engine of LFS.

Forth, You are a DEMO, User, Meaning you don't know what 80% of the cars are and 93% of the tracks! If you want to support the devs and then maybe, Just maybe. They would put your super terrific high car models in the game. And my computer, Nvidia 8400 GS with 2.20 GHZ could manage 1,000,000 polygons moving at 50 MPH in a full field, You're talking about, Wait for it. 32,000,000 + Track Polygons! That's over 20 million! That's out of your mind! Plus the physics calculations!

That's not saying all computers can't do this, But i'm not one for spending 1000 - 2000$ just to play LFS, Hell no.

And
lillsnortan ..? What are you talking about?
justasimfan
Demo licensed
Quote from der butz :...you have to notice that "the Devs" would have to pay much much more for those models because they'll earn money selling a game that has those models in it.

Personally I'd like to keep my slow dual core 2333MHz Rig with the crummy 4850, two lousy gigs of RAM and the single silent fan a bit longer, so no million poly cars for me, thanks.

I always wonder why so many people (demo or not) cry for new content but don't do anything themselves. There has been a development pause of two years for us normal customers, why have only a few people started modding lfs, and none of them has done it properly?
Why not simply make a proper model and give it to the mighty ones, hoping that they'll simply put it in the game?

greetz

der butz

PS: I know that modding is an unwanted topic here and I do not want to encourage people to reverse engineer lfs, the stuff I wrote above is just a statement towards some whinging lazy people.

Hi there ! Everybody that buy those models has the right to use them in any way he wants as they make them to sell them to game designers....

As i said before althrough they have 500.000-1.000000 polygons each the could be saved in dds at 3 sizes.One size with full polygons and the other two with reduced numbers so people with older pc's can choose the lower quality models....
justasimfan
Demo licensed
Quote from TehPaws3D :It's not like you can just drag and drop some rendered masterpiece into a game, You have to down size it a little as we are running with DX8. We might even upgrade to DX10 or DX9 on the patch, But that's a long shot, Those high detailed cars are probably cars that have taken days or hours to render, And you can't put that car in the game. It'd look so out of place it's not even funny, Plus you have to have it low quality too so the lower end computers have some what of a chance. You have to make sure it's not glitching, Alot of stuff.

Techpaws3d actually you can put those masterpieces easily in the game.They are 3d studio files and all you have to do is save/convert them to dds format something that can be easily done with a converter...

You don't have to upgrade to newer dx versions as those cars simply have extreme polygon numbers and very high resolutions textures.

And for older computer you can simply decrease the polygon quantity and save the car on another dds file.Depending of the quality option for cars chosen in the option the game could use a low -medium or high polygon number model.And about glitches -there are none.Those models are full my friend...Glitches occur when models are unfinished and have wrong joints,textures that do not much or unfinished interiors.Those cars are PERFECTLY MODELED SO there is no fear for a single glitch !



Quote from TehPaws3D :
It's not about the quality it's about the quantity, Sure, You have some guys that could make super high detailed cars for LFS, Which is awesome, But how do they know what power the engine is, How do they know how to "Make it fair" So you don't have one car used because it's got so many advantages. Then you have the problem if it's freetime creators then you could have hundreds or thousands of useless car models that one a selected few use. Then you have the hundreds of skins and setups that could accompany it, And we aren't talking about replacing a FZR with a Porsche, Cause we already have illegal VOB. mods. We're talking about a physical NEW car.



True, We could have 150 for all we care, But it causes to much clutter for three people to work on, You'll have glitches that are seldom ever fixed, Graphic glitches, All sorts, If you get much more cars and tracks, Then you basically are turning LFS a standby mode. Until they get more people working with them, Or more people Helping, Or raise the price, Make LFS 50$ for S2 and 25$ for S1, That could atleast put 5 people working on it.



Yes but that's all you know, They could have a few new cars waiting that aren't even named, Or have anything to preview, And even if it's just ONE car, I answered it above, It's most likely not going to be glitchy at all, Allowing them to nicely move on to other cars/tracks, And what do you expect three people to do.. They have lives too..



Yeah, But what's the problem with the ones we have, Sure, It's not alot, But it will improve.



I for one don't want newer models, It's going to cause me to have to download more.. And then you have the millions of possible models.. So i -1 this idea, They are going fine.

Techpaws3d as i said previously those models are PERFECT by any means of imagination.They have NO glitches.

Also no physics are going to be touched.Just the basic models replaced with those incredible ones.
For the cars that are not featured already in lfs the physics will be made by the devs.

Its a real pity if those models are not used.
JDMKING20
S2 licensed
Quote from TehPaws3D :It appears I have no image editing program that can open DDS. ... So.. Can anyone point me in the right direction for opening something seemingly simple?

paint.net works it has a built in dds filter
beefyman666
S3 licensed
Quote from SpeedyED :How do I actually get the skin to actually show in the game? I've saved the working progress skin inside the "skins_dds" folder, and I've heard that apparently the as soon as you go to open the skin the game will convert the jpg into dds so that it will show, am I missing out on that one little final info to get the skin to work?

Save the .jpg in the 'skins' folder. When you load the game, it will automatically convert those .jpgs into .dds (providing they're not already done) and put them in the 'dds_skins' folder.

So, save in 'skins', ignore 'skins_dds'.
Making my own skin, can't get it to show inside LFS.
SpeedyED
S2 licensed
Hey everyone! ,

I'm in the process of creating my FIRST ever skin, and well, it's also my FIRST ever post on the forums!

