The online racing simulator
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Vladimir_nose
S3 licensed
Quote from Evolution_R :This one is a great addition to LFS! Heart

I have noticed a small issue with the wheels texture.

I updated the wheels, please check it yourself)
Vladimir_nose
S3 licensed
Quote from turbofan :Yes, great mod overall...

With the headlights you have to make some kind of balance between realism and brightness, it looks much better in the editor, but there are new graphics in the editor...
The sound is more difficult, this is the closest thing I could find that resembles the original sound, maybe someone can help?)

Original sound Engine.
https://www.youtube.com/watch?v=EaKAdCKHng4
Vladimir_nose
S3 licensed
Quote from Evolution_R :This one is a great addition to LFS! Heart

I have noticed a small issue with the wheels texture.

Wow, it looks different for me, I’ll try to add a new version of the disks soon, this is temporary, since its moment there have been a lot of editor changes and restrictions have changed)
Vladimir_nose
S3 licensed
Just now, to import a lod from obj, you need to add it as a sub-object, select the polygons, add them to the lod, and then remove the polygons from the sub-object and merge them with the Main.
If you import a Main immediately with a LOD, you will have to spend a long time and persistently selecting the polygons that will be in the LOD.
It would be much easier if it were possible to separate the main model and lods, for example loading lod 2 and lod 3 in a separate, as happens with wheels.
Vladimir_nose
S3 licensed
[EDIT by Scawen - originally posted in a suggestions thread, now moved subject to its own thread]


In my opinion, the system for adding LOD2 and LOD3 now requires some improvements.
Adding LODs is a very inconvenient process and requires exporting to the Main object each time. What if the LODs were separated and done like with wheels, so that it would be possible to load/edit them separately from the main car model and they would not intersect?
Last edited by Scawen, .
Vladimir_nose
S3 licensed
Quote from Evolution_R :Cute car! But It needs some improving. Thumbs up

- More detailed LOD2;
- Skin mapping on LOD2/LOD3;
- The interior could be brighter;
- Driver animation could be improved;
- Rims texture is not properly centered (bolts);

Alas, now all the time is devoted to another mod...
Vladimir_nose
S3 licensed
Interior 90%

Vladimir_nose
S3 licensed
Tests inside the game.
Left to do:
Heater console
Floors
Door seals
Seats
Correction of minor bugs
After which you can release the first test release.
Vladimir_nose
S3 licensed


Almost finished look, it took about 4 days to recreate the correct shape, I wanted to recreate maximum accuracy and I almost succeeded, the body also underwent changes, but more on that later, I will say this - some elements were made using laser scanning and inaccuracy - minimal.
Vladimir_nose
S3 licensed
If you make the texture more chocolatey, you'll get another mod, hehe
Vladimir_nose
S3 licensed
Just now I noticed that when you turn on the low beam, the headlights open, this is great news, against this background I would really like to see the opportunity to create a rear axle for jeeps/trucks that will move along with the rear suspension, alas, it will probably not be possible to make a dependent rear suspension due to physics requirements, but for cars with high ground clearance this would be necessary)
I hope this idea will be included in the collection of things that can be improved.
Vladimir_nose
S3 licensed
Some older cars have only two warning lamps of headlight, the green one is lit in all modes except high beam
blue - lights up only with high beams
I have two cars, 74 and 82 years old, in one there is only a blue lamp, when the side lights and low beams are turned on, only the instrument panel lights work
In the other, the green lamp lights up in all modes except high beam.
Old instrument panels, such as some Opels, Fords, Skodas from the 1980s, often work on this principle.



The range of warning lamps can be expanded in the future.
Some American cars have such a device as an ammeter; it can be found right up to the 90s, but it seems to me inappropriate to add it, although it will increase the plausibility of some modifications.
What is probably missing the most right now are broader options for customizing the dashboard; it also seems a little strange to me that the engine temperature sensor is marked from 1 to 0; it would be more logical to convert it to Celsius/Fahrenheit.

While I was watching how the control lamps worked, I realized that there was really not enough sound from the turn signal relay)

I think in the future we can continue to implement small but pleasant things that add realism for a long time.
I hope I was understood correctly with my English and I apologize that I may have gone off topic.
Vladimir_nose
S3 licensed
Quote from Scawen :Is that good or bad? I don't know you are just making a comment or pointing out an issue.

