It's not possible to assign different engines to the configuration.
Also it's not possible to assign different rims and rim/tire sizes to the configuration.
I've uploaded 3 versions of 1994 ETK K-Series mod, so it's allowed, but in a reasonable frame.
I think I would first look in the mappings screen. Look for a mapping that has a different cutout on the left and right sides ('cutout' and 'opposite'). The fault must be in a triangle that uses one of those mappings.
So, with one of those mappings in mind, enter triangle mode and hold CTRL to select all triangles that use that mapping. For one of those mappings, you should find a triangle that crosses from left to right side.
That is invalid, because it doesn't really make any sense. Triangles that cross from one side to another shouldn't use a mapping that uses a different cutout on the left and right sides.
Oh that was it, thanks! I may have overlooked the mappings a bit and only tried to check that the orientations are correct and triangles face the same side as the mappings are.
I had a mapping with a cutout and an opposite cutout for it, which also had a few triangles mapped to it that were built on mirrored points, changing those triangles to another mapping without an opposite cutout eliminated the error in case someone also runs into similar problems
I can't find way how to get that texture-colour panel at left side in Triangle tab...
It only shows up in Build tab, but then i can't select triangles
Edit1: I know i'm missing something simple, but it has been few hours
Edit2: WOOOP WOOOP for 1st post in almost 10 years. Thanks
My bad, thought it would be possible to make it larger But yes, if the resolution is small enough the mapping colour tab disappears. If it's possible to increase the native resolution of the desktop then i strongly suggest to increase it
With every old .vob created with LFS Car Imported I get this message in the Modeller "Corrupted triangles: X"
I can't see anything wrong with any of the triangles on the model, let alone with 593 of them. When there is a "point with bad normal" you get that red line which shows where it is, but in this case there is no indication which of the triangles are corrupted - as far as I tell. Is this anything to worry about or is it safe to just ignore it?
That message comes up if a mirrored triangle refers to reflected points.
That shouldn't be the case. Mirrored triangles should only be built on the original (white) points, not the reflected (magenta) points. This is enforced by LFS editor.
I'm not sure what the consequences of this model corruption are. I guess that the original and mirrored version of a triangle, would both refer to the mirrored version of the point that was wrongly referred to. This could result in mirrored and non-mirrored version of a triangle not being actual mirrors of each other. If such a triangle was built entirely on mirrored points, then the original and 'mirrored' triangles might be in the same place but facing in opposite directions.
I can't think of a definite way for you to find the offending triangles, but you could switch on triangle buttons then look for triangles built on magenta points. See if those triangles are set to "mirror" (which they shouldn't be).
I don't think I can see any, or maybe I don't know what I'm looking for...
If you don't mind you can take a peek at my vageen, it has 250 corrupted triangles.
Anyway, I've been noticing that some mods have problems upshifting in Auto. LANKOCLOUD ONE is a perfect example of that behavior - it will happily ride in 1st forever if you won't upshift manually. Now I've ran into this issue with my own mod and started investigating what might be the cause. I came to conclusion that this has to do with the engine. If the curve looks like this (see attachment) - where horsepower continues to raise past the redline. What I think is happening - the gearbox is waiting for the engine to reach peak horsepower before upshifting, but since peak power is past the redline - it can never reach it so it sits at redline. Is that correct?
One more question - if I see someone is using my model without my permission on his mod, where can I report this?
Hello, any clue why texture color is changed when converted from PNG to DDS from LFS editor? Attached 2 shots of the difference. Texture size is 1024x1024, with Alpha. This difference is not present if same PNG is saved as DDS with other image software.
I tried to search forums, but no luck. Excuse me if this question answered before:
When i try to delete points it says "Points in use". What do i do wrong?
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I'm not sure why, But LFS ruins my terxtures too. I rather compress them myself with Nvidia plug-in, but i guess Scawen not allowed us to do so, trying to make it simple for people not familiar or confused with DDS compression types (DXT1 SXT3 DXT5 etc etc etc).
That is not possible, because that system has been removed in the later version of physics. As the editor is built in the new development version, that option has already gone.
I think it must be that the points are used by a triangle.
You can use "select connected triangles" to find the triangles. Note that the triangles may be in a different LOD, because points are shared between levels of detail. So you may need to "select connected triangles" again in each LOD.
So I can not delete triagles by deleting it's points?
Whoa this thing with shared points blows my brain.
For example, I need 2-sided windshield. I have two copys of same windshield with triangles faced different sides. But when I delete some cutouts in Editor, it merges all the points when i exit [Model Edit] mode and I get a mess with Normals.
Can I use NON-shared points? I want two objects have their own points at same place. I know I can use smoothing groups but there are some cases where it is not applicable so I need the method i described.
Here's another example on screenshot: I need my fender to have a cut (see normals coming out of "one" point at the body line?; in fact there's two points in same place that each belongs to their own surfaces. But the whole fender can not be divided by smoothing groups. This screenshot made before I made a cleanup. After cleanup Editor screws everything up and make surface solid with no cut. How do I bypass it?
Double sided triangle is a single triangle that visible from both sides. AFAIK it can not be mapped with two different textures or have two different materials from different sides. So it is not what I want. But thank you for advice.
As in your case you don't want to use the double sided triangles, you must use a different smoothing group for the inside and outside surfaces.
As the points in the same location will be merged at some point, you do have to use a different smoothing group for the top and bottom surface.
I understand, you have found a rare case where the smoothing groups are hard to use, because you want the top and bottom triangles to have a different smoothing group at the seam, but the same smoothing group rearward of the seam.
I think the only solution is to use different smoothing groups for the top section and the bottom section, and use extra triangles at the rear where the top and bottom section meet. By making the extra triangles co-planar where they meet, they will end up with the same normal.