Yeah, that gave me a hint. And model had something like 5 different glass texture pages and few other small ones with different material settings (fancy vshine, overlay, etc) so those really blew material count up.
That's a capture from 7D14. Switching to the problematic config would indeed make the editor crashes.
Right, I haven't actually tried the newer test patch as I managed to merge some textures and make progress (and it's very close to finish, kind of, maybe). So, no really need to panic now.
Much thanks
And sorry for not posting quite a while (yeah, seems like my head keeps crashing as hard as the editor did).
I've received another South City update from Eric so did a few track editor updates that were relevant at this point. In the process I updated a few features from the public editor, so here they are.
Editor Test Patch D19:
Hotkey for "hide/unhide (un)selected" changed from X to H (like blender)
- small H button at top left to hide/show message history (old H function)
Left click increments should now always be smaller than right click
- previously this was not consistent for all types of buttons
- as before, CTRL may do smaller steps, SHIFT may do larger steps
- this change should apply to distance, colour, angle and scale
Find button for error triangles or points now selects all as expected
- previously only selected the first point or triangle in the list
I did spend a lot of time last month on test patch and editor updates, but that's not my focus now. I won't go into all the reasons why that happened, but there was an important update, then I saw the E-Challenge, saw something that could be improved there, thought of a few other useful improvements, one thing lead to another...
Not a problem, that's all good. The updates were significant and important.
The idea of the progress reports wasn't really "this is what I will do forever". It was an insight into the development process, and I went into extreme detail, maybe even too personal, so people could really understand what being a programmer is about.
Tyre physics doesn't go the way multithreading goes. For me, it's not really suitable for rapid progress reports. There's a lot of experimentation and testing, research and hard thinking.
However much you want the new version released, multiply that by 100 (rough estimate) and that's how much I want it released. The new version is what I work on and think about for many hours every day. All I can really say at this point is don't worry, I'm on it.
Sadly, reports now appear much less frequently. If it used to be once a week, scheduled on a daily basis. Now it's once every few months. I understand that scawen is also working on another test patch with minor fixes, and LFS Editor.
In theory, LFS Editor can be updated endlessly until it becomes similar to Blender or 3D Max and then surpass them. But even without that we can work in it. But shouldn't the main version (with physics and graphics) be the priority of development?
I don't know exactly what's really going on, but from the outside it looks like progress on tire physics isn't happening at this time. I understand that this is not an easy thing to do.
As I understand the topic of multitrading, 1khz physics, graphics and track updates are pretty much done, and it looks like all that's left is the physics of the tires. And if tire physics is at a standstill, maybe it would be better to release a test patch with current version of tire physics what is there to collect feedback from players who will compare the current physics to the new physics. And maybe this can somehow help further development and release a full-fledged update.
Its possible that im wrong and is already progress in the physics of tires that we do not yet know about and we needed only to wait.
I do not make complaints to anyone, I understand that the game is working only two people. Just im joke on April Fool's Day for the 3rd year with same joke in my social networking group dedicated to Lfs (with 6k subs), that the new update with graphics and physics is already out. And many believe me. Third year in a row. And it's kinda sad.
Here's another update. Hopefully you should find it is more tolerant with bad normals (finds less normals to be bad) and more informative about small or thin triangles that can cause bad normals.
Merge by distance can now be used over a whole mesh and instead of aborting after 12 seconds, it shows progress every second so you can stop it if you want.
Editor Test Patch D18:
New function "invert" to invert selection (selected - unselected)
Point merge options now on one line and includes distance merge
Improved merge by distance to update every second if merge is long
- you can watch the progress and stop at any time by pressing ESC
Improved handling of bad normals and some of the reasons for them
- triangles that are too small or too thin are separately listed
- triangles as small as 1/3 of a millimetre can contribute normals
I'm short of time today but added a couple of features that make yesterday's model error reporting more useful.
New 'find' buttons to select error triangles or bad normals
New button to select a point by entering the point index
Index of a single selected point or triangle is displayed
Rearranged buttons in tri mode to line up with point mode
Spare wheel can now be offset laterally (set RIGHT value)
FIX: Save as SIT / STR name now limited to 7 characters
FIX: Dashboard texture can now be updated in a 2D view
Modeller:
Removed message spam about bad normals - instead a report is displayed at the top right in the modeller. This feature is not yet finished as I would like to add a button to help by selecting one of the offending points or triangles.
I just found out that I can allow the spare wheel to be offset, with no compatibility issues. I hope to release an editor test patch today or tomorrow. I'll check your bug reports thread as well.
1) Vehicle editor will not crash (in Textures tab or when creating car from model)
2) There is a message "Too many materials"
3) It will not export for testing or upload if there are too many materials
This must be the best way, as LFS itself will crash if there are too many materials. I believe there should be no need for so many materials, if you can share texture pages, etc.
I did hold it together for the first race so I'm happy with that. After a start grid incident I found myself at the back of the field in 16th position. I gradually worked up a bit to finish 9th. Related to energy saving, I managed to catch up and pass Zdravko Topolnjak near the end of the final lap, but ran out of energy on the final bend so he passed me again. This was quite exciting.
