Difference between revisions of "Autocross Editor"

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== Autocross Editor Instruction Manual ==
 
 
[[Image:06Beditor.jpg|thumb|An autocross track at the Blackwood car park]]
 
[[Image:06Beditor.jpg|thumb|An autocross track at the Blackwood car park]]
Note : Live for Speed must be unlocked to use the autocross editor.
 
  
The autocross editor is accessed by pressing SHIFT+U inside the game. In there you can save, load and edit layouts.
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Note: Live for Speed must be [[Introduction#Unlocking|unlocked]] to use the layout editor.
<br>Note: If the Autocross editor is hidden, press SPACE, then click '''edit'''.
 
  
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Layouts can be used to create autocross courses or alternative race tracks using the existing track areas.
  
All the editor keys are listed on that screen. The autocross system works over the internet as wellThe admin of a host can edit / load a layout while guests are connected.
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The editor is accessed from free view mode. Press {{key press|shift|U}} inside the gameYou will see buttons to load and save layouts.  You can edit layouts after switching on the {{button|edit|light}} option.
  
To make an autocross layout, you place objects and checkpoints and a start pointIf you don't place a start point, then it will use the default start grid and will behave like a normal race track.  In that case there will be no time penalties but you will need to place checkpoints so that laps are timed.
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Most of the editor keys are listed on that screen.  The layout editor can be used while online as wellThe host or admins can edit or load a layout while guests are connected.
  
=== Placing objects ===
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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.
  
Select an object type and place an object by pressing ''O''. you can adjust the direction (heading) of the object by using the < and > keysIf you press M with any object selected, it will move that object to the mouse position, and update it with the heading that you have set.
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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}} sectionYou can place checkpoints to create custom lap timing.
  
Holding Shift and pressing O or M key will snap the placed/moved object to a 1 metre grid.
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== Placing objects ==
  
On the right part of the screen, you can adjust the object's properties. You can move the object around by adjusting the X/Y/Z values. If you change the Z value, the selected object will change to a "floating" object, which is indicated by a light blue object icon.
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Sselect 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}}).
A maximum of 1800 physical objects can be placed + 120 Marshal/Route checker circles. Objects range from red and white solid barriers, concrete ramps and advertisement banners to movable straw bales, cones and keep left/right signs, as well as many other items.
 
  
Some objects have more properties, like adjustable width, length, height, pitch or angle.
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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.
  
=== Placing checkpoints ===
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== Multiple selection ==
  
[[Image:Checkpoint_Heading.jpg|thumb|The XFG driving though a checkpoint]]
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Hold down {{key press|ctrl}} while you click on an object's button to add or remove it from the selectionAlternatively you can select multiple objects by holding {{key press|ctrl}} and drawing a rectangle with the left mouse buttonYou can press ALT to temporarily hide the outline around the selected objects.
You need one finish line and at least one checkpoint.  In effect this defines the circuit, and also gives you split times at those pointsPressing F or 1, 2, 3 gives you a finish line or a checkpoint.  You can adjust their direction and width in the same way as you do for objects, by pressing the M keyCheckpoints are invisible when driving - it is up to the person who edits the track to make sure the user drives through them, by using cones or other objects.  The W and E keys can be used to set the width of a checkpoint.
 
  
NOTE : direction is important with checkpoints.  You must drive over a checkpoint in the correct direction or no time will be recorded.
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== Moving objects ==
  
A checkpoint looks like a square bracket, and you must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket.
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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.
  
=== Restricted areas and route control ===
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Note: COPY works two ways.  You can revert from a copied selection back to the existing selected objects by pressing COPY again.
In "marshall" mode you can place Marshall areas and Route checkers.[[Image:Routechecker.png|thumb|Route Checker]]
 
  
Marshall areas are shown by a red circle. If a car enters one of them in single player, it will receive a 45 second penalty. In multiplayer mode, the player will be forced to spectate.
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== Rotating objects ==
  
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.[http://img133.imageshack.us/img133/7427/autoxwikirouteeu1.jpg]
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You can adjust the direction (heading) of the selected objects by using the Heading slider or the {{key press|,}} and {{key press|.}} keys.
  
=== Race control objects ===
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UNDO ({{key press|ctrl|Z}}) and REDO ({{key press|ctrl|Y}}) functions are also available.
  
There is a dedicated category of objects called "control", which allows you to alter the race grid or otherwise control the race.
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== Placing checkpoints ==
  
The starting grid can be modified by placing up to 40 custom start positions. If you want the car garages/pits to be elsewhere, add new custom pit start points or pit stop boxes.
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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.
  
You can also place custom start lights if your layout doesn't use the start lights on the official configurations.
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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.
  
=== Markers ===
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== Restricted areas and route control ==
  
New for 0.6B is the Markers category. In this category, you can see various signs that direct drivers on the upcoming turns, and distances from 25 to 250 meters.
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In the {{button|marshall|light}} section you see Restricted areas and Route checkers.
  
=== Controls ===
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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.
View control - mouse and keys: as listed on screen and on [[Views#Free-floating_camera]]
 
  
Press '''SPACE''' to hide or show all the editor buttons so you can see the track clearly.
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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.
  
Distance measurement : Press '''D''' to activate the measuring tool.
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== Controls ==
  
'''CTRL''' + click to select multiple objects at once. Selected objects can be moved, rotated or copied as a group.
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View control - mouse and keys - listed on screen.
  
'''SHIFT''' + O/M to snap objects to a 1 m grid.
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Viewing the track - press {{key press|space}} to hide / show editor buttons.
  
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Distance measurement: Press {{key press|D}} to activate the measuring tool.
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{{Guides}}
 
{{Guides}}
  

Revision as of 23:02, 16 January 2022

An autocross track at the Blackwood car park

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

Sselect 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.


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