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OpenClutch
S3 licensed
Quote from Scawen :It's not the time to talk to me about changing the limits. I am working on other things and could do without a battle against mod hackers.

The rim editor updates were introduced during the test patch stages. It would have been good to discuss it at that time, as you may know that is what test patches are for. To introduce updates and test them. The idea of a test patch is not just to keep quiet and hope I don't notice the use of hacking tools, which I admit I have been slow to notice.

There is a rim editor, a spoke editor and there are also hub objects, that you are free to use within the limits.

I did bring up that I hit the limits very easily, and if it was fixed, there would be a much better response from the community as per here: https://www.lfs.net/forum/post/2066938#post2066938

I do understand test patches, and their purpose, as these changes are occurring outside of the test patches, it's still worth discussing at least?
OpenClutch
S3 licensed
Hey Scawen,

Expanding on the above...

I've spent this morning doing some research into different rims within LFS now that the limits are being enforced.

I've attached a sheet that I've looked at some of the staff picks, approved, and unapproved mods with triangle count for the rims, whether they are using the rim editor to it's potential, or if they opt to use the hub obj.

I believe that the 1600 tri limit is way too low for any reasonable amount of detail. Especially if you want to include some details like better lug nuts, or bolts around a 3 piece wheel. Texturing doesn't cut it, tried that method. Using a hub obj doesn't always cut it either, unless you designed the mod with that in mind from the beginning, many mods are already 60k+ tri. I'm sure this was plenty when designing the XRT at 8k tris total for the mod.

Compared to the main mod that has the limit of 65k, the rim detail doesn't match the quality we can do in the main mod.

As for the right amount of tris, I think 4096 would be enough to provide the detail that we are trying for (maybe others can chime in here), especially after working so hard within the 65k limit for the main mod to provide as much detail as efficiently as possible. For example, I aim to have base models at around 50k tris, to allow for modifications like body kits, and other detailed accessories that are part of drifting and racing.

If there is a concern for upping the limit, it seems that people have been skirting around the system since the limit is too low. Since avoiding the whole check, there could be rims at even 22k tri, resulting in 88k tri total, agreed that is far beyond what lfs was designed for and can cause issues with pit lag, which is compounded when mods have configs that go above 65k tri max...

When you mentioned that there was a high poly count in one spoke, often modders will import from blender which contains the whole rim, and just use "1 spoke", this is especially true when the rim has say 6 spokes, but only 5 lug nuts, which using the spoke system doesn't really work for.

Again, I'd love to embrace native tools, and work with the system, but I think the limit needs to be increased before any take up from the modders. Maybe a staged approach could be considered, from 1600 to 3200, to 4096, or above.
OpenClutch
S3 licensed
Hey Scawen, I know you have been insanely busy with these last few patches, and I know that the stable branch release is this weekend, is there any chance that we can get (back) stretched tire support?

I'd even go for the points that we have to move ourselves on the tire side of the rim if we have to, many of our mods (20+) run a slight stretch as most drifters do. The best case would be the tire stretch support like pre D50, but understandably the code could have changed to add complications.

Not to discount the recent additions at all, the latest changes are some of the most exciting features we have gotten in years!
OpenClutch
S3 licensed
Hey Scawen,

1) My apologies, I was on D54, after updating to D56 it was now matching the game behaviour. I'll make sure to double check for next time.

2) After naming the cutouts U_ worked like a charm, I don't need colourable in this case like M1, C1, etc., as in Flame's case.

All in all, I'm good to go now, I really appreciate the work on these awesome updates, it's inspiring to put the extra detail into our mods.
OpenClutch
S3 licensed
I think I found a bug between the editor and game version, when using a skin to paint on the hvac on my mod, I have it set for full flip, so the texture should not flip when going between driving sides.

In the editor, it seems to transition sides correctly, in the game the texture flips.

Gold handle is game (incorrect) red handle is editor (correct)
OpenClutch
S3 licensed
Hey Scawen,

Thanks for the latest updates on the rims and wheels, lights and all. I'll be going through my mods and updating them to the latest.

However after loading up some of my previous mods, I noticed that the rim and tires don't align. I've read the update documentation, and you mention that the rim needs to be the same size as the tires, while that works for most cars, we have a few that have some stretched tires. I noticed that the tire isn't actually aligned with the rim anymore, and goes 90 degrees towards the rim. While in previous versions this wasn't the case, and was always parallel with the rim lip. Could this be restored? A slight stretch to the tires is pretty common with our drift cars, as well as our ae86 mods. I've also tried reaching out on the discord channels and people seem to have the same issue as me, tried the rim protector both ways and didn't help. I've included the previous v40 look, and v50 look for reference.
OpenClutch
S3 licensed
Thanks for converting! This should open up some options for those who model outside of live for speed editor like Blender, Sketchup, 3dsmax, etc.
SLX180 TYPEX
OpenClutch
S3 licensed
Vehicle mod: SLX180 TYPEX
Details page: https://www.lfs.net/files/vehmods/35D799

SHORT DESCRIPTION:
Quote :Nismo inspired 180sx TypeX

DESCRIPTION:
Quote :Type X kit, with the Nismo tuning package

- Stiffer suspension S-Tune spec
- Nismo ECU tune bumping up the boost, weight reduction
- Nismo shifter, steering wheel, cluster, brake calipers
- R32 seats

Credits:
AHPP for steering wheel
Partan for seats from Saliva15
LossTunes for type x body kit

