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Shirtkicker
S3 licensed
Quote from paceman :@Shirtkicker: I have PS with 3D functionality. I have the FZR files thanks to @Lakyn and also watched the short tutorial. What I dont understand atm is, how to place a grafic (f.e. my yellow rose) on the 3D model. Is this possible? That would be awesome. For now I can just edit the 2D skin and after ctrl+s see the changes almost instantly. That helps skipping the preview process with the car viewer but it is still tedious work for every single connection point...

Hi Paceman,

Sorry this took so long to reply to - I haven't been watching the forums very closely for a while...

To answer your question; yes!
  • Copy your graphic and paste it into a new layer above the layer with the 3D model in it.
  • Scale it (ctrl T) to the size it will appear on the panel. Make sure it's sitting clear of any other elements, otherwise the clone brush will pick up anything near it as well (You might need to add some extra canvas space).
  • Select the 3D model layer, and with the clone brush selected, Alt click on your graphic on a point that you want to align to on the panel (eg, top left corner) and then move your mouse to the relative point on your model and start painting.
A couple of things to watch for: The tool options in the menu bar - there's a setting for 'all layers', 'current layer', 'all layers below' - make sure this is set to 'all layers'. Try to do the cloning in one hit - going back over it may cause alignment issues and fuzzy pixels. If it doesn't seem to be working, try moving the decal layer below the 3D model layer, and set the aforementioned option to 'layers below'.

It can be a bit finnicky at times and you may need to play with the layer order and tool settings to get an optimal result, but I hope this helps Smile
Last edited by Shirtkicker, .
Shirtkicker
S3 licensed
I never found one, but it's pretty intuitive.

From the 'layer' menu, select 'add 3D layer', choose a model* and start painting.

There's a tool hidden away under the eyedropper tool (click and hold to see the sub-items). The 3D Tool allows manipulation of the camera and the object while painting, as well as different lighting and rendering solutions (redundant, but interesting).

The standard flat-view bitmap can be accessed by double clicking the sub-maps of the layer, you can also add layers and artwork directly to this file, save it, and the results update on the 3d model in the other file. This is also the file you save-as-jpg from for your final skin file.

Freehand is a lot of fun (I drew that top skin with the mouse) and you can use multi-point marquee-selections across entire sections. eg, the lightning bolts - similar to your proposed spirals.

By far the best use for it is with transferring complex existing artwork to intersecting panels with perfect alignment. You can use the clone tool to transfer stickers and logos, etc. by placing them on a new layer and cloning them to the car/helmet model layer.



It has a few failings, especially in the older versions, but things like angular tearing, normal glitches and the like don't happen so often in the latest version. The intersections between the faces is a lot smoother now too, but some, as you can see from the side panels of the helmet, still need a bit of manual correction.

* this is a whole other thing... objs are more stable, but models and converter apps are impossible to find, 3ds files are achievable, but need a bit of tidying up to be usable - either way, it will pay to know a little bit about 3D modelling.
Shirtkicker
S3 licensed
That car makes 'Personal Sponsors' sound slightly ... er ... naughty?
Shirtkicker
S3 licensed
Photoshop Extended is the version with the 3D painting capabilities - I've had quite a bit of fun with it.



Shirtkicker
S3 licensed
Not really sure how important it is in the grand scheme of things, but I'd really like to see that clock ticking over to match the time-of-day setting...
And I know Eric doesn't want to show anything half completed, but I know there's a lot of people here who would love to see a basic road map of South City - simply for hype purposes of course Big grin
Shirtkicker
S3 licensed
Aside from the FFB differences, the other thing that LFS lacks that iRacing does really well is the air friction. When drafting, the simulation for the cushion of air in front of the trailing car that increases both cars speeds, and the ability to side-draft in the wake of the lead car are missing from LFS.

It's not something that has a great deal of effect on a circuit, but in oval-racing it makes all the difference.
Shirtkicker
S3 licensed
Quote from MR_B :Wow these pictures are fantastic, I love slides they're like little framed windows into the past. When you hold them up to the light and the colour shines through so clearly.
Tell your Dad that the car is beautiful, did you scan many more in?

I'm planning to take my hi-res scanner around to his house to do them properly - these were just phone-camera'd off the kitchen window-blind while we were looking through them, which explains the angular distortion. There's quite a few more to come Smile
Shirtkicker
S3 licensed
Yeah, I would have to set fire to my computer and go back to taping knives to hamsters for entertainment.
Shirtkicker
S3 licensed
Welcome to iRacing Big grin Big grin Big grin
Shirtkicker
S3 licensed
It's like someone glued some mylar panels to their corolla and took a photo of it. Superb work.
Shirtkicker
S3 licensed
Quote from GravelBen :...there is a much shorter time available to avoid overcorrection, which a faster steering ratio makes easier (though less precise I guess).

