What I would like is to do all the 100 necessary things that take 10 minutes to do, in 10 minutes total. That would be great.
Ah.. forgot to mention. The team that will lead this response. Guess who that team is... its YOU!
In case you were wondering, we have a very tiny income to live on. This is not a big company that can hire a team of technical support to answer questions. We rely on the community members helping each other. They do a really great job of that. I think you have the wrong idea.
I think it is not necessary to hire a team, you can find volunteers who, on an official basis, agree on certain criteria - to create lessons on creating a new car.
Income is always an issue and it is difficult to balance between development and making money.
As an idea - add voluntary support for the project - "Donats"
Undoubtedly, people on the forum help each other, but it would be much easier if the answers to many questions were concentrated in some kind of documentation, this would greatly simplify the development and improve the quality of mods, yesterday I randomly noticed the presence of brightness points, which makes it possible to create shadows in the salon, but the question asked by denis-takumi is also relevant for me.
We won't be asking for donations or hiring people. It has been incredibly busy before and during this test patch stage. Remember, we are testing now and we are developing as fast as possible for serious issues - currently the whole way mods are accepted or approved. It's more important that the ncl option. I did see Denis's questions and was thinking how to answer it today. It's not very easy to explain how normal contributions work, and might be best demonstrated with a diagram. But I really haven't had that 20 minutes spare today.
The "Reference point" is really just a blue point. You can use that blue colour to distinguish it from other points. For example, we have often used it for the vertices of the collision mesh. One other thing, reference points that are unused, are protected from being deleted in the "clean object" function. I think that's about it!
The Bounding box has no real function at all. It is created to include all points, so that could show you if there is a distant point somewhere, that should not be there. But I think you can just ignore this bounding box.
About normal contribution levels: each triangle meeting at a vertex, within the same smoothing group, contributes to the normal of that surface at that vertex. In fact, large triangles have a larger contribution. So for example you could make a simple "hardback book" shaped object and most of the apparent curvature would be on the spine of that book. But the spine would still be contributing to the normals, so the front and back faces of the 'book' would still be a little curved. If, however, you set the "normal contribution level" (ncl) of the spine to zero, then the spine would not contribute to the normals at all. Then the front and back face of the book would look totally flat. Probably better explained with a diagram.
Thanks for the answer, I still have one more question, will it be possible to connect another language in the editor? I am ready to translate the editor into Russian.
Donate is a voluntary donation, I don't see anything wrong with that
Thank you but it is too difficult to do that right now. There are actually thousands of text strings and it would be a monumental task at this time (the way every time line has to be moved from static strings, to a translatable section... it's not easy). It's not something that we can do before releasing this system to the public. I do understand that will be a problem for some people who aren't that good at English.
Have you tried reducing the text size - minus sign beside "text" at bottom left?
I am surprised to hear you have used so many textures. I am guessing you are using a lot of small textures, when really the way to do it is to put a lot of them on a small number of shared texture pages (have a look at some of the LFS cars) and use cutouts. It is much more efficient to do it that way whenever possible. The graphics card likes drawing a lot of triangles using the same material. It doesn't like changing textures to draw a few triangles, then another texture for some other triangles, and so on.
Normally it is only repeating textures (small mappings covering a large area) that need to be on their own small texture page (because of the way repeating works).
I am saying this because of the error message about loading a DDS skin. I am wondering if you have compressed skins enabled. Although this isn't an option in the editor, maybe it is somehow set in cfg.txt
Get a problem, probably feels like vertices which has same smoothing groups but attached to different layers doesn't weld. (On attached screenshots, you can see edge between M1_side and C1_back part's, M1_side is attached to MAIN layer, while C1_back is attached to STOCK layer, but they both have same smoothing groups!).
PS: I just want to do configuration with bumper, and second one with cutted rear bumper, but this bug
PSS: Tryed to move STOCK layer again to MAIN, and then again from MAIN to STOCK, and finally vertices welded!
Is there any way to export or "render" the uv map wireframe to make better skins in our mods? i did wrap my car in the editor but i would like to have wireframe exported to make complex skins. tnx in advance
Usually before i even start mapping in the lfs editor, i take screenshots of each side of the car in wireframe mode and the shaded mode aswell, then paste them as layers in photoshop for the default skin. Then i go through and start mapping and lining them up by hand.