Difference between revisions of "LFS Editor/Modeller"

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(Saving & loading models in modeller - add screenshots, add warning about OBJ licenses)
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{{Under construction}}
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{{Infobox LFS Editor}}
  
The Modeller is a part of the [[LFS Editor]]. It is used to edit the 3D model, which includes editing the mesh and applying textures.
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'''Modeller''' is a part of the [[LFS Editor]]. It is used to edit the 3D model, which includes editing the mesh and applying textures.
  
For user guides and walkthroughs for various modeller features, see [[Modeller Guides]].
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[[image:LFS Editor welcome screen.jpg|thumb|LFS Editor entry screen]]
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[[image:LFS Modeller - start screen.png|thumb|Modeller start screen - standalone mode]]
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[[image:LFS vehicle editor showcase.jpg|thumb|Modeller with a car loaded through [[Vehicle Editor]]]]
  
 
== Requirements ==
 
== Requirements ==
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To be able to use the modeller, you must have an S3 license. To get the S3 license, you can visit the [https://www.lfs.net/shop/licenseselect LFS shop page].
 
To be able to use the modeller, you must have an S3 license. To get the S3 license, you can visit the [https://www.lfs.net/shop/licenseselect LFS shop page].
  
== Starting the modeller ==
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== Entering the modeller ==
  
[[image:LFS Editor welcome screen.jpg|thumb|Entry screen]]
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First, follow the [[LFS Editor#Downloading|instructions]] how to download and install the [[LFS Editor]].
[[image:LFS Modeller - start screen.png|thumb|Modeller start screen]]
 
  
Once you have the editor installed and run the LFS Editor application, you will be presented with the entry screen. Click the {{button|Modeller}} button to enter the modeller.
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Once you have the editor installed and run the LFS Editor application, you will be presented with the entry screen. Click the {{button|Modeller}} button to enter the Modeller.
  
 
The modeller can also be entered from the [[Vehicle Editor]] by pressing {{key press|E}} or clicking the {{old button|E - Edit Model|#a1a1ff}} button on the right hand side of the vehicle editor.
 
The modeller can also be entered from the [[Vehicle Editor]] by pressing {{key press|E}} or clicking the {{old button|E - Edit Model|#a1a1ff}} button on the right hand side of the vehicle editor.
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== General modeller tips ==
 
== General modeller tips ==
  
* The list of colours at the bottom left in 'tri' mode is a different view of the list of mappings in 'map' mode.
 
* When you select a triangle, its colour is selected in the bottom left list. If the list is long, click {{old button|cols : X|#ffffa1}} to bring the selected colour onto screen.
 
* In 'subob' mode you can select a subobject with {{key press|Ctrl|click}} while pointing at one of its surfaces.
 
* In 'tri' mode, {{key press|Ctrl|click}} adds or removes triangles from the selection. {{key press|Alt|click}} starts a new selection (one triangle).
 
* In the special view modes (like groups or mappings) the group select feature ({{key press|Ctrl|Shift|click}}) does a flood select within the group.
 
 
* Press {{key press|Shift|F}} to temporarily hide the editor buttons.
 
* Press {{key press|Shift|F}} to temporarily hide the editor buttons.
 
* To reduce clutter, use {{old button|hide selected|#ffffa1}} to temporarily hide points and triangles, then {{old button|unhide all|#a1ffa1}} to show the again.
 
* To reduce clutter, use {{old button|hide selected|#ffffa1}} to temporarily hide points and triangles, then {{old button|unhide all|#a1ffa1}} to show the again.
  
<br style="clear: both" />
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== User interface ==
  
== Loading a model ==
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The modeller interface consists of the following parts:
  
[[image:Modeller RB4.jpg|thumb|RB4 GT loaded in modeller through [[Vehicle Editor]]]]
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# 3D model view
[[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 the [[Vehicle Editor]].]]
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# [[#Editing modes|editing mode selector]]
[[image:Modeller subobject.jpg|thumb|The RB4 GT steering wheel loaded in modeller]]
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# [[#Editing modes|editing mode specific controls]]
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# [[#Load / save object|load / save object]]
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# [[LFS Editor/Modeller/Special View Modes|special view modes]] and [[#View options|view options]]
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# [[LFS Editor User Interface#View controls|common editor view controls]]
  
You can load either an existing object made in the LFS editor, or an external model in OBJ format. The corresponding buttons are located in the bottom left corner of the screen:
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[[File:LFS Editor modeller user interface.jpg|600px]]
  
[[image:Modeller load and save objects.jpg|The RB4 GT steering wheel loaded in modeller]]
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== Vehicle model structure ==
  
=== Loading an entire vehicle made in LFS editor ===
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Modeller uses 3D meshes to represent the vehicle model in 3D space. All meshes are built from three basic structures - points, edges and triangles.
  
