Difference between revisions of "LFS Editor/Guides/Loading & Saving a Model in Modeller"

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{{Infobox LFS Editor}}
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You can load either an existing object made in the [[LFS Editor]], or an external model in OBJ format.
 
You can load either an existing object made in the [[LFS Editor]], or an external model in OBJ format.
  
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[[image:RB4 modeller standalone.jpg|thumb|RB4 GT loaded in modeller using the 'LOAD' function. Notice the absence of wheels because the object was not loaded through [[Vehicle Editor]].]]
 
[[image:RB4 modeller standalone.jpg|thumb|RB4 GT loaded in modeller using the 'LOAD' function. Notice the absence of wheels because the object was not loaded through [[Vehicle Editor]].]]
 
[[image:Modeller subobject.jpg|thumb|The RB4 GT steering wheel loaded in [[Modeller]]]]
 
[[image:Modeller subobject.jpg|thumb|The RB4 GT steering wheel loaded in [[Modeller]]]]
An existing vehicle model can be loaded into the [[Modeller]] by loading a vehicle in the [[Vehicle Editor]] and switching to the [[Modeller]]:
 
  
# Open the [[Vehicle Editor]]
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{{steps
# Load a vehicle by pressing the {{old button|LOAD|#00ff00}} button and select it from the list
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| Open the [[Vehicle Editor]].
# Press {{key press|Esc}} or click {{old button|E - Edit Model|#a1a1ff}} in the bottom right part of the screen
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| In the bottom left corner of the screen, click the {{old button|LOAD|#00ff00}} button.
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| Select a vehicle from the list in the dialog and click {{button|OK}}.
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| Press {{key press|Esc}} or click {{old button|E - Edit Model|#a1a1ff}} in the bottom right part of the screen.
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}}
  
 
To go back from the [[Modeller]] to the [[Vehicle Editor]], press {{key press|Esc}} - the changes done in the modeller will be carried over automatically, there is no need to save it explicitly.
 
To go back from the [[Modeller]] to the [[Vehicle Editor]], press {{key press|Esc}} - the changes done in the modeller will be carried over automatically, there is no need to save it explicitly.
  
=== Loading an object saved in LFS editor ===
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=== Loading a standalone object saved from LFS editor ===
  
To load a standalone object saved from the [[Modeller]] or the [[Vehicle Editor]],
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{{steps
 
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| Enter the [[Modeller]] in a standalone mode from the LFS editor entry screen.
# Enter the [[Modeller]] in a standalone mode from the LFS editor entry screen
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| At the bottom left of the screen, click the {{old button|LOAD|#00ff00}} button.
# Click the {{old button|LOAD|#00ff00}} button at the bottom left of the screen.
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| Select an object from the list in the dialog and click {{button|OK}}.
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}}
  
 
Such object can be the main object (car body) or a subobject, like a steering wheel.
 
Such object can be the main object (car body) or a subobject, like a steering wheel.
  
=== Loading an external 3D model ===
 
 
If you have a 3D model in [https://en.wikipedia.org/wiki/Wavefront_.obj_file OBJ format] that you want to import into the [[Modeller]], you can load it by clicking the {{old button|OBJ|#ffffa1}} button at the bottom left of the screen. The file must be located in the 'data\obj' directory and must have a '.obj' extension.
 
 
The OBJ file must be exported properly to be useable in the LFS editor.
 
 
How to export from Blender:
 
 
==== Scale ====
 
 
LFS uses metres for units. If you use another unit, please export using an appropriate scale.
 
 
==== Position ====
 
 
Your model should be approximately centred over the origin and ideally the body should sit on the ground (without the correct ride height).
 
 
==== Backface culling ====
 
 
Live for Speed uses single sided triangles. While modelling in blender and before exporting, make sure you look at your model with back face culling enabled so you can be sure the surfaces are facing the right way.
 
