Difference between revisions of "LFS Editor/Glossary"

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{{Under construction}}
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{{Infobox LFS Editor}}
{{Infobox vehicle mods}}
 
 
{{compact TOC}}
 
{{compact TOC}}
  
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;cutout
 
;cutout
:A rectangular part of a texture page in the [[Modeller]]. It can be assigned to multiple mappings in [[Map mode (Modeller)|map mode]].
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:A rectangular part of a texture page in the [[Modeller]]. It is managed in [[LFS Editor/Modeller/Texture Cutout Mode|cutout mode]]. A cutout can be assigned to multiple mappings in [[LFS Editor/Modeller/Texture Mapping Mode|map mode]].
  
 
== D ==
 
== D ==
 
== E ==
 
== E ==
 +
 +
;edge
 +
:An edge always connects two points by a straight line. They are used to construct triangles. Edges are represented in 3D viewport in [[LFS Editor/Modeller/Triangle Mode|triangle]] and [[LFS Editor/Modeller/Point Mode|point]] modes as thin lines.
 +
 
== F ==
 
== F ==
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 +
;frame
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:A representation of the mod's mass distribution of the car. See [[LFS Editor/Guides/Masses|masses guide]].
 +
 
== G ==
 
== G ==
 +
 +
;gouraud
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:One of the [[LFS_Editor/Modeller/Special_View_Modes#Gouraud|special view modes]] in the modeller. It is the default rendering of the model with [https://en.wikipedia.org/wiki/Gouraud_shading gouraud shading] applied, showing how the car should appear in game.
 +
 
== H ==
 
== H ==
 
== I ==
 
== I ==
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== K ==
 
== K ==
 
== L ==
 
== L ==
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 +
;LOD (LOD1, LOD2, LOD3)
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:Level of Detail. See [[LFS Editor/Guides/Vehicle Mod level of detail (LOD) and Shadow - Physics - Collision Meshes|Vehicle Mod level of detail (LOD) and Shadow - Physics - Collision Meshes]]
 +
 
== M ==
 
== M ==
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;[[LFS Editor/Modeller|modeller]]
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:A part of the [[LFS Editor]] used to edit the 3D model of a [[Vehicle Mods|vehicle mod]], which includes editing the mesh and applying textures.
 +
 
== N ==
 
== N ==
 
== O ==
 
== O ==
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;page
 
;page
:A representation of a PNG texture file in the [[Modeller]]. It can be cut into multiple cutouts in [[Cutout Mode (Modeller)|cutout mode]].
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:A representation of a PNG texture file in the [[Modeller]]. They are managed in the [[LFS Editor/Modeller/Texture Page Mode|texture page mode]]. A page is divided into one or more cutouts in the [[LFS_Editor/Modeller/Texture Cutout Mode|cutout mode]].
 +
;point
 +
:The most elementary part of a 3D model, also referred to as a "vertex", which is a single point in 3D space. Points are represented in the 3D viewport in [[LFS Editor/Modeller/Point Mode|point mode]] as small square buttons.
  
 
== Q ==
 
== Q ==
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== S ==
 
== S ==
  
 +
;scm
 +
:Short for 'scheme'. It is the background scheme used in the [[LFS Editor/Modeller|modeller]]. See [[LFS Editor/Guides/Modeller Background Images|Modeller Background Images]] for a guide.
 +
;Skin ID
 +
:A unique sequence of 6 alphanumeric characters that identifies a [[Vehicle Mods|vehicle mod]]. It is generated automatically during the [[Vehicle Mod Submission|mod submission process]].
 
;subobject
 
;subobject
: A standalone 3D model belonging to a model of a [[Vehicle Mods|vehicle mod]] in [[Modeller]]. It can be loaded or saved independently of the main object. There are several types of subobjects, such as steering wheel, internal mirror, brakes, mudguards, wings and other attachments.
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:A standalone 3D model belonging to a model of a [[Vehicle Mods|vehicle mod]] in [[Modeller]]. It can be loaded or saved independently of the main object. There are several types of subobjects, such as steering wheel, internal mirror, brakes, mudguards, wings and other attachments.
  
 
== T ==
 
== T ==
 +
 +
;triangle
 +
:The area between three points, with an edge on every side. It is the basic building block used to build the actual surface of a 3D object. They are what you see when you render the mesh. Triangles are edited in the [[LFS Editor/Modeller/Triangle Mode|triangle mode]] and created in the [[LFS Editor/Modeller/Build Mode|build mode]].
 +
 
== U ==
 
== U ==
 
== V ==
 
== V ==
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== Z ==
 
== Z ==
  
[[Category:LFS Editor]]
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[[Category:LFS Editor|{{SUBPAGENAME}}]]
 
[[Category:Definition lists]]
 
[[Category:Definition lists]]

Latest revision as of 13:40, 3 September 2024

LFS Editor
Vehicle Mods

A

B

C

cutout
A rectangular part of a texture page in the Modeller. It is managed in cutout mode. A cutout can be assigned to multiple mappings in map mode.

D

E

edge
An edge always connects two points by a straight line. They are used to construct triangles. Edges are represented in 3D viewport in triangle and point modes as thin lines.

F

frame
A representation of the mod's mass distribution of the car. See masses guide.

G

gouraud
One of the special view modes in the modeller. It is the default rendering of the model with gouraud shading applied, showing how the car should appear in game.

H

I

J

K

L

LOD (LOD1, LOD2, LOD3)
Level of Detail. See Vehicle Mod level of detail (LOD) and Shadow - Physics - Collision Meshes

M

modeller
A part of the LFS Editor used to edit the 3D model of a vehicle mod, which includes editing the mesh and applying textures.

N

O

P

page
A representation of a PNG texture file in the Modeller. They are managed in the texture page mode. A page is divided into one or more cutouts in the cutout mode.
point
The most elementary part of a 3D model, also referred to as a "vertex", which is a single point in 3D space. Points are represented in the 3D viewport in point mode as small square buttons.

Q

R

S

scm
Short for 'scheme'. It is the background scheme used in the modeller. See Modeller Background Images for a guide.
Skin ID
A unique sequence of 6 alphanumeric characters that identifies a vehicle mod. It is generated automatically during the mod submission process.
subobject
A standalone 3D model belonging to a model of a vehicle mod in Modeller. It can be loaded or saved independently of the main object. There are several types of subobjects, such as steering wheel, internal mirror, brakes, mudguards, wings and other attachments.

T

triangle
The area between three points, with an edge on every side. It is the basic building block used to build the actual surface of a 3D object. They are what you see when you render the mesh. Triangles are edited in the triangle mode and created in the build mode.

U

V

W

X

Y

Z