So that everyone knows, I have the Demo version, and I read that you can download a program so that while editing skins, you can quickly open up the program to make sure that your skin looks good rather than spending a few extra seconds to load LFS itself. I'm also pretty good at using google to find the info I want, so as you read, for a newbie, I'm JUST ABOUT up to speed with the way things run, work, etc etc etc.

I've been spending hrs today learning how to skin car's on my own, Here is what I have learnt:

That you need a couple of programs, Photoshop, and Templates so that you could work with them.

I already have photoshop, but to start with, I was editing a copied Default Skin with the .dds extension, I learnt soon after that that's not the way to do it, hence the need for templates.

So've got myself some templates from http://www.barkingpig.org/msz/pages/kits.php, and I'm working on my own design for the FBM, I'll upload my progress later, probably in the working progress skins section on the forums. I've also read the Readme for the Template so I know what I'm doing, I have also been using YouTube Vids to help assist my way with photoshop.

Here's the query:

I have saved the skin in .jpg, and I have also reduced the 1024x1024 pixel's as directed with the readme for the template for anti-lag purposes, but I've run into a dead end.

How do I actually get the skin to actually show in the game? I've saved the working progress skin inside the "skins_dds" folder, and I've heard that apparently the as soon as you go to open the skin the game will convert the jpg into dds so that it will show, am I missing out on that one little final info to get the skin to work?

I hope that isn't too much reading for everyone to do.....

Thanks!

Speedy.
shiny_red_cobra
S3 licensed
Check the sticky at the top of this subforum. You have to modify the Cromowheel2.dds texture for the FXR, but it will affect some of the other cars too, some of them share the same wheel texture.
ACCAkut
S3 licensed
the pics from the net are around 2000x1700 px, my own are 3264x2448, the dds I made from them are 2048x2048, which is the common size for "aftermarked" dds (512x512 or even 256x256 originally). Remember that its 4 trees per dds in most cases
Mustangman759
S2 licensed
paint.net will open dds files
bbman
S3 licensed
Quote from TehPaws3D :Hello, I've been wondering, Since this is starting to bug me, Is there anyway to make the GTR car lights (XRR, XFR, FZR, FXR) Yellow tented? Like the ones in real life have a yellow tint as to not blind a driver?

You can edit the .dds as already mentioned, but beware that it applies to ALL FXRs, UFRs, XFRs and XRRs... As the FZ interiors aren't done yet, your changes to the FZ_interior.dds would also change the FZ50s...

Oh, and just so you know: it's to distinguish the GT cars from the Prototypes in the dark, drivers will be blinded either way once they start to intimidate with full beams...
piggy501
S3 licensed
Paint.NET opens DDS files as standard.
GAVD999
S3 licensed
I use dds converter, just run it convert your .dds to another file format which you can then edit in gimp, then convert it back to .dds when your done.

Link for dds converter : http://eliteforce2.filefront.com/file/DDS_Converter;29412
TehPaws3D
S2 licensed
Quote from NatasjaDK :I have some for XRG/XRT/XRR i only see at xrg cuz im demo but i think it works in xrr and xrt, want it?

Sure that would help a lot.. And I have gimp.. So if you could help me install the DDS editor since it's totally confusing..
Bean0
S3 licensed
If you use Photoshop, you need the Nvidia DDS Plugin.
TehPaws3D
S2 licensed
It appears I have no image editing program that can open DDS. ... So.. Can anyone point me in the right direction for opening something seemingly simple?
GAVD999
S3 licensed
in your lfs\data\dds folder, headlights are in XX_interior1.dds (with the cars name being XX, eg : FX_interior1.dds)
speed1230
S3 licensed
Not an expert at this but I'm guessing editing the DDS. files will do?
However I think it will affect its road counterparts too
:dnfnoob:
blackbird04217
S3 licensed
So I have been trying to do some tests involving humans trying to race with only cones where the reference points would be. The idea is to make LFS completely black except for cones and cars. And to have people race under those conditions, however the following screenshot is the best I have come up with.

I have edited all .dds, .jpg and .raw files within data/dds and data/pic to be black. Still need something else.
logitekg25
S2 licensed
.dds files are very changeable. anything in your .dds folder you can change without any issues.

anything you see in this forum, or an OFFOCIAL lfs website you can use and be fine.
Ten Four
Demo licensed
Thanks mate. Most of the time I'm just guessing what goes where...

Last question if I may - With the interiors, I've got some through a search on here and put them in the DDS but the car isn't updated? (Same goes for head/tail lights?)
GAVD999
S3 licensed
Updated pic, hopefully have time to finish it tomorrow



Ignore the dodgy headlights, messing about editing dds and they still a lot of work
ACCAkut
S3 licensed
Quote from E.Reiljans :Track, interior and interface textures are in DDS initially.

Car skins are converted to DDS on start-up unless you use uncompressed skins.

I mean the car skins which are downloaded from the master server in jpg format and then transformed in dds while on a race server. (you can see the message on left with the chat messages, skin download is in white, converting is written in yellow amIright?)
dynofiend
S2 licensed
I think the texture you are looking for might be GWbushes1.dds ?
E.Reiljans
Demo licensed
Quote from ACCAkut :I guess the jpeg->dds algorithm somehow uses/is part of the d3d8.dll, and may make it crash. Scawen, am I right here?

Track, interior and interface textures are in DDS initially.

Car skins are converted to DDS on start-up unless you use uncompressed skins.
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