 
==== Export Settings - Export OBJ file ====
 
 
Transform:<br />
 
- Y forward / Z up (so the model is oriented correctly in LFS)
 
 
Geometry:<br />
 
- Write normals (so LFS can work out smoothing groups)<br />
 
- Triangulate faces (as LFS geometry is based on triangles)
 
 
==== Common errors when importing a model in LFS Editor ====
 
 
'''Vertex X is out of bounds''' - One of the vertices is more than 1024 metres away from the origin. This could be a problem of wrong scaling. LFS uses metres for units.
 
 
'''Too many vertices''' - The number of vertices exceeded the maximum limit of 32768 for OBJ import. Note that when importing a model into the LFS editor, it is possible to import only one half of the model and then use the mirror function to mirror the triangles to the other side automatically. The total limit of vertices or triangles is 65536.
 
 
==== Warning about licenses ====
 
 
If you are using a file made by someone else as part of your model, even if you modify it, you will need to declare this when you upload your mod.
 
 
You will need to specify the license that the original creator applied to the model and provide information such as the name of the creator and a link to a website where the license information is displayed.
 
 
If no license is stated, by you or the original creator, you cannot upload the mod!
 
 
Some licenses do not allow you to create work by changing the model you downloaded.
 
 
Please check that the supplied license allows you to distribute modified versions of the original model.
 
 
== Saving a model ==
 
== Saving a model ==
  
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=== Saving a standalone object ===
 
=== Saving a standalone object ===
  
To save a model as a standalone object, click the {{old button|SAVE|#00ff00}} button at the bottom left of the screen. The object will be saved into the 'data\3dob' folder, which can be loaded again through the modeller or [[Vehicle Editor]].
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To save a model as a standalone object, click the {{old button|SAVE|#00ff00}} button at the bottom left of the screen. The object will be saved into the {{folder|data|3dob}} folder, which can be loaded again through the modeller or [[Vehicle Editor]].
  
 
=== Saving a vehicle model ===
 
=== Saving a vehicle model ===
  
 
If you have entered the [[Modeller]] through the [[Vehicle Editor]], there is no need to save the vehicle model explicitly. You can go back to the [[Vehicle Editor]] by pressing the {{key press|Esc}} key.
 
If you have entered the [[Modeller]] through the [[Vehicle Editor]], there is no need to save the vehicle model explicitly. You can go back to the [[Vehicle Editor]] by pressing the {{key press|Esc}} key.
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[[Category:LFS Editor Guides|{{SUBPAGENAME}}]]

Latest revision as of 22:33, 7 February 2024

LFS Editor
Vehicle Mods

You can load either an existing object made in the LFS Editor, or an external model in OBJ format.

The button for loading a model is located in the bottom left corner of the Modeller screen.

Modeller load and save objects.jpg

For more information about this button cluster, refer to Load / save object.

Loading a model

Loading an existing vehicle made in LFS editor

RB4 GT loaded in Modeller through Vehicle Editor
RB4 GT loaded in modeller using the 'LOAD' function. Notice the absence of wheels because the object was not loaded through Vehicle Editor.
The RB4 GT steering wheel loaded in Modeller
  1. 1 Open the Vehicle Editor.
  2. 2 In the bottom left corner of the screen, click the LOAD button.
  3. 3 Select a vehicle from the list in the dialog and click OK.
  4. 4 Press Esc or click E - Edit Model in the bottom right part of the screen.

To go back from the Modeller to the Vehicle Editor, press Esc - the changes done in the modeller will be carried over automatically, there is no need to save it explicitly.

Loading a standalone object saved from LFS editor

  1. 1 Enter the Modeller in a standalone mode from the LFS editor entry screen.
  2. 2 At the bottom left of the screen, click the LOAD button.
  3. 3 Select an object from the list in the dialog and click OK.

Such object can be the main object (car body) or a subobject, like a steering wheel.

Saving a model

The buttons for saving an object or a subobject are located in the bottom left corner of the Modeller screen.

Modeller load and save objects.jpg

Saving a standalone object

To save a model as a standalone object, click the SAVE button at the bottom left of the screen. The object will be saved into the data\3dob folder, which can be loaded again through the modeller or Vehicle Editor.

Saving a vehicle model

If you have entered the Modeller through the Vehicle Editor, there is no need to save the vehicle model explicitly. You can go back to the Vehicle Editor by pressing the Esc key.