The online racing simulator
LFS Modeller Suggestions (3D object modeller only)
(89 posts, started , go to first unread)
Sliders to skew a group of points in 2D view


Thanks.
Attached images
skew_function.jpg
Idk if this belongs to modeller, but maybe the possibility to map l_head, etc on steering wheels?
Hello, i would like to have a thing, like JOIN to SUBOBJECT, or like merge to specific subobject. Smile
full screen cutout preview? i'm almost kissing the screen trying to place skin cutouts. the bigger size is not even half the screen and you don't need the other half's information Tongue

Attached images
imagen_2023-07-27_122820195.png
#80 - HX7
Quote from Egor K :Indirectly related to mods suggestion for future improvementThumbs up It would be great to move and rotate view in LFS Editor by means of 3Dconnection SpaceMouse, which is already recognized by LFS and displays correct device axes position.
Spoiler - click to reveal

SpaceMouse support would be great!
(apologize for my off topicTongue)
LOD2 to be seperate from LOD1
when selecting some tris in LOD1 and adding them to LOD2 via "add to lod2" buton.
It makes a duplicate of these tris into lod2.. But the issue is when editing the tris in lod2, the edit effects the tris in LOD1 aswell.
Making it pointless to use that feature.
Quote from bayanofmansorofisky :LOD2 to be seperate from LOD1

Better to keep the LOD1, LOD2 and LOD3 on different layers
I use this when I need something from LOD1 for LOD2:
Select the tris on LOD1 > Duplicate > Select connected triangles > Move them to empty layer > Select only this layer > Select all tris > Add to LOD2 > Go back to LOD1 > Select tris > Delete tris from LOD1
Thanks for adding eye position camera to LFS Editor Thumbs up

Also when camera is selected please show eyes coordinates as message to be able to copy it from history and fine-tune position of steering wheel and dashboard in Blender.
Quote from ivo_drifta :Better to keep the LOD1, LOD2 and LOD3 on different layers
I use this when I need something from LOD1 for LOD2:
Select the tris on LOD1 > Duplicate > Select connected triangles > Move them to empty layer > Select only this layer > Select all tris > Add to LOD2 > Go back to LOD1 > Select tris > Delete tris from LOD1

Yep i did the duplicate method before but sometimes it gets you outta tris limit then u can't progress Smile
New sub-object type
Suggest a new sub-object that rotates with the nearest wheel but doesn't move with the suspension - explained further here.
I don't know if already enable but maybe cuting a edge? Or slice tris (or a pizza's part ^^)
In build mode, with two points selected, there is a function to divide an edge.

Select two points and you see a half way point you can click to divide the edge.

After that you may often want to rotate some triangles. Select a triangle and SHIFT+click the adjacent triangle.
I see that some people are making mods from scratch in LFS Editor, which is really great. I would suggest adding an "export obj" option at some point in the LFS Editor, so these exact people could monetize their own low-poly work somewhere. I know that's not the idea, but that might be useful for them since they spend hours using this editor. It might also bring more content makers and it doesn't sound like a bad advertisement if they type in a 3rd party website description, that their work was made entirely in LFS.net Editor.

However when I think about it more, this means that other people can steal their work and upload it somewhere, so this should be rethought.

I will post this suggestion overall because it's something to think about in the future, but maybe it should be more advanced like mods being locked somehow. I don't see a big difference between: them making objects in Blender or in LFS Editor and monetizing their work and time from that.
Quote from r3zp3k7 :I see that some people are making mods from scratch in LFS Editor, which is really great. I would suggest adding an "export obj" option at some point in the LFS Editor, so these exact people could monetize their own low-poly work somewhere. I know that's not the idea, but that might be useful for them since they spend hours using this editor. It might also bring more content makers and it doesn't sound like a bad advertisement if they type in a 3rd party website description, that their work was made entirely in LFS.net Editor.

However when I think about it more, this means that other people can steal their work and upload it somewhere, so this should be rethought.

I will post this suggestion overall because it's something to think about in the future, but maybe it should be more advanced like mods being locked somehow. I don't see a big difference between: them making objects in Blender or in LFS Editor and monetizing their work and time from that.

I mean we had exporters from the LFS formats before. Somoene hellbent on ripping mods will be able to use those tools to do so.

LFS Modeller Suggestions (3D object modeller only)
(89 posts, started )
FGED GREDG RDFGDR GSFDG