I think we'd better not, because although we have the use of the logo, we don't have the LEGAL use of the familiar looking intelectual property of the car design to go along with that logo, if that makes sense.
Here is a list of Logos that we have legal permission to use in LFS, so far.
i3D.net
Castrol
Petronas
Bridgestone
Potenza
Michelin
OZ Racing
Sim Broadcasts
NDR New Dimension Racing
Credit Suisse
ATL Racing Fuel Cells
Avon Tyres
Dell
I'll Update this list when recieve permission to use other logos.
I'm having a hard time trying to pinpoint that bug in my version.
Could you please place a marker like you did before, but this time take a screen shot zoomed out so that it shows the surrounding track area, please? Thanks!
We hadn't planned to make a GTR version of the RB4 because we already had the FXO GTR. I mean, we CAN do it but the next tasks for me is to finish the updated tracks before I focus on updating the other cars.
But let's face it, the way we're seeing the default LFS cars being modded, I'm sure an RB4 GTR or rallycross version will pop up somewhere.
Thanks lfsrm! It looks a bit "modelled by hand" in a lot of places, so there's potential for it to look cleaner. But that's hard to do without some tools to make it easier
Understood. I tried to scale the logo down but when the vertices get too small the Editor complains.
I might have to think about other solutions.
I have to say, lfsrm, I'm pretty impressed with the car design and the speed of your progress so far! For constructing a fictional car, you really have a natural feel for it.
Car interiors can be fiddly to build without any frame of reference, but I've found that viewing your progress in VR can help.
Well in fictional terms, they are both difficult to make because of the design trial and error process.
Real cars and tracks are easier and quicker to make because they've already been designed by someone else. All the artist has to do is copy what they see.
Tracks take much longer to make than cars wether they're fictional or not.
Flotch, thanks for your interest and involvement for over nearly 2 decades of LFS, .......but this ain't the progress report thread
I Don't normally offer advice or replies about graphics because it's self-explanatory, in my opinion.
To add to Scawens answer about making a racing simulator on the graphics side of things, laser scanning of real tracks and real cars modeled from the original 3D CAD data or 3DS Max meshes will produce the quickest and most accurate results for generating content.
Quality fictional content will take longer to produce because of the design element involved. Anyone who tells you otherwise is lying.
Custom texture work is essential and is also very time consuming, so get yourself a couple of good texture artists.