The online racing simulator
Well thought out and presented nicely IMO. But to be hounest, im not too bothered about rims and body kits, yes, i suppose it would be nice to customise your car with a few little bits and pieces for those who want to, but i feel its not essential. So its a -1 from me. Sorry

- Racerash3
In fact, it is not essential, thus why i'd rather have the developers
work on LFS physics and whatnot without having to spend theyr
valuable time on making rims and add-ons

so that should be a +1 right?

cheers

-BB-
#28 - Gunn
Quote from Byakugan :These rims arent only for 'drifting', like xcnuse said, they're more like
a "everybody will use them", as there arent really "specific" rims
for drifting

I doubt the devs actually developed a 3d modeling software ..
I'm aware that they are aware of the problem, and i'm happy if they
want to stick with making the physics of LFS better rather than
making "bells and whistles", thats why i'm here, speed up the process
I'm not "catering" LFS towards drifting, i'm simply offering the whole
LFS comunity new choices of rims.
Unless you like, say, the xrt stock rims?

Making a rim takes about 7-8 hours of straight work, depending on X factors.
where 2 hours are for the modeling&optimizing part,
another hour and a half is to make alpha maps and assign smoothing groups.
the rest is spent on texturing, fixing eventual errors and such.

not really as 'fast' as you'd think

-BB-

They do have their own modeling software.

Wheels for electronic games are low-poly by necessity and take very little time to make. High-poly wheels wouldn't be accepted by the devs anyway. As for the Devs making physics instead of bells and whistles, Scawen does the physics by himself, Eric does the graphics and most of the modeling. I hope this helps you to understand the situation a bit better.
Oh yeah, i have a better visual now.

Would they be able to make use of exported 3d objects or the game engine
only 'recognizes' models from theyr 3d modeling software?

eric could devote his time to more tracks istead of rims and bodyparts,
hows about that ? no im not giving up, not just yet!

btw, high poly rims are way faster to make than low poly (i dont know
if anybody cares about this, just writing it for common knowledge purposes),
low poly is more time consuming because you have to optimize a lot
the wheel, the fact you can use triangles instead of all quad polies
is a thin reward really.
Also, low poly rims are best displayed with textures (LFS doesnt
support bump mapping, which makes things a tad harder), and textures
do take a lot of time to be made.

the current polycount im hovering around seems very accessible tho,
does anyone know the polycount of the actual stock rims on the xr?
just to give me an idea

Another small tought, bodyparts for cars would actually modify the original
texture for the car itself, this is troublesome since its not optimal to
have a lot of textures for each combination of parts.
would it be a better idea to make these parts have a skin on theyr own?
If someone had a importable 3d object for, say, an xrt i would be happy
to get my hands on it !

cheers

-B-
#30 - Gunn
Quote from Byakugan :
If someone had a importable 3d object for, say, an xrt i would be happy
to get my hands on it !

The devs released the car meshes as CMX files (which is not the 3D format that LFS uses, it was made purely for use in the CMX Viewer), and someone made a plugin for 3DSMAX to support CMX. Then some nice people made some pre-made scenes featuring LFS cars, which you should be able to find in our 3D section on this forum. This will allow you to play around with LFS cars in 3DSMAX but of course you won't be able to inject your modified content back into the sim.

You could also get the current poly count for any of the wheels using this method.
super helpful! thanks

-BB-
Yo! >_>

Some news here, made 3d brakes (kept the texture size very quite,
biggest for the disc was 128x128), and added an interesting polycount
with the XRT stock and the XRT with the highest polycount rims i had
with also my brand new brakes

less overall polyes, and a tiny amount more of tri's (a bit more than 1k).
i think the difference is quite stunning. comments? >_>

cheers

-B-

EDIT: the polycount on the brake image is wrong i had a whole rim hidden,
the brake disc+caliper polycount is 180 triangles.
Attached images
Brake.jpg
XRT_myrims.jpg
it has to be said, those wheels are ****ing awesome
It's Called Racing People Not Ricing!!!
Quote from Byakugan :Yo! >_>

Some news here, made 3d brakes (kept the texture size very quite,
biggest for the disc was 128x128), and added an interesting polycount
with the XRT stock and the XRT with the highest polycount rims i had
with also my brand new brakes

less overall polyes, and a tiny amount more of tri's (a bit more than 1k).
i think the difference is quite stunning. comments? >_>

cheers

-B-

EDIT: the polycount on the brake image is wrong i had a whole rim hidden,
the brake disc+caliper polycount is 180 triangles.

That is just awsome, I'd use those rims.
even if different rim styles would be for paid users only, I'm buying it so it would still be awsome.

I think rims would be about the only thing that needs to be added, the stock ones do look kind of amatureish for 3d models anyway.
no offence to the modeler, it's probably poly saveing.
thanks for the support!

that insipred me to do another rim which i'll post soon!
also a few more renders with xrt and the other rims for 'showoff' purposes

on a sidenote, stock rims arent all that polysaving, car + wheels takes
10900 tris, the 4 wheels alone are about 5+k tris!

they could be a lot simplified, the center hub is really, really clogged with polies
which serve very little to no purpose in my opinion!

cheers

-BB-
Though I don't see a real NEED for new rims I admire your politeness and how you start things. Most Demo users just scream "I WANT PLEEZ", you offer something which MIGHT be very helpful in the future! Thanks for that!
I don't think there will be an option for rims of different sizes since everyone will somehow drive the same sized ones for a certain track, also I believe that you'll need an uber fast computer to run a sim which calculates airstream around spokes!
The rims you're doing atm look really great though, and if my computer could handle different (-styled, not -sized please!) rims on same cars, why not make everybody happy.
My opinion about ricer's stuff is a bit different; I respect people who just go for the optics and want to show off a little, but a) it's not street legal (yees yees, nothing is forbidden in the us ;-)) and b) it's useless/slower in racing. Just my opinion though, I know that there are MANY drifters in lfs, you're also welcome guys!

After all, keep'em coming! Even if your wheels are not going to be implemented, they're still great and show all of us a good way of posting improvement suggestions: DO something, don't just moan ;-)

greetz

der butz
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