The online racing simulator
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Pazzur
S3 licensed
will you update the gauge cluster with the new BACKGROUND you can use in lfs editor now?
question [how to rotate main object in LFS editor]
Eduard.kbg
S3 licensed
how can i rotate the main objects in lfs editor ?
like the subobject

pls , i need help from u
AR92
S3 licensed
i wish scawen puts quads support to editor someday.
Amynue
S3 licensed
Inability to move/rotate the camera in the rim editor was a bit annoying, I'm glad that's no more. All the changes look great overall. Cross-section view in the wheel editor is a great addition.

Has the max amount of points in the rim editor been increased? It's currently 11
Is there a snapping tool in LFS_Editor?
Metalmoltres121
S3 licensed
Hi, I'm new and have little to no clue on how to make my way around the editor.


The issue^

So I was trying to use the flip function and I was informed that I needed to have the origin snapped to the centre of the model for the swap side function to work which makes total sense.
My question is, whether there is a way for me to either snap the origin to the mesh or vice versa. Or must I do it the cumbersome way of moving all the faces and vertices to what would be a rough estimate of the centre of the origin and try to line it all back up all the texture mappings once again?

Any insight would be greatly appreciated.
Last edited by Metalmoltres121, .
r3zp3k7
S3 licensed
Quote from TheSevenOfClubs :But the options to create a 2-wheeled vehicle (bike, bicycle) and a 3-wheeled vehicle (whether the single wheel should be in front [Trike] or in the back [Three Wheeler]) already exist.

Hey, not sure if you actually read what he wrote, but he wrote the exact same thing.


My opinion about this suggestion is that adding more wheels on a mod would not be as easy as people previously stated it is, because we would expect more grip and way different physics by adding them. This means that it would probably be some kind of easy to add them in LFS Editor (just for decorative purposes - like only moving and not expecting much from them), but it would probably be a lot of time-consuming to add them in the actual game physics.

Overall it would be enjoyable to have a mod with more than 4 wheels, so I cheer on the idea and hope to see it in LFS at some point.
Scawen
Developer
Are you using the newest version of the editor?

That is highly recommended.
LFS NISSAN
S3 licensed
eng files are not audio files. If you want to clip the car sound, press shift+a to open the sound editor.
Racon
S3 licensed
I had a think about this a while back, but I'm not so good with trig and have a lot of other irons in the fire. Lots of other fires too, in fact XD

I was thinking that I would save a trail of coordinates, speeds and timestamps during a lap, saving it if it's a better time or the first lap.

At each MCI I would find the closest 2 points, work out where I am proportionally in regard to those 2 and use their data to calculate my target time/speed for that moment. (Edit: the bit I struggled with is here - I would need a line between these two points and a 90degree angle to the car, but i couldn't work out how to get around when the closest two points weren't the right 2 to get this part to work)

I can't see it would need anything more than is present in InSim already to achieve that for someone who knows the maths, if we know what layout is loaded. (IIRC there is no AXI fired when a layout is loaded by an admin from the editor - I'm guessing because the client does it rather than the server. I'm requesting an AXI every race start as a workaround).
Last edited by Racon, .
Bass-Driver
S3 licensed
It whould nice to add "insim nodes" with ID's (1 - 1024 (or more)) as a option in the AutoX editor.

And send a InsimPacket to the insimapp when someone cross a node.

could look something like this (Probably totally wrong LOL)

struct IS_NOX // Insim Node xTime
{
byte Size; // 15
byte Type; // ISP_NOX
byte ReqI; // 0
byte PLID; // player's unique id

word Node; //Node ID
byte Sp1; //Spare 2
byte Sp2; //Spare 3
byte Sp3; //Spare 4

unsigned Time; // hundredths of a second since start (as in SMALL_RTP)
};

Edit: The AutoX object count need to be increased by uhm ALOT.
For example: i run a timeattack server which has 6 stages. If i want to add 1024 nodes on each stage which is in total 6 * 1024 = 6.144 objects.
Or you need to add a seperate SubObject counter like you have done with the restricted area circles.
Last edited by Bass-Driver, .
Aleksandr_124rus
S3 licensed
Quote from NENE87 :Maybe allow to choose rims at garage?