The system is quite flexible, allowing lights to use separate reflectors or a shared reflector.

I know it doesn't cover all possibilities, but I hope it covers most in a reasonable way.

Now the Side light/low beam are different indicators on the dashboard, there is no way to combine them into one indicator, for this reason in my mod there is no way to make the lamp work realistically, like on a real car, where the green light is on when the side light and low beam are on, and when the high beam is turned on, the adjacent blue lamp goes out and lights up.
I would like to see the possibility of combining indicators
Side light
Side light/low beam
Side light/low beam/high beam (change in turn)
Thanks in advance if this appears in the future).
Last edited by Vladimir_nose, .
Vladimir_nose
S3 licensed
The dimensions/low beam are spaced out as different indications, but in my mod the manufacturer made one lamp for all the light except the high beam, I think there are many such cars.
Vladimir_nose
S3 licensed
Some cars have separate high and low beam headlight units, sometimes even different dimensions.
I think in the future we should do something like multi-material
Far/Near
Only distant
Only the neighbor
Dimensions only
Dimensions/Low/High (For example, in old cars with one round headlight)
Vladimir_nose
S3 licensed
Hello everyone, due to being busy I didn’t have time to continue working.
Started working on the dashboard model


Last edited by Vladimir_nose, .
MAXWELL
Vladimir_nose
S3 licensed
Vehicle mod: MAXWELL
Details page: https://www.lfs.net/files/vehmods/4A42BB

SHORT DESCRIPTION:
Quote :Maxwell Cat

DESCRIPTION:
Quote :Maxwell LowPoly Cat

COVER SCREENSHOT:
Vladimir_nose
S3 licensed
I tried to visualize why the transparent lights in the game do not look realistic, as well as colored glass in general, the best mixing method in my opinion is shown in this picture, but it would be better if all this could be multiplied by the method that the game uses .
Vladimir_nose
S3 licensed
I started the steering wheel according to the factory drawing.
Vladimir_nose
S3 licensed
Winter has come, which means that it's time to take the time to develop over a cup of hot coffee by a warm battery.
I made leashes and wiper blades, continued to make small things around the cabin, experimented with optics, but its appearance will be clear only with updated graphics.


Last edited by Vladimir_nose, .
Vladimir_nose
S3 licensed
Quote from Snoop.DriftEra :Getting ready for the night.
Tried to implement my longtime idea(dream) of glowing glass:

I tried something similar, making a semi-transparent texture for the light, but in the game the light turned out to be dim.
Vladimir_nose
S3 licensed
It seems that in the corsa asset (only in mods) there is a light source inside the headlight that shines on the reflector, and the glass itself has a refraction shader, this does not give an ideal result with optics, but makes it extremely realistic , if you could add a cubemap map to this with reflections on lamp on the reflector - would come out from the point of view of physics - an ideal reflector.
Vladimir_nose
S3 licensed
Quote from EmkaLT :Just use reshade

It does not really give anything, and third-party mods always do not work correctly.
Taillight shader
Vladimir_nose
S3 licensed
Didn't know where to post a thread.

The correct lights of the car, in my opinion, are a very important part of the overall visualization of the car, at the moment it is possible to create the glass of the lantern using the alpha texture, but its overlay occurs in the "Add" format, which completely kills the contrast of the lantern and its realism, I would like it to be in the mode selecting "Alpha" was the selection "Alpha mod" where you could select "Multiply" overlays and you could highlight the reflector itself, and not the texture with glass, since this option makes it much easier to create car lights.
Forza has very realistic graphics, but for example, the lanterns look unnatural, but in Asseto corsa asset - with the help of mods, people were able to achieve amazing results, the shader with refractions + the correct blend mode - give a gorgeous picture.

Vladimir_nose
S3 licensed
Quote from loopingz :Any progress?



I am gradually recreating the details of the interior, the main part of the progress is planned for the winter, because the car I have for a sample is used as a weekend car and you can't leave it disassembled, in winter it will be possible to remove other interior details and fully scan. When the interior is ready , I will have an understanding of how many polygons will still be left in order to use them on a more accurate detailing of the body.
FGED GREDG RDFGDR GSFDG