COVER SCREENSHOT:
SLX180 Drift work
OpenClutch
S3 licensed
SLX180:
  • Repulled from the source 3d hatchback model for the line and door handle, as well as some other small details
  • Final mesh is shown as attached for the stock version
  • Made some coilovers from scratch, as well as a handbrake, the coilovers will be in all versions, the handbrake will be in the drift version
  • Made vented fender and vented hood for drift version (with a little surprise under the hood)
  • Made a wheel from scratch, from an accord for a custom model (my own car)
  • Created LOD2
  • Returned steering wheel to stock, cluster to stock, shifter to stock (prepping a typex nismo version as a separate upload now)
  • Reorganized and labeled all subobjects, mappings, cutouts, and pages to try and be intuitive when extending this model
  • Created a poster for the upload Big grin
If anyone wants the rims, handbrake (~800tris), or coilovers (~1000tris), just shoot me a msg in discord #openclutch. I'd be happy to share anything I create, in hopes to create high quality mods.
Stock version
OpenClutch
S3 licensed
Started working on the stock SLX180 version:
  • Returning fenders to stock
  • Swapped rims to stock
  • Stock seats
  • Nismo steering wheel
  • Made kouki tails using my existing US tails as a base to build from, also configurable between the two
  • Fitting up a typex body kit, with working turn signals on two configurations (stock and typex)
  • Swapped frame and suspension geometry to more of a stock configuration (thanks Martin18!)
  • Fitted a sr20det with stock power, and custom sound wave
  • Setup to as close to stock as possible, working on a touge setup
Planning on having two models to start, SLX180 as the stock version with hopefully the typex kit with derivatives allowed, as well as the SLX180 Drift version with derivatives allowed.

The main differences between them will be the physics, suspension, engine, pulled fenders on drift, rims and tire size, seats, potentially diff body kit etc.

Still need to port over the kouki tail lights to the drift version.
OpenClutch
S3 licensed
Just swapped them back to a previous set, trying a bronze look this time. Let me know what you think. Open to any suggestions as well, I'm pretty easy going.
SLX180
OpenClutch
S3 licensed
Hey guys, just posting some progress shots on a new public s13 hatchback (for a few reasons, with the main being allowing derivatives), building upon the existing SLX130. I have plans to release a stock version as the base, a drift version, then race version (hopefully with a type x kit)

Just listing out the work I did to hopefully make review go a bit quicker as Scawen stated in another post.

*this is a catchup post for the work over the last couple months*

I started with this source for the hatchback part:
https://sketchfab.com/3d-model ... 8ff40ecb39202b57811b5ef):

Well, it looks about as much as it costs, and I double checked against other 180sx mesh and it didn't seem to match any from a game (I hope not at least, it's barely accurate)

Pretty rough shape, I started modeling the mesh using photographs, ideally using low fov or zoomed in to not have the perspective mess with the lines, but finally resorted to using some blueprints to dial it in the rest of the way.



It was off quite a bit in all dimensions.

Added the texture mapping, and it starting to look okay while the paint is black Thumbs up (I know the rim logo needs to change, and thats the drift version, keeping the motivation going lol)



Got tired of aligning the rear, made a handle from scratch instead



Time to do some proper trim since just the texture wasn't quite cutting it.



Found the correct wheel base, adjusted suspension, moved rear forward to match blueprint



Adjusted rear as linked similar to above. After spending so much time adjusting this mesh, I might has well have made one myself, it's probably the same time.

Made a custom cluster with the new backing system, skinable background surrounding the gauges, skinable radio, and made a shifter with a boot

Cluster:


Shifter and radio skin (lol):


Sunvisors & Wipers from RB4 (such an easy QOL upgrade):


How it's sitting now (using the drift rims, won't be on the stock version):




All in all this is less than 40k triangles total, leaving lots of headroom for additional parts.

Next on the list is to: make the body lines a bit cleaner from the back, finish the interior for the hatch, find or build some visible suspension pieces, cleanup and sort some of the textures, currently over the 5mb limit (aiming to have clear descriptions for each texture as well for other content creators)

Let me know what you guys think, I'm pretty excited to finally get a legal s13 hatch in LFS that you guys can build upon.
OpenClutch
S3 licensed
Rims are coming up next, any suggestions? Might have to make them from scratch for anything good.
OpenClutch
S3 licensed
Just testing a few options, no worries, I switched it to another setup, let me know what you think, it's in between the two rims.
OpenClutch
S3 licensed
Thanks for catching that, fixed now!
OpenClutch
S3 licensed
Added stock with headlights down Smile as well as some other fixes
OpenClutch
S3 licensed
Thanks! No problem at all, I'll enable that on the next update (within a day). I'm currently working on more accurate tail lights and different rims. Let me know if you have any other feedback, I'd be happy to take it into account!
SLX130 HATCH
OpenClutch
S3 licensed
Vehicle mod: SLX130 HATCH
Details page: https://www.lfs.net/files/vehmods/2C60D7

SHORT DESCRIPTION:
Quote :Hatchback version of the SLX130

DESCRIPTION:
Quote :Inspired and built upon the SLX130 and N.S80 with a few upgrades:
  • RB20DET
  • S13 Suspension based on laser scans
  • SLX130 base model
  • N.S80 Hatchback with body kit
Designed for drifting primarily, but can be fun around the track. Setups included for both drift and racing. Still a WIP.

Thanks to Aleksandr_124rus for permission on using the N.S80 model (through private agreement), PopnLochNessMonster for the skin mapping, and Martin18 for the engine/suspension help.

Additional credit to AutoHouse Performance Project for additional add-ons to the model (exhaust, intercooler, steering wheel, license plate). Boost gauge from the LFS RACEABOUT.

COVER SCREENSHOT:
FGED GREDG RDFGDR GSFDG