LFS Editor/Modeller

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LFS Editor
Vehicle Mods

Modeller is a part of the LFS Editor. It is used to edit the 3D model, which includes editing the mesh and applying textures.

Requirements

To be able to use the modeller, you must have an S3 license. To get the S3 license, you can visit the LFS shop page.

Entering the modeller

First, follow the instructions how to download and install the LFS Editor.

Once you have the editor installed and run the LFS Editor application, you will be presented with the entry screen.

Click the Modeller button to enter the Modeller.

LFS Editor entry screen
Modeller start screen - standalone mode

The modeller can also be entered from the Vehicle Editor by pressing E or clicking the Edit button on the right hand side of the vehicle editor.

Modeller with a car loaded through Vehicle Editor

General modeller tips

  • Press ⇧ Shift + F to temporarily hide the editor buttons.
  • To reduce clutter, use hide selected to temporarily hide points and triangles, then unhide all to show the again.

User interface

The modeller interface consists of the following parts:

  1. 3D model view
  2. editing mode selector
  3. editing mode specific controls
  4. load / save object
  5. special view modes and view options
  6. common editor view controls

LFS Editor modeller user interface.jpg

Vehicle model structure

Modeller uses 3D meshes to represent the vehicle model in 3D space. All meshes are built from three basic structures - points, edges and triangles.

LFS editor mesh parts.jpg

Points

The most elementary part of a 3D model is the point (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.

Edges

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.

Triangles

Triangles (often abbreviated to tris) are used to build the actual surface of the object. They are what you see when you render the mesh. If this area does not contain a face, it will simply be transparent or nonexistent in the actual model.

A triangle is defined as the area between three points, with an edge on every side.

Editing modes

Buttons for switching editing modes are located at the top left of the screen. You can also press 1 to 8 on your keyboard to switch between the modes.

subob Subobject Mode
tri Triangle Mode
point Point Mode
build Build Mode
map Texture Mapping Mode
cutout Texture Cutout Mode
page Texture Page Mode
view View Mode

Load / save object

At the bottom left of the screen, there is a set of buttons used to load or save an object in the Modeller.

Modeller load and save objects.jpg

If you have an subobject selected, another row of buttons appears, allowing you to load or save the current subobject.

Load / save object buttons
subobject Indicates that a subobject is currently selected
load Load a new subobject, replacing the selected subobject
save Save the current subobject as an object in data\3dob
main object The name of the main object
LOAD Load a new object from data\3dob
SAVE Load the main object to data\3dob
skinXFG_DEFAULT Click the skin name (e.g. XFG_DEFAULT) to select a JPG image in data\skins to use as a skin in the editor
OBJ Load an OBJ file from data\obj

Special view modes

Main article: Special View Modes

View options

TemplateIconUnderConstruction.png This page or section is being initially created, or is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it.
Show main
Show subobs
Show wheels
Show hidden
Normals
Test L.R.swap
Wire overlay
Gallery icon.png

Shared repository has media related to LFS Modeller screenshots.