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Flame CZE
S3 licensed
Moderator
Quote from Drifteris :So i was using an older version of editor something like 7C before, wasn't doing anything recently so was no need to update, but now downloaded D19

I don't know how people make their mods, i open vehicle editor, select my mod and it loads. Click E to go into modeler and do mapping, coloring, building, etc. Back in 7C, after doing some mapping i would press ESC and it would instantly go back to vehicle editor so i could check the lights, subobjects placement, etc.

Now it asks me if you want to quit the editor because there are some unsaved changes. As far as i know it automatically saves the changes done in modeler when you quit into vehicle editor, even in this D19. So why this extra Yes/No window? Now it only confuses me and i might quit the actual vehicle editor.

I get this pop-up too and it is a bit inconvenient. What I usually do is switch to Modeller, do some editing, then switch back to Vehicle Editor and vice versa. Having the dialog pop up every time can get a bit annoying, as I don't need to save the standalone model at all.

Maybe the unsaved changes dialog should not be shown if you enter the Modeller from Vehicle Editor?
HOUSSEM.221B
S3 licensed
more progress : made front and rear lights, front grill, interior base, side mirror... will do config in lfs editor for front headlights.
CarlosSainz55
S3 licensed
Thanks for the feedback Smile

The bumper and front grill can now be skinnable separately (I don't recommend writing any words on these parts, I recommend only using them to paint Thumbs up

The front part of the rear compartment is now merged together with the side part

The licence plates are a weird thing, because in the lfs editor it's ok, when I go to the game it gets weird XD
Drifteris
S3 licensed
So i was using an older version of editor something like 7C before, wasn't doing anything recently so was no need to update, but now downloaded D19

I don't know how people make their mods, i open vehicle editor, select my mod and it loads. Click E to go into modeler and do mapping, coloring, building, etc. Back in 7C, after doing some mapping i would press ESC and it would instantly go back to vehicle editor so i could check the lights, subobjects placement, etc.

Now it asks me if you want to quit the editor because there are some unsaved changes. As far as i know it automatically saves the changes done in modeler when you quit into vehicle editor, even in this D19. So why this extra Yes/No window? Now it only confuses me and i might quit the actual vehicle editor.
Scawen
Developer
Quote from Flame CZE :By the way, what exactly don’t you like about the latest version of the editor?

Yes, that would be good to know. Uhmm

The editor test patch (D19) has a lot of good updates: https://www.lfs.net/forum/thread/102626
subUwU
S3 licensed
if you are looking for news on these new tracks, go on 20th anniversary announcement. However referring back to map editing, maybe with the track editor in a couple of years there might be the possibility to create real life tracks, but without license like skin making. Real life licensed tracks are unlikely to be announced by the devs judging by how long it took to get one licensed track and how there aren't any further notices on the subject, that said it would be great to have them.
Flame CZE
S3 licensed
Moderator
Editor test patch D11 should fix that:

Quote :FIX: Editor crashed on creating a new car

By the way, what exactly don’t you like about the latest version of the editor?
ERROR: IPoints==NULL in ApplyDamageNodesGraphical
EmkaLT
S3 licensed
Hello, I encountered a problem today with lfs editor that when i click to create new vehicle or something, it crashes and says in red ERROR: IPoints==NULL in ApplyDamageNodesGraphical. Also i noticed when opening vehicle in editor it says too, but not crashes. What can cause this and how to fix this, tried reinstalling lfs editor, tried restarting pc. Im using lfs editor 0.7d9 cause i didnt liked new version how it looks.

Here is screenshot: https://ibb.co/z5wF01Z
Last edited by EmkaLT, .
Evolution_R
S3 licensed
Unfortunate this is not going to happen very soon.

This is the soonest possible in my eyes. Speculation.

At the moment is being worked on physics and graphics overhaul.

When this is finished (lets say mid 2024), then maybe there will be announced a track editor (perhaps to be included in the LFS Editor).
This could take ~ 1 year (judging by the release of the Modeller and Vehicle editor - LFS Editor).

And then the modding community could make such tracks in maybe a few months. Shrug

So, 2-3 years from now hopefully there will be some light on the matter by the devs.

EDIT: there will be some new tracks coming with the graphics update.
Last edited by Evolution_R, .
chucknorris
S3 licensed
Found two little issues when trying to use the built-in engine sound editor (in LFS) for mods:

1. When saving a modified sound, LFS does not prepend the car's prefix like it does for normal cars. Like "RAC_". When changing a sound for a mod, I would expect the skin-id or something as prefix.

2. LFS doesn't load the last used engine sound for mods. It always starts with the sound shipped with the mod. I tried saving a modified sound prefixed with the skinid & name, but LFS ignores it.
akubosaan
S3 licensed
Quote from Scawen :64 materials

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).
Wheel object!!
ReframedX
S3 licensed
So when I'm in the wheel object selection in the editor, it allows me to edit the front wheel but not the rear wheel.


It only says "Front" in this menu and doesn't allow me to change it so is this the only option, or is there a

way that I can edit the rear wheel as well?
Last edited by ReframedX, .
Scawen
Developer
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
Scawen
Developer
I'm working on it. Progress is not stalled.

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. Thumbs up
Aleksandr_124rus
S3 licensed
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.
Crane exported!!
le4aser
S3 licensed
todays i finish the modeling a crane, and exported him in lfs editor

just look how big this boy was Uh-huShy
Scawen
Developer
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
Last edited by Scawen, . Reason : typo
Scawen
Developer
Editor Test Patch D17:

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
Scawen
Developer
These are fixed in Editor D16: https://www.lfs.net/forum/thread/102626
Scawen
Developer
Editor Test Patch D16:

Vehicle editor:

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.
Scawen
Developer
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.
Scawen
Developer
OK, this is now fixed in Editor Test Patch D15.

The solutions:

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.

Thanks for the crash report!
Scawen
Developer
Editor Test Patch D15:

Modeller:

Ability to name subobjects (right click name or description)
You can now undo "load main object" (reverts to old object)

Vehicle editor:

FIX: Crash if vehicle mod had more than 64 materials
Mod with too many materials cannot be exported to test in LFS
Scawen
Developer
I had fun, thanks!

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. Big grin

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? Schwitz

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.

Nearly my finest moment:


Definitely not my finest moment:
Last edited by Scawen, .
Kanade
S3 licensed
I changed my mind about how I wanted to proceed.
I will submit a rather lower quality work than expected but then upgrade parts as time goes on.

Here's how it currently looks in the LFS Editor. Thumbs up
FGED GREDG RDFGDR GSFDG