The smaller your ratio, the harder it is to find a precise angle for holding a drift, and it also amplifies all of the force feedback because all of the different movements are trying to happen in a relatively small space. The more rotation you give the wheel, the more realistic the FF feels, and the more play you have when correcting slides (less likely to suddenly over-correct).
Shirtkicker
S3 licensed
Keep in mind tho - once you are happy with the way the skin looks in the CMX viewer, you then have to make a copy of the skin file in the CMX viewer's data/skins folder and add it to the main LFS/data/skins folder (and upload it to LFSW obvs) for it to be seen in-game.
Shirtkicker
S3 licensed
Shirtkicker
S3 licensed
Shirtkicker
S3 licensed
I can tell you for certain, it's not a 'guy' Big grin
Shirtkicker
S3 licensed
As much as I like this, I'm not sure how well it would work in a three-dimensional environment where the smoke needs volume.

At the moment, smoke is achieved with hundreds of semi-transparent sprites to give the effect of a cloud. Applying the above method to each sprite would result in hundreds of calculations every time someone locked their wheels.

I can definitely see something like this happening in the future, but I don't think it's something that can be implemented into the current build of LFS by applying it as a texture map.

That said, I'm more than happy to be proven wrong Smile
Shirtkicker
S3 licensed
Quote from turbotron :why would I write an email to the devs ? why would they care more than here ?
I mean, if someone reports me on forum, for advertising cracked community online, the issue will be reviewed at once, no need mail.

c'mon...

The LFS administration team are not the developers. Completely different people. They do take reports of offensive behaviour that can't be dealt with by server admins (such as skins and usernames) seriously and will take immediate steps to rectify.

I've told you what you can do about this situation, but if you choose to ignore it and just continue to sit there and complain, then that's your prerogative. Good luck with that.
Shirtkicker
S3 licensed
CMX is a tricky format - it's the one format excluded from most converter software.

Blender introduced an importer a few years back as detailed in an old thread by Bogey Jammer. This might be your best bet - importing into blender and then exporting as a Cinema4D-friendly format.
Shirtkicker
S3 licensed
A "free S1 weekend" offer might convince people that buying into at least S1 is a good idea. The idea being that S1 unlocks for 48-72 hours on a certain weekend so that people can play with layouts, drive other cars on new tracks and basically get people excited about what LFS can do.

I've been introduced to quite a few good games that way - EA does it every so often through Origin, and the Oculus store runs similar promotions from time to time.
Shirtkicker
S3 licensed
Evolution_R may not have been serious, but he's 100% correct. YouTube really is your best bet for the amount of information you are looking for.

If you are a little more serious about getting into it, and don't mind paying a few bucks, Udemy.com does a range of online courses for modelling and rendering. They used to be in the hundreds of dollars per course, but they're mostly all around $11 right now...
Shirtkicker
S3 licensed
JohnT2005 - chill on the multi-posting man. If no-one has replied to your comment already, just edit your post and add whatever you need to.

Post-farming is just kinda gross.

edit: The end-of-year update always comes while I'm away from my rig on holiday between xmas and new year or just after. Sitting in another city with no LFS at update time is soul-destroying :/
Last edited by Shirtkicker, .
Shirtkicker
S3 licensed
I really need to check dates before replying... Taped Shut
Shirtkicker
S3 licensed
Quote from JohnT2005 :put negative camber/toe on your car and follow the racing line

Depends what he is driving; on a RWD vehicle toe mostly affects straight-line stability, although adusting it outwards can help mitigate oversteering problems. On a FWD vehicle it's more complicated - toe-in can help with oversteer problems, while toe-out can help mitigate understeering.

Too much camber and toe-in together will make the tyres want to roll inward towards one another, and you are then dragging your tyres creating even more wear. It will also quickly heat up and wear on the inside edge of the tyre instead of evenly across the whole tread. Combined with a higher castor angle, it works on drift cars when counter-steering, but it's not so useful on a race car.

Back on topic: as RWDs don't shred tyres unless you are drifting every corner, I'm assuming you are driving a FWD vehicle? In which case it sounds like you may be scrubbing your tyres trying to get through corners as fast as possible. Try braking a touch earlier, keep the car as flat and stable as possible in the corner and accelerate smoothly out rather than mashing the pedal and losing traction. Done right, you will actually be faster too.
Shirtkicker
S3 licensed
I had a GTX660 paired with my DK2 that ran almost everything pretty much fine, except for stuff based in the Unreal engine where I would start to see a noticable drop in frame rates.

LFS ran like a dream, Pcars was good as long as you turned off the special lighting effects, and even AC ran fairly smoothly with small grids.
FGED GREDG RDFGDR GSFDG