Made some details to headlights and imported the model to modeller. Fixed all of the groups, added some basic textures. Now i'll import the model to vehicle editor.
Oh, absolutely agree with that. I don't know this, but if Scawen didn't anticipate a downloadable car-mod system when he was developing LFS S1, S2 etc. he's outdone himself in the implementation of the whole project. Admittedly, I was not around when it was released few years ago so I don't know how it was on the onset but right now its pretty hassle-free for the end-user. On the plus side, there are always developments.
Of course, track development and integration in to LFS is a whole big deal. But I'm sure eventually he'll come up with a way to seamlessly do that. Hopefully only a matter of time.
Yes, agreed. Layouts will always have room for improvement to help build up different driving environment. But then again the question arises, should Scawen spend his time on developing layouts (again) pausing updates on tyre physics and other key areas that he's working on for years?
I think most of us will agree on this point. At the same time I believe (correct me if I'm wrong), one of the biggest issues that caused LFS to loose the height of popularity was the lack of content. Yeah, tyre physics could use improvements, graphics could use improvements and yada yada yada. BUT all of those were good enough and would keep existing drivers continually engaged and drivers continually attracted if there was a steady stream of new content (cars and tracks). Unfortunately that didn't happen until they decided to open up the whole car-modification scene. If you go back a decade, even talking about "vob" mobs might gotten you banned.
Look, I don't what happened with Scavier/Eric's input towards LFS content, but given the timeline of LFS S1/S2 cars and tracks, a whole lot of cars and tracks could have been released before S3 release (December 2015?) as S2 content, or after as S3 content. Yes, I agree that the open configs and updates are great, but why stop there? Is it the difference between the quality of existing cars/tracks vs anything new they would release? Were many cars and tracks made, but are on hold until tyre physics are finished (to be released as a big update)? Or was development on hold until physics were finalized (that's unlikely, I know). Hopefully one day we'll hear their thoughts on this.
Yes. This is key. But by the look of things he's looking after the server side too (I haven't seen Victor posting lately, so I'm not sure what's going on there). Its questionable if Scawen is likely to have the uninterrupted time that he needs for the tyre physics development. And what does that mean for the future of LFS? Should LFS content stay on hold until that time? If Scawen had an end in sight, he would push and get it done. I would assume there's still a long way to go, that may take few more years? That brings us back to my original question - should they consider a release of the track/environment editor in some shape or form for the sake of content release.
This is what I love. Its their baby. I was just going through the LFS development over the years on the LFS Wiki >here<. How amazing is that? How far have they come for such a niche team?
That said, as I understand LFS is the main source of income for Scawen. I'm not sure about Victor and Eric. But I remember reading that they had to consider alternative jobs since LFS license sales were so low. Where does that end up? Striving for perfection (tyre physics), holding of release of content (or no new content being created?) which sadly drives drivers (ha!) away and keeps LFS out of the mainstream sims.
I think right now they have a good thing going with the car mod system - amazing cars are coming up. If no new LFS tracks/environment releases are planned in the near future - I strongly believe they definitely should be seriously looking at opening up track/environment editing too.
Scawen/Victor/Eric - I love you guys. LFS has brought so much joy in to my life (not just driving, but all the hours spend on the forums, all the people we've driven with, made friends with over the years). I think many people do share the same sentiment. I wish you guys all the best in how-ever you wish to proceed with LFS.
Obviously there are good reasons to have a track editor at some point in the future.
However, I think Scawens priorities are getting the physics and all the other stuff (e.g. graphics) released so he can finally stop switching between the "old" public LFS and his "development" version. I think he mentioned that a few times by now.
Scawen also doesn't seem to do anything half-arsed, so any work on a public track editor will probably take quite some time/resources combined with steady community feedback-loops. Just take a look at the current mod system and the time he spent working/improving on it.
While it looks a good job, I believe it's wrong to push this with the expectation of having it implemented in LFS anytime soon.
As a dev, I would hate being told what to do. You might actually have the time to learn coding and build your own sim before track editor happens.
first of all I want to say thank you to everybody for your positive response again, it means great deal to me. fuel for my gp2 engine thank u.
without developers permission I won't even think about using any asset from LFS (I might look into them to make my textures more compatible, but that's it). if there ever will be positive response towards implementing it, than we can talk how to combine assets to make it more friendly to existing ecosystem. but if they say its no go, than at least I will have my own model with my textures. for example I would be more than happy to use vegetation textures, it would have saved me lot of time, but am working on it to make my own plants. I will add many variety of trees for example spruce tree, there are lots of it on nurburg and I have not seen single one in lfs, so far I am figuring out how to create good realistic trees generally.
