Difference between revisions of "Autocross Editor"
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− | + | [[Image:06Beditor.jpg|thumb|An autocross track at the Blackwood car park]] | |
− | [[Image: | ||
− | |||
− | + | {{mbox | |
− | + | | text = Note: Live for Speed must be [[Introduction#Unlocking|unlocked]] to use the layout editor. | |
+ | }} | ||
+ | Layouts can be used to create autocross courses or alternative race tracks using the existing track areas. | ||
− | + | The editor is accessed from free view mode. Press {{key press|shift|U}} inside the game. You will see buttons to load and save layouts. You can edit layouts after switching on the {{button|edit|light}} option. | |
− | + | Most of the editor keys are listed on that screen. The layout editor can be used while online as well. The host or admins can edit or load a layout while guests are connected. | |
− | + | To make an autocross layout, you place objects and checkpoints and a start position, shown in the editor as "Autocross Start" in the {{button|control|light}} section. LFS will then operate in a special autocross mode, maintaining a table of best lap times and giving penalties for hitting cones and other objects. | |
− | |||
− | + | If you don't place an Autocross Start, LFS will operate in race mode as usual, using the default start grid. If you like, you can override the default start grid and pit stops by using the "Start Position" and "Pit Stop Box" objects also available in the {{button|control|light}} section. You can place checkpoints to create custom lap timing. | |
− | + | == Placing objects == | |
+ | Select an object type from the list shown at the top right of the screen. You will see a preview of the object near your mouse cursor. You can paste the object by pressing {{key press|ctrl|V}}. Other standard keys can be used, such as COPY ({{key press|ctrl|C}}) and CUT ({{key press|ctrl|X}}). | ||
− | + | An alternative way to place an object is by pressing {{key press|O}}. The O key is equivalent to PASTE followed by COPY. A copy of the object is visible near your mouse cursor, ready to be placed again. | |
− | |||
− | + | == Multiple selection == | |
+ | Hold down {{key press|ctrl}} while you click on an object's button to add or remove it from the selection. Alternatively you can select multiple objects by holding {{key press|ctrl}} and drawing a rectangle with the left mouse button. You can press ALT to temporarily hide the outline around the selected objects. | ||
− | + | == Moving objects == | |
+ | One way to move objects is to CUT them in one place then PASTE them in another. Alternatively you can COPY the objects then move them by pressing the {{key press|M}} key. | ||
− | + | Note: COPY works two ways. You can revert from a copied selection back to the existing selected objects by pressing COPY again. | |
− | |||
− | + | == Rotating objects == | |
+ | You can adjust the direction (heading) of the selected objects by using the Heading slider or the {{key press|,}} and {{key press|.}} keys. | ||
− | + | UNDO ({{key press|ctrl|Z}}) and REDO ({{key press|ctrl|Y}}) functions are also available. | |
− | == | + | == Placing checkpoints == |
− | + | To enable lap timing you need a finish line and at least one checkpoint. This defines the circuit and LFS will show split times at those points. Start positions, checkpoints and finish line are found in the control section. Checkpoints are invisible when driving. You should use cones or other objects to make sure the user takes the correct route and drives through the checkpoints. The width of a checkpoint can be adjusted by using the {{key press|W}} and {{key press|E}} keys. | |
− | + | Note: direction is important with checkpoints. You must drive over a checkpoint in the correct direction or no time will be recorded. A checkpoint looks like a square bracket. You must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket. | |
− | |||
− | + | == Restricted areas and route control == | |
+ | In the {{button|marshall|light}} section you see Restricted areas and Route checkers. | ||
− | + | Restricted areas are shown by a red circle. If a car enters one of them in single player, it will receive a 1 minute penalty. In multiplayer mode, the player will be forced to spectate. | |
− | + | ||
− | + | Route checkers are shown by a green circle. Each route checker has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button. | |
− | + | ||
− | + | == Controls == | |
− | + | View control - mouse and keys - listed on screen. | |
+ | |||
+ | Viewing the track - press {{key press|space}} to hide / show editor buttons. | ||
+ | |||
+ | Distance measurement: Press {{key press|D}} to activate the measuring tool. | ||
+ | |||
+ | {{Shared repository category|LFS autocross editor screenshots|Autocross Editor}} | ||
{{Guides}} | {{Guides}} | ||
+ | [[Category:Guides]] | ||
+ | [[Category:Customisation]] | ||
<!-- links to other languages --> | <!-- links to other languages --> | ||
[[de:Autocross Editor]] | [[de:Autocross Editor]] | ||
+ | [[ja:オートクロス]] | ||
+ | [[hu:Autocross]] |
Latest revision as of 11:18, 1 April 2024
Note: Live for Speed must be unlocked to use the layout editor. |
Layouts can be used to create autocross courses or alternative race tracks using the existing track areas.
The editor is accessed from free view mode. Press ⇧ Shift + U inside the game. You will see buttons to load and save layouts. You can edit layouts after switching on the edit option.
Most of the editor keys are listed on that screen. The layout editor can be used while online as well. The host or admins can edit or load a layout while guests are connected.
To make an autocross layout, you place objects and checkpoints and a start position, shown in the editor as "Autocross Start" in the control section. LFS will then operate in a special autocross mode, maintaining a table of best lap times and giving penalties for hitting cones and other objects.
If you don't place an Autocross Start, LFS will operate in race mode as usual, using the default start grid. If you like, you can override the default start grid and pit stops by using the "Start Position" and "Pit Stop Box" objects also available in the control section. You can place checkpoints to create custom lap timing.
Placing objects
Select an object type from the list shown at the top right of the screen. You will see a preview of the object near your mouse cursor. You can paste the object by pressing Ctrl + V. Other standard keys can be used, such as COPY (Ctrl + C) and CUT (Ctrl + X).
An alternative way to place an object is by pressing O. The O key is equivalent to PASTE followed by COPY. A copy of the object is visible near your mouse cursor, ready to be placed again.
Multiple selection
Hold down Ctrl while you click on an object's button to add or remove it from the selection. Alternatively you can select multiple objects by holding Ctrl and drawing a rectangle with the left mouse button. You can press ALT to temporarily hide the outline around the selected objects.
Moving objects
One way to move objects is to CUT them in one place then PASTE them in another. Alternatively you can COPY the objects then move them by pressing the M key.
Note: COPY works two ways. You can revert from a copied selection back to the existing selected objects by pressing COPY again.
Rotating objects
You can adjust the direction (heading) of the selected objects by using the Heading slider or the , and . keys.
UNDO (Ctrl + Z) and REDO (Ctrl + Y) functions are also available.
Placing checkpoints
To enable lap timing you need a finish line and at least one checkpoint. This defines the circuit and LFS will show split times at those points. Start positions, checkpoints and finish line are found in the control section. Checkpoints are invisible when driving. You should use cones or other objects to make sure the user takes the correct route and drives through the checkpoints. The width of a checkpoint can be adjusted by using the W and E keys.
Note: direction is important with checkpoints. You must drive over a checkpoint in the correct direction or no time will be recorded. A checkpoint looks like a square bracket. You must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket.
Restricted areas and route control
In the marshall section you see Restricted areas and Route checkers.
Restricted areas are shown by a red circle. If a car enters one of them in single player, it will receive a 1 minute penalty. In multiplayer mode, the player will be forced to spectate.
Route checkers are shown by a green circle. Each route checker has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button.
Controls
View control - mouse and keys - listed on screen.
Viewing the track - press space to hide / show editor buttons.
Distance measurement: Press D to activate the measuring tool.
Shared repository has media related to Autocross Editor.