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ClasK_03
S3 licensed
Seems like someone has embraced this method, nice to see! This text gives me so AI vibes though and I found one issue so far, you should definetly not use 1024x1024 as your texture size. LFS has locally supported 4096x4096 as texture size for many years now and you should definetly use that. Looks much nicer. LFSW still only supports 2048x2048. I still havn't tried the decal placing described above, but just reading it, it still seems easier to do that in photoshop, I'll give it a try though.

While we are on the topic of sharing tips on how to skin using this method I'm going to share how to make the skin symmetrical and mirror it along the center of the car.

Add a node setup like this between your texture coordinate and mapping node:

FOR OBJECT COORDINATE (Recommended):



For generated coordinates:



This will make all textures that has this mapping mirrored along the center.
Last edited by ClasK_03, .
ClasK_03
S3 licensed
Could it perhaps be related to this?
Quote :'The mother of all breaches'—26 billion records leaked including stolen user logins, so may we suggest you finally change that old password?

https://www.pcgamer.com/the-mother-of-all-breaches-26-billion-records-leaked-including-stolen-user-logins-so-may-we-suggest-you-finally-change-that-old-password/
ClasK_03
S3 licensed
Quote from PaulSVK :Please, render this skin Thumbs up on black baground (from front and back site too). Thank You very mutch Omg omg omg

Full res download link

Preview:









Full res download link
ClasK_03
S3 licensed
Quote from PaulSVK :VERY NICE RENDER Smile thanks again and if u can change only background to black Nod have a nice day and thanks for nice Job Omg omg omg

You're right! black looks better!

ClasK_03
S3 licensed
Quote from PaulSVK :If U can dude, render pls these skins to one image for CSRTeam Smile thanks a lot



I did a quick one, if you have any ideas/requests for layouts/poses of the cars or another background i could probably make it happen!
ClasK_03
S3 licensed
Quote from PaulSVK :or fzr? pls render Wink

ClasK_03
S3 licensed
Quote from PaulSVK :Wave please, render my skin Smile





ClasK_03
S3 licensed
Quote from macafmac :any way to update RB4 model to the current one?

Hi, sorry for the late reply, I am only able to convert CMX files and since there are no new CMX files (the cmx viewer seems to be discontinued) I can't convert new cars.
ClasK_03
S3 licensed
Not to be a hater or anything but the tutorial you linked in your first post is pretty bad. His toppo is rough and the panels do not line up. I would recommend someone like this guy instead https://www.youtube.com/c/TheNaturalArtFreak

This site explain well whats good and bad topology: https://topologyguides.com
ClasK_03
S3 licensed
Forgot to mention, if someone thats good at making engines wants to make a B230FT that would also be appreciated.
LOVLO 740
ClasK_03
S3 licensed
Hi!

Now im working on a Volvo 740 replica

The car is kinda low quality, but my idea was to provide a semi decent base for other people to work off.

So yes derivatives will be allowed for this car. Probably not in the first upload as I want to do some patches before. But then it will be open for modifications like race and drift versions.



Ive come quite far. I'm going to texture the I think its ready for a first upload.




What are your thoughts on the suspension? Is the 740 even trailing arm?



Post your thoughs and feedback below! Much appreciated.
Last edited by ClasK_03, .
ClasK_03
S3 licensed
Dang, good work!
ClasK_03
S3 licensed
Great renders! Impressive to see what you can create in such a short time! What stands out to me the most are the vantablack tires. Maybe you should try finding/making some textures for those?

Great work, and nice of you to render other peoples skins!
ClasK_03
S3 licensed
The best way to make low poly panelgaps imo is to do it like LFS does it on their stock cars. Just move the edge in along the normals to make it look like a gap image in spoiler:
Spoiler - click to reveal


This requires that you have an edge where the panelgaps is supposed to be. I usually plan for that when i first start modeling. But it is usually also possible to press g twice and edge slide verticies to the correct location.

When you have and edge where you want a panelgap you can use CTRL + B and drag you mouse to sort of duplicate the edge. Using CTRL + R you can and a edge loop between the newly split edges and move that edge inwards to create the gap.

About wipers the advice from myside is to just do it. Look at refrences and start modeling. I can share some wipers I made (not great) from another project to give some insperation. They are quite tricky.
Spoiler - click to reveal



These are obviously from a really highpoly model, but i think the principel should be the same. The new rb4 has some great looking more low poly wipers. You could take a look at those also for insperation.
ClasK_03
S3 licensed
What nikolai_01 said is not true. The file you provided only had 25302 tris, which is no problem importing into the modeller. So you are not providing the same file which you are trying to import.



If it is true that the model is 32768 verts though thats not very far from the limit. Look at optimizing the model in general or remove details/assets.