I see they are saying u need license to use "NÜRBURGRING BRAND or LOGO or track Silhouette". nothing there about track itself, actually Nordschleife is not even track officially, it is public road, that is why every car needs number plates to go there and on crash police arrives. correct me if I am wrong of course. I am focused on creation. official license for implementation is not my department, it is job for officials. there is always Mod route as we can all see in Modded cars. I could not care less about name "NÜRBURGRING Nordschleife", name is only good for marketing, to get more users, more exposure and that is up to devs/officials. am small time lfs user with imaginary future in my head. I might as well doing it for nothing...oh and I did not write them yet, I can't get around it if I should write them or not.
well, everything gotta start somewhere, holes or no holes, track must be created first. for sure I will make mistakes and many things could be done wrong, and will be needing fixing later. I do what I can now...if there will be ever track editor that means there is track Mod possibility, and that is another way to add "Nordschleife" for sure.
yepyepyep, I hope I can manage good end result as game deserves...I understand that if we want this track we also want it to be good, with roughness, bumps, bankings, jumps and all the good stuff. I will definitely implementing all of that, I am using every peace of data I have to make all of them and so far you can see on video how its going. definitely there is need to test drive. adding all those details needs testing, driving. at this moment I will create models and if I have to redo stuff to work in lfs engine I will edit it. just give me small glimpse that it may actually happen in lfs and I will work 10 times harder.
It's very rewarding to see so much progress on this project. My hats off to you man, this track has a huge potential. In the comparison video you posted it seems like an extremely good match with the terrain and the basic track elements. The fence model is top-notch. Once you add some textures, it's going to be eye candy.
One question, I suppose the hardest part for the finishing touches is to add some roughness to the track surface. Do you plan it and how do you plan to do it? Of course, it largely depends on whether you can get laser-scanned track data or not. Also what Aleksandr pointed out if we can get the track editor or not.
What I would hate seeing if we get a track editor is you having to redo the track in order to fit with whatever the track editor wants.. I hope that all your time and effort pay off in the end. I personally, would be willing to give some eur if this gets into lfs within some license scheme like S4 or something.
As a 3d modeler in blender and author of several mods I can see that this is a great job.
But as for the implementation of it in the game I see at least 2 problems. Although it is possible to solve them.
The first is the licensing of Nordschleife track. The track has a license, and for permission to publish in the LFS, you (or LFS devs) must come to an agreement with the copyright holders of the brand. https://nuerburgring.de/business/vip-business/licensing?locale=en
Second, at the moment we do not have access to the functionality of track editor, and it is far from certain that the track editor uses mesh and textures as it is used in the blender. As I remember from progress reports that Eric fixed some holes in the some track not by mesh but in some other way. This indicates that additional work will be needed in the track editor. And if this is extra work for the developers who have to implement the track in the game, then we should be sure that they have the time and desire to do it. And I'm not sure they do. But this will be made easier with the coming of track editors in the public access.
When moving the blinking text input cursor quickly inside a text field in LFS, I tend to be less precise with placing the cursor to the correct place or keeping track of the current position of it, because it "disappears" every half a second due to the blinking animation.
The solution would be to reset the blinking sequence whenever the cursor changes position, be it by using the arrow keys or a mouse button.
Here is a comparison between Notepad and LFS:
This seems like a minor detail, but it does slow me down especially when I edit many values in LFS Editor many times.
Hello, this is my new RB26 naturally aspirated swapped 180sx mod.
Bodykit is from ACMP, credits goes to Octopus Workshop, mesh is modeled by him. Original kit was 27K polygons and optimized by merge by distance feature of LFS Editor and lowered to 11k polygons (post 3-4)
Seat is taken from ACMP too, author: hornygrimmy_1112, retopo'd to lower polygons in blender.
Handbrake is fully modeled and assembled by me in LFS Editor.
Thx to OpenClutch for RB26 mesh and enginebay and other stuff
Just to shake things up, and to introduce some more excitement and innovation for LFS, how about considering a limited release of the track editor that Eric currently uses? SCAVIER could invite select community members, especially those with demonstrated skills in car modeling and layout creation, to participate first. This would allow them to gauge how well it works and then decide how to proceed with the integration (if at all).
The development of environments and tracks could be shared publicly, fostering a collaborative and transparent process. While immediate integration into LFS wouldn't be necessary, this approach would keep the community engaged and inspired.
To ensure Scawen can continue focusing on his current development tasks, perhaps Eric could take the lead in assisting users with the current version of the track editor. That would ensure that Scawen can focus on his current development without having to focus on a mild release of an updated layout editor/track editor.