It's a highly anticipated feature. I think it makes sense to make configurations available for the spoke editor too if it doesn't take too long to develop. It is important for many people to have a choice in rims. Otherwise they will be use the workarounds with hub object for this, cuz hub object can be puted in configurations.
NENE87
S3 licensed
Try to make a basic square car to learn and understand, work hard and you might progress! Blender is not hard to learn, there is a lot of tutorial on internet! Or you can create the car on lfs editor, the software is really nice!
NENE87
S3 licensed
It appears legal, this guy make different models with blender, if you take a look here : https://assettocorsa.club/mods/auto/koenigsegg-one-1.html this is asseto corsa mod, there is not grid in front of the car modelized (in asseto)interior is not the same too, that's why it appears legal, if you want input this model in lfs, first you need reduce poly with decimate tools, or use this model for making your own, you have the shape etc, if the model is too close with the real car, maybe the car can't be accepted... After you need import object with lfs editor Wink there is a complete tutorial here =>https://en.lfsmanual.net/wiki/LFS_Editor

I hope that can be help you Wink
Last edited by NENE87, .
Brake Discs
teeembo
S3 licensed
One of the distinctive features of this car, and prominent for the in-car view, is the inset brake discs. I wanted to replicate the vented design (even though the drivers apparently didn't like them!).

I couldn't use the LFS editor discs because the 49's disc are inset too much (circa. 130mm front and 190mm rear) so I needed a solution.

This was before Scawen made the "Hub" sub-object available but I am glad I didn't have that option otherwise I wouldn't have found this ...

I defined the disc faces as "Brake" sub-objects which do not rotate - this may seem counter-intuitive but it means that I could use an image of a real disc with all it's reflections and shadows which would have looked wrong rotating. The illusion of rotating is provided by the ventilation holes which I defined in the wheel "Spoke" definition. The result looks really good in action!!



As I further develop the car I intend to redraw the ventilation holes as "Hub" sub-objects and also create a disc _ALP to allow a metal overlay so that the discs reflect the environment.

Improvement Suggestion
- A bigger range of movement for the disc offset (even though I didn't use them)
ACCAkut
S3 licensed
Quote from NENE87 :What about this project?

Does the editor allow the use of existing UV maps, made in outside tools like Blender, to apply materials yet? If not, this remains stopped as I can't make it the quality I aspire to.
Facu23
S3 licensed
so, since tnis is an incopatible update, can we get westhill int. without chicane? Rofl jk

lovely, rim editor needed an update
Rim editor updates coming soon
Scawen
Developer
Hello mod developers.

As many of you know, I am trying to get to a full version release so that all racers get the benefit of the recent updates, which I won't list here (you can read the first post of the editor test patch thread).

I noticed that some people, who want better looking wheels, have been using workarounds for deficiencies in the wheel rim system. So I really had to sort that out, even if it delays this full version release and my subsequent work on tyre physics. Sorry to the physics purists but I can't really leave the editor with such glaring issues. Wheel designs are very important and some people are putting a lot of effort into their mods. It's not good to have more and more mods with workarounds for a system that needs changing. So I have worked for a few weeks on this system for rim and wheel graphics.

Here I will list the updates and then post a few pictures:

Wheel rims:

Rim can now be fully edited, there are no fixed surfaces
Rim no longer blends seamlessly into the wheels without an edge
Allows more design flexibility for alloy wheels and steel wheels
Removed: edge extra width / lip depth / inner depth / black inner
A simple alloy style edge is automatically added to existing rims
Option to allow separate wheel style (rim/spokes) for front & rear
Tyre vs rim guide in the vehicle editor helps set correct rim size
Rim has 60 segments around instead of 30 (tyres still 30 around)
Rim guide in rim editor shows regions that should be covered
The colour at the bottom of the list can now be deleted
3D view visible in rim editor can now be rotated

Wheel lighting:

New ambient lighting system for wheels and spokes
Separate options for front and rear "concealed wheels" lighting
The new lighting system replaces the old 'rim shade' option
Auto repair removes the Dx/Ex darker colours from rim

The new lighting system affects both the rim and spoke objects. The lighting at each vertex depends on its depth in the wheel and the direction it faces, by an approximation system that is also affected by the "concealed wheels" setting (that makes it darker on the inside).

