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Driver Customization Test Patch
vanopaniashvili
S3 licensed
WARNING: THIS IS A SUGGESTION

THIS DOES NOT CONTAIN DRIVER CUSTOMIZATION TEST PATCH

Hello Racers,

I've had these concepts laying around for a while which was developed alongside with Suits Update. I narrowly avoided cancelling that project due to the amount of compromises I had to make in order for them to work and going down ingame customization route still remains a tedious task.

I bring this up because we are getting closer and closer to Graphics Update and I think some sort of revamp regarding driver appearance system would offer high value in the short-to-medium term with what I imagine would require moderate effort compared to remaking it from ground up.

Requirements:

Addressing Template Issues:
Some wireframes are out of bounds, some are too close and interfering.

Separating Textures:
Shoes are part of suits texture, perhaps we might have all items separated but located in the same folder. This will ensure the ability to switch shoes separately from the suits.

Providing Better Coverage:
Some areas of suits use the same textures from other sides, such as sides and back sharing the mapping. Increasing suit texture size to 1024x1024 might be crucial in accomidating all mappings sparately without quality setbacks.

Allowing Basic Customization:
Suits are locked with glove and shoe combinations, some don't even match and you cannot reassign different types either.

Adding Switchable Shadows:
Drivers have car footwell shadows while riding on motorcycles. It would be nice to toggle them, later you can use it to detect vehicles requiring it and automatically toggle that perhaps.

Considering Female Driver Types:
Female types are using male textures, adding separate files for female types or improving the double function of existing templates would be nice.

Here's the UI types and brief Pros and Cons evaluation of each:



Buttons UI: Arrows below the driver are switching driver types and rest of the arrows change available textures. Custom textures can be selected by clicking on them like you do with helmets.

Buttons UI in Multiplayer: Everyone will have access same amount of color choices, custom textures inputs won't appear online and would translate as default texture inputs for other users due to lack of hosting.



Sliders UI: Arrows below the driver are switching driver types, sliders control colors of single texture and slider arrows control the items, not the textures. Custom texture can be selected by clicking on them like you do with helmets.

Sliders UI in Multiplayer: Users who may load custom texture inputs for suits, gloves or shoes will probably not going to appear online and would translate as default texture inputs for other users due to lack of hosting.

My Favourite is probably Buttons UI due to the balance between simplicity and customization. Most suits are either white, black, red or blue anyways and preset colors should be sufficient.

Takeaway is to enable modders to mitigate quality setbacks themselves, because as it is right now it requires lot of compromises to make new suits work while they aren't even properly customiable in first place.

Perhaps the Developers themselves could come up with a third solution based on their insights.
Suits Update by Vano Paniashvili
vanopaniashvili
S3 licensed
Hello Racers,

After LFS Mod Support, lots of nice mods were forced to drive with outdated suits which needed an update, so I made one.

Mod Features:

• Updated Suits/Gloves/Helmets in original colors
• Available new colors inspired by OMP
• Multiple types of gloves available in original as well as new colors
• Special suit types for bikes and cars
• Equally functional male and female suits
• Special suit types for animators

The goal was to build suits with simple and clean visuals while staying loyal to the original LFS atmosphere.



You can Download it here.

Enjoy!
Last edited by vanopaniashvili, . Reason : fixed broken download link
XF GARIS
vanopaniashvili
S3 licensed
Vehicle mod: XF GARIS
Details page: https://www.lfs.net/files/vehmods/E735FA

SHORT DESCRIPTION:
Quote :GR Yaris Inspired XFG. Early Access.

DESCRIPTION:
Quote :Early access version GR Yaris inspired XFG with re-built and edited parts of exterior as well as interior, using new 3D parts where possible.

This is my first vehicle mod done using LFS Editor, trying to learn the software.

Vehicle mod is NOT FINISHED. Vehicle mod still under development.
Check glove box tag for further information about upcoming updates.

Important Note: Wide fenders will be added as final update.

Vehicle offers Track Mode, Sport Mode and Normal Mode. Setups modes are tuned with OEM specifications. If you change settings, you void your warranty!

Track Mode: All-wheel drive style, balanced all-rounder.
Sport Mode: Rear-biased drive style, playful on limits.
Normal Mode: Front-biased drive style, stable character.

Setups balanced by zxz, under supervision of OEM specifications.



COVER SCREENSHOT:
Last edited by vanopaniashvili, .
Dramatic Four Lap Race with Unexpected Finish Against Very Fast Driver
vanopaniashvili
S3 licensed
As some of you may know, GD Bad is one of the fastest drivers still around in LFS Demo.
Decided to share experience with you from the player perspective.
It was very exciting and intense race... hope you'll enjoy!



Disclaimer: YouTube has have reduced the video quality after upload slightly.
Working Pop-Up Headlights for XR - Suggestion with live demonstration
vanopaniashvili
S3 licensed
Hello Everyone,

Here's the suggestion, which consists of LFS Editor supporting a custom animation slot to animate certain parts of the car, which has a great effort-to-profit ratio when evaluating the results it can produce.

Potential benefits are: Pop-Up headlights, Active-Aero and etc. Also useful Flatbed Recovery Truck Mod (WIP) to deploy tracks for a car to walk up to the bed. It will add more flavour to the TC cruise server atmosphere, delivering race cars to a track, or recovering broken cars to repair area.

Animating rotation value of the Sub-Object is the easiest way around this issue. Positioning the pivot point of a headlight assembly to the Sub-Object's center is all it demands from the modder.

The video demonstration of a test mule:



Edit: Pop-Up headlights are now available, they added it!
Last edited by vanopaniashvili, .
Touge Traffic Layout by Vano Paniashvili
vanopaniashvili
S3 licensed
Hello Racers,

Since devs are working on amazing upcoming update for LFS i tried to cheer up community a little bit from my side.

Here is the new layout i made, It is touge based on Dousojin Touge but every corner has been edited and optimised for Multiplayer usage to suit players of all type of skill levels. However there is one thing that sets this layout apart from normal touge style layouts:

It allows traffic flow on both sides in a safe manner! You can't cross the yellow line because it is restricted.

To complete one lap you need to drive on both sides of road, which is average of 2.1km combined!
Layout does not support start positions, It must be always used in practice mode to function properly.



You can Download it here.

If you want to support Vano's Workshop, you can donate on PayPal.
Last edited by vanopaniashvili, .
Westhill Rally Layout by Vano Paniashvili
vanopaniashvili
S3 licensed
I wanted to create simple and enjoyable rally layout for Westhill without uncomfortable or ugly slippery turns such as with concrete.

This is the result i came up with, a rally layout around whole track which takes 6 minutes and 30 seconds on average to finish!



You can Download it here.

If you want to support Vano's Workshop, you can donate on PayPal.
Last edited by vanopaniashvili, .
FGED GREDG RDFGDR GSFDG