At this stage, I believe their priority is in releasing the updated (development) version with the new tyre physics (imagine the time Scawen can save by avoiding maintaining two separate versions of LFS?).
If the timeline for the above step is uncertain, SCAVIER might consider temporarily pausing other developments to concentrate on developing a public version of the environment/track editor for release in a grand-scale. This focused effort could bring significant long-term benefits to LFS in my opinion.
By taking it slow I mean that we only restrict for now to updates of layout editor, but baby steps first. Those 3-4 new objects first, then if they get implemented we go on from there - slowly.
Actually I wrote it wrong, it's not possible to directly import an OBJ file into a subobject.
- Enter the Modeller right from the main menu of the LFS Editor
- Click the OBJ button and load the 3D object
- Click SAVE to save it into 3dob folder
- Close the Modeller and load your mod in Vehicle Editor
- Go to Modeller, select your subobject and click "load" to load a new subobject
I think that if we keep talking more about track editor, it may just become real
Jokes aside, there are many many things to consider, as here sky is the limit or in other words, it's Pandora's box regarding the possibilities. We do not want devs to suffer, we have to take it slowly if we wish these ideas to even be considered.
I think NTO, LFSTweak etc. could work with mods as they use the same car classes as default LFS cars do(not sure but atleast the naming is very similar), though there is no lfstweak for the current patch. You wouldnt get the detailed adjustments like demo cars would have but instead the cartype editor with power/torque multipliers, max gears, redline, weight modifier etc.
I would imagine it working online if its being run on a server with the modifier tag
In single player mode, you can do whatever you want with mods using the test mod feature.
If you want to use mods online, they must go through a review process before they are published. Subsequent updates to a mod are not actively reviewed, but significant changes to a mod after initial publication are not allowed - the mod must keep its original character.
Short answer: yes to 2) and no to 1) and 3). The editor allows you to create complete vehicles, as well as edit any existing one to your liking. There is also a "Test in LFS" button for local testing, and there is no obligation to publish mods.
As far as engine tweaks are concerned, I'm not sure 10k hp is possible, as values are based on physical parameters; you can definitely go over 1,000hp though. Also keep in mind that engine mass is calculated automatically, a more powerful engine will be heavier.
I would suggest going through some of the editor tutorials to see what and how you can tweak things, I believe you will find them in the vehicle mods forum.
I really want to upgrade from S2 to S3 as I love tweaking the cars in any way I like (e.g. using the 'NewTweakOrder' mod on version 0.6H).
Three questions: (underlined below)
1. I feel completely clueless on what I'll actually be able to do with the 'new' vehicle mods / car editor feature. Is it just cosmetic modding (just the body shape with a selection of pre-determined engine / drivetrain options)?
2. For example, in S3 car editor, if I wish, can I adjust any car's power from say 10hp up to 10,000hp, or change transmission type from h-pattern to sequential, or change drivetrain from fwd to awd, or change rim size from 10" to 22" etc.?
3. More to the point; I'd like to be able to freely modify the cars' characteristics in rapid succession; but wondered even if I can, do you have to publicly publish these changes each time and get them approved before you can try them in-game?
There was actually a mod like this for some older LFS versions that I used. It allowed using trees and weed as objects and grandstands and a lot of other objects that we see on official LFS tracks but are missing from the layout editor. The layouts made together with this mod were online compatible as all the objects were taken from the existing game data. IIRC the players weren't even required to have the mod installed to join the server and see the fully functioning layout with custom objects. Shame that I don't have any other photos of it except for this edited one.
This layout was built with the mod on blackwood parking lot and as you can see I added some trees and weed and grandstand there. If this was possible by a modder to do then it shouldn't be much of hassle for Scawen.
Good morning/afternoon modders!! I have tried to upload/update one of my mods this week and even earlier this month and last month... Every time I try to upload/update it is give my a "Mod Timeout" error... I have tried a different browser and still gives the same error, I have the new LFS and LFS editor version, if you had the same error please help me out
Pretty straightforward request -
Hopefully it's feasible, but we hope to see the following 3 things included in editor:
1) Catchfencing (length, height adjustable) - can be unisoned wall object with simple expandable fencing texture above
- self explanatory for layouts... would help greatly keeping cars in the couse
3) Single-object chalk line - currently the chalk line object is a 2m strip, perhaps layout editor could incorporate a point-to-point system where you can preset nodes and then join the lines together to make one continuous object - would save a ton of object count. However this may not be possible... so maybe just the first two important suggestions..?