I think this ambient lighting should also be applied to any 'brake' or 'hub' objects that are found, because they are also within the wheel cylinder. But let me know if there are other uses for such objects, that mean the new lighting shouldn't be applied to them.

More notes:

I would advise mod makers not to use rim workarounds for now, as the auto repair is likely to affect the look of your work in the rim flange area. It's probably best to go along with the default LFS rims at the moment. If you do use workarounds, please be ready to fix your mods as soon as the update is released.

The update will be incompatible. Not for physical reasons, but simply because the file format is updated. That means, old LFS will no longer be able to load mods saved with the new version. There will be a test patch that can load the newly saved mods, of course. I will start a few test servers for people to test their mods, during the short period of time when the incompatible test patch is out and we are in final testing before the official update. I hope that period will be only around two weeks, to allow enough time for testing.
rog_nilsson
S3 licensed
Always interesting to see how things go.

Any news on more objects and updates to the layout editor?

Looking forward to even more fun.
Big grin
versiu
S3 licensed
Quote from Aleksandr_124rus :Im wondering what changes when i changed vehicle class from saloon to gt?
I test it and i dint noticed any changes, i hope its good.

Some editor updates ago it was changing available options of what u can put in the car, for now it's just gives category on mod list.
Evolution_R
S3 licensed
Hey.
In short - you can't directly edit them.

You can make and submit a derivative version if allowed by the author. If not - you can always ask the author for permission.
It's written in the mod description page under license type:
Derivatives are allowed: YES

or
Offline only:
You can locally edit the .veh file and use it offline only.
Example: go to LFS\mods\vehicles\BZ30 ROADSTER~034\ and copy BZ30 ROADSTER~034.veh into LFS_EDITOR\data\veh\ -> edit the .veh inside the Editor and save it -> copy that modified veh file and paste it in the LFS\mods\vehicles\BZ30 ROADSTER~034 folder replacing the original one. Always make a backup of the original file or just delete it and it will download it automatically if you want to use the mod online.
Last edited by Evolution_R, .
Scawen
Developer
There are two parts to making a dashboard. One part 'compulsory' and the other part optional.

The 'compulsory' part, edit the dashboard:

Vehicle editor
Textures tab
Select s_clock / s_clock_white / s_clock_formula
Click "EDIT" on the CLOCKS line
There are a lot of options

The optional part, create a dashboard back texture:

- backing texture appears *behind* needle, numbers, markings
- appears illuminated (self lit) like the default dashboards
- recommended texture size is 512 or 1024 for future-proofing
- load the texture in page mode in the modeller
- click the "fixed" button to mark it as "dash"
- there is a reload button in the dashboard editor
- alpha channel has no effect

There may be many tricks and tips but I guess from this point you will need to ask more specific questions.
Scawen
Developer
Is there a line "Adapter Select" or "Output Select" in your cfg.txt?

Some more info here. I'm wondering if there could be something left over from your previous install. Or maybe you have reinstalled a new editor, so then there isn't much in your cfg.txt anyway.
https://www.lfs.net/forum/post/2051977#post2051977

I do think I need to include some extra error logging for startup issues, and have a note about that.
ElPvtoV2
S3 licensed
I have the same error, this is my deb.log file info:
Aug 05 13:37:04 LFS : 0.7C
Aug 05 13:37:04 timer resolution 1 ms
Aug 05 13:37:04 read config
Aug 05 13:37:04 get command line
Aug 05 13:37:04 preinit d3d
Aug 05 13:37:04 No modes found

i tried a lot of things but nothing works (LFS editor works while i had windows 8.1. Now i have windows 10, i dont know if that could be the problem.
pantiainen
S3 licensed
I am really happy to see all the progress, and I really want our community to prosper. Thank you devs so far.

One personal suggestion (after getting old Westhill drivable first) is that now when South City has a huge expansion, we should also have a big number of official layouts. Instead of so1-so6 we should have like so1-so20. Basically I want this so that we would have green line in every single combo we are driving. Official layouts also make it possible to hotlap all. And it seems like we got more official content without using layout editor.
superlame
S3 licensed
Resize everything down to 256x256 and inside the Dashboard editor in LFSLazy - X and Y positions to /2.

Or just update to 0.6U.
FGED GREDG RDFGDR GSFDG