My second race was a bit out of control. I think I struggled with the extra power, which I had opted for in that race but as my car was faster than usual at the high speed bend, I think that was the cause of a few wall hits that made the car handle badly. Eventually when we could select dry tyres, I opted to fix the car which took a long time, only to immediately hit the same wall again! After another driver's incident caused a safety car I was allowed to pass the safety car and raced around the track to catch the back of the field. Lack of experience showed when I came across the slow moving cars on lap 19 and crashed right into the back of Jared Meade, knocking his car into the air. Sorry about that! That was again at the famous high speed corner. After the restart there wasn't long to go and on lap 20 I hit the armco at the high speed corner, this time knocked myself right out of the course and had to find my way back in to the circuit to finish the race. Is that legal?
So... that fast corner caused a lot of trouble for me but as I say, the first race felt in control and consequently more fun. I don't think I deserve any congratulations at all for the second race.
I would like to congratulate the other drivers, especially the top three: Gábor Gyüre, Imran Azhar and Niko Puntola though I have to say there were a lot of really good drivers there. It's amazing to see.
The replicas of the real tracks are so well done by Michal Málek, within the limits of the layout editor. The organisation and running the races by Master Race Car in conjunction with New Dimension Racing is incredibly professional. Finally the coverage by Sim Broadcasts is so well done and entertaining, what can I say but well done everyone, amazing job.
It's quite humbling to experience such fine work using this old simulator and I am extra inspired to get done what needs to be done, to bring the latest updates to you.
But it can do more than tweaking engine or rims.
It is the full editor system, same as was used for the original LFS cars.
So you can make completely new cars. (but that requires some learning)
See https://www.lfs.net/files/vehmods for list of stuff that people made.
I have decided to completely graphically rework my first mod - Hadimrska Sport. Here is the first preview of the progress in Blender and LFS Editor. It is going to get a completely reworked interior, a new config with roof, a new engine sound, a new steering animation, an optimized texture mappings and many other smaller improvements.
Is there a simple step-by-step way I could reproduce this? Maybe starting from an LFS vehicle, or a test vehicle you could provide?
Based on your description, I added a new texture page, cutout, mapping and triangle, exited back to vehicle editor but didn't get a crash with the Textures tab open.
But if I can reproduce the crash then I can fix it, that's for sure.
Editor crashes when clicking Texture tab (Vehicle Editor).
This happens only when a specific mesh config is selected. Car can be still exported (test) and driven in-game.
Editor sometimes crashes after starting the app, loading the car & clicking the tab, with any config.
After adding some tris with new alpha type texture page & cutout, editor always crashes when clicking Vehicle's Texture tab.
Exporting and selecting the car in-game would make LFS-game crashes as well.
Hello! I found LFS only a week ago, and after a few minutes of playing fell in love with the sim and purchased the S3 license. I downloaded a bunch of community-made track mods and have been exploring the amazing car mods so many of you have made. I'm now trying my hand at making a model with the car editor, and having a great time. I just want to say thank you to the creators of LFS, and to the community, and I hope that I will be able to find enough time to learn the tracks and cars so that I can fully participate. Cheers to you all!!
I am new to Live For Speed, and I'm excited about modelling cars. I am working on my first model and have a question that I am certain is stupid, because I am stupid, but that I haven't been able to find answered previously in this forum or in the manual.
I am not able to delete points in the modeller. When I try to delete a point I get an error message that the point is in use. I tried exiting the program and entering the modeller directly from the entry page - thinking that maybe entering modeller from the editor is why the point might still be in use - but I still get the same message. What am I doing wrong?
The suggestions have been split into three threads. If you wish to add a suggestion, please use the correct thread. It is less confusing and very helpful if the suggestions are in the correct place. It makes it more likely that your suggestion will be implemented.
Thank you!
NOTE: The suggestions threads are now in a new forum section to help you find the correct thread more easily.
Suggestions for the Mods System including:
- how it appears in game
- the website
- licensing
- other issues Mods System Suggestions
Suggestions for the Vehicle Editor and mod capabilities, including:
- engine editor
- dashboard editor
- animation editor
- configurations
- suspension Vehicle Editor Suggestions
Suggestions for the LFS Object Modeller only:
- when you click "Modeller" or you press E or "edit model"
- about points, triangles, mappings, cutouts and texture pages
- the tools you use to create, manipulate and texture an object LFS Modeller Suggestions
I didn't really find an existing thread for it so i decided to make one dedicated for bugs/errors so it's easier to sort it away from suggestions.
The issue is in Vehicle Editor, Animations..
I was making a STR animation for my land rover mod and saved it with a name of STR_Defender
When i try to locate it in [driver/steering] tab it will not show.. It seems like the issue is that it can't detect names that are longer than 7 characters (aside from "STR_")
While in animation editor you can save a "str/sit" name with 8 characters.
CTRL+O: load main object in modeller
CTRL+O: load vehicle (was CTRL+L in D13)
ALT+M: Merge points (previously known as Fuse points)
New feature to merge points by distance (in ALT+M dialog)
FIX: Crash on reload textures in map mode / wireframe view