What you should think about though is where the model came from. LFS does not accept mods which include models from questionable sources. Did you model this car yourself? Get it from another game or found it online? If you found it online you need to make sure that you have the required permissions to use the model in a game. The topology of the model you provided is very weird thats why im concerned about the source.
ClasK_03
S3 licensed
Quote from hooligan_rallyteam :Why not more powerful 215bhp version? 😉
On suspension diagram I see that on rear suspension lower control arms are not shorter than upper ones (and I dont see anywhere to upper Control arm was longer than lower 😀)

https://chiptuningpro.pl/wp-content/uploads/2019/10/CHIP-TUNING-volvo-xc60-2-0-d4-181-km-400-nm-1024x819.jpg 185 dyno sheet

https://www.volvoforums.org.uk/showthread.php?t=179135&page=2 boost value on 185 version (I think 215 just has more)


https://volvozone.eu/files/cache/product/280415/31476223-nakresvz-800x600.jpg rear suspension diagram (4- upper control arm ,5- lower Control arm)


Maybe you need more research but model is very good
I like that swedish tank 😀

The car is the 215 bhp d5 version.

Kinda hard to see how long the control arms are compared to each other in your picture but this is where i got the measurments from https://www.autodoc.se/reservdelar/lankarmar-bararmar-langsgaende-tvarstallda-10671/volvo/xc70/xc70-ii

I also think its kinda weird that the upper arms is longer than the lower but thats how it looks to me on your picture too. Do you know where I could find better measurments/diagrams?

Here is where I got the boost pressure from. https://www.media.volvocars.com/uk/en-gb/media/pressreleases/18417 I think that should be the same on the xc70.
ClasK_03
S3 licensed
I have uploaded the mod for review. And here I am attaching the templates for skinning. The cutouts and mappings have the same aspect ratio which means that there is no major stretching on the skin texture. But the skins will be unfortunately lower resolution. Much easier to skin though as you dont have to stretch everything.
LOVLO AW70
ClasK_03
S3 licensed
I have tried to make a volvo xc70. Made the model from scratch.





I have tried to replicate the suspension and engine (d5) as best as I can. But both are still kinda weird and I think I will need some help. Steering wheel has a really bad shake when braking with abs.


I feel like I had to get some extreme values on the sliders to get it to some what replicate the power curve of a d5 engine. Which seems weird. Maybe someone can tell me what Im doing wrong.



Unfortunately the interior is really simple untextured low poly right now. Steering Wheel and other assets stolen from other LFS cars.

After looking at the new rb4 I feelt like this car model is lacking alot of quality and detail. I would like to try to get it to rb4 quality or atleast VWS quality, but that would probably involve redoing the whole model.

I will probably upload the car for approval later today if someone doesn't point out any major/stupid issues

Edit: Also does anyone have name suggestions?
Last edited by ClasK_03, .
ClasK_03
S3 licensed
Quote from Scawen :I think you need to set it in the "Textures" section of the vehicle editor to match.

Omg lol, Thanks! it worked
ClasK_03
S3 licensed
I have this issue where i cant load s_clock:

I does not say Cant load - file not found it just appeares black.
I can load other special textures:

And loading one of the stock LFS cars the texture is there but not when I create a new car.


Idk if Im missing something obvious or not, I would be really thankful for some help!
ClasK_03
S3 licensed
Quote from tommer :I don't think gu3st's opinion deserves being given much weight.

Just take a look at how LFS's Servers are being used.

*snip*
Spoiler - click to reveal
Test patch

Current


Exactly how many of those are racing servers? If we were to listen to gu3st's totalitarian principles LFS would be drained of life tomorrow.

LFS has many different driving activities, a large portion of those who enjoy LFS enjoy cruising, drifting and other forms of motorsport besides racing.

Cruising is a nice casual way for people to get into driving. Many of the people who cruise go on to get involved in racing. TC itself organizes racing events and has its own racing team. I've personally seen Scawen himself having fun on TC. People don't have to be one or the other. They can enjoy both.

I think being able to place a simple beacon on the roof of our cars would have all kinds of uses, and not necessarily just for cruise servers, safety cars it would be a good way to make ad-hoc safety cars without needing permission from the modder to mod their vehicle.

Good point! Now that we have cars with lightbars I would really like to see them incorperated better with the new graphical system. Not having them just be the indicators on top of the car. A new button to turn on beacons.

Having the lightbars actually emit different colours that effect the enviroment. Orange, Red, Blue, etc. No idea if this is actually possible in a resonable way, but it would be really cool!
ClasK_03
S3 licensed
I didn't quite agree with your first idea of mod approving system. but this sounds like a really good plan. Mods can still be used online without being "APPROVED" and servers that don't want all these shitty mods that have been created on them can easily disable them.

Great job!
ClasK_03
S3 licensed
Nice drawings! what software are you modeling in?
ClasK_03
S3 licensed
There was a guy that made a blender cmx importer a long time ago. I recently used it to make obj files for all cars. You can download the files here: https://www.lfs.net/forum/thread/95307-NEW-Blend-and-OBJ-Files-for-All-LFS-Cars-Updated-v1-2%21

Ofc does not include modded cars as they are not available in CMX format.

If you are still using blender version 2.62 (I hope not) You can use the importer directly: https://www.lfs.net/forum/thread/80064-Blender-CMX-importer-plugin
Last edited by ClasK_03, .
ClasK_03
S3 licensed
Quote from LakynVonLegendaus :One could argue that if this can't be allowed then why the football mod should be allowed? Both are just silly things and have nothing to do with driving simulation but can't we have a little bit of stupid fun? (please do not remove the football Big grin)

+1
FGED GREDG RDFGDR GSFDG