An existing vehicle model can be loaded into the modeller by loading a vehicle in the [[Vehicle Editor]] and switching to the modeller by pressing {{key press|E}} or clicking the {{old button|E - Edit Model|#a1a1ff}} button.
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[[Image:LFS editor mesh parts.jpg|600px]]
  
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.
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=== Points ===
  
=== Loading an object saved in LFS editor ===
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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|point mode]] as small square buttons.
  
To load a standalone object saved from the modeller or the [[Vehicle Editor]], enter the modeller in a standalone mode from the LFS editor entry screen and then click the {{old button|LOAD|#00ff00}} button at the bottom left of the screen. Such object can be either the main object (car body) or a subobject, like a steering wheel.
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=== Edges ===
  
=== Loading an external OBJ file ===
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An edge always connects two points by a straight line. They are used to construct triangles. Edges are represented in 3D viewport in [[/Triangle Mode|triangle]] and [[/Point Mode|point]] modes as thin lines.
  
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.
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=== Triangles ===
  
The OBJ file must be exported properly to be useable in the LFS editor. You can read about [[LFS_Editor_Guides#Importing_from_other_3D_modelling_software|importing from other 3D modelling software]] on the [[LFS_Editor_Guides|guides]] page.
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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.
  
==== Warning about licenses ====
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A triangle is defined as the area between three points, with an edge on every side.
  
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.
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== Editing modes ==
  
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.
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Buttons for switching editing modes are located at the top left of the screen. You can also press {{key press|1}} to {{key press|8}} on your keyboard to switch between the modes.
  
If no license is stated, by you or the original creator, you cannot upload the mod!
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{| class="wikitable"
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| style="text-align: center" | {{old button|subob}}||[[/Subobject Mode/]]
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|-
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| style="text-align: center" | {{old button|tri}}||[[/Triangle Mode/]]
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|-
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| style="text-align: center" | {{old button|point}}||[[/Point Mode/]]
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|-
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| style="text-align: center" | {{old button|build}}||[[/Build Mode/]]
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|-
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| style="text-align: center" | {{old button|map}}||[[/Texture Mapping Mode/]]
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|-
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| style="text-align: center" | {{old button|cutout}}||[[/Texture Cutout Mode/]]
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|-
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| style="text-align: center" | {{old button|page}}||[[/Texture Page Mode/]]
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|-
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| style="text-align: center" | {{old button|view}}||[[/View Mode/]]
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|}
  
Some licenses do not allow you to create work by changing the model you downloaded.
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== Load / save object ==
  
Please check that the supplied license allows you to distribute modified versions of the original model.
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{{see also|LFS Editor/Guides/Loading & Saving a Model in Modeller|Loading a model into LFS Editor}}
  
== Saving a model ==
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At the bottom left of the screen, there is a set of buttons used to load or save an object in the Modeller.
  
=== Saving a standalone object ===
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[[image:Modeller load and save objects.jpg]]
  
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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If you have an subobject selected, another row of buttons appears, allowing you to load or save the current subobject.
  
If you have entered the modeller through the [[Vehicle Editor]], there is no need to save the model explicitly. You can go back to the vehicle editor by pressing the {{key press|Esc}} key.
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{| class="wikitable"
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|+ Load / save object buttons
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|-
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| {{old button|subobject}} || Indicates that a subobject is currently selected
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|-
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| {{old button|load|#a1ffa1}} || Load a new subobject, replacing the selected subobject
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|-
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| {{old button|save|#a1ffa1}} || Save the current subobject as an object in data\3dob
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|-
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| {{old button|main object}} || The name of the main object
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|-
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| {{old button|LOAD|#00ff00}} || Load a new object from data\3dob
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|-
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| {{old button|SAVE|#00ff00}} || Load the main object to data\3dob
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|-
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| {{old button|skin}}{{old button|XFG_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
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|-
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| {{old button|OBJ|#ffffa1}} || Load an [[Loading_a_model_into_LFS_Editor#Loading_an_external_3D_model|OBJ file]] from data\obj
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|-
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|}
  
<br style="clear: both" />
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== Special view modes ==
  
== View modes ==
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{{main article|LFS Editor/Modeller/Special View Modes|Special View Modes}}
  
In the bottom right part of the screen, you can choose different view modes of the model:
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== View options ==
  
[[image:LFS_Editor_Modeller_view_modes.jpg|Modeller view modes]]
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{{Under construction}}
<br>
 
<br>
 
  
; {{old button|layers|#a1a1ff}}
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;Show main
: Each colour represents triangles assigned to a particular layer. You can toggle layers on/off by clicking the layer buttons in the top left part of the screen.
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:
 
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;Show subobs
; {{old button|wire|#a1a1ff}}
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:
: Shows the edges as a wireframe. The edges can have different colours:
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;Show wheels
:* grey - two triangles share the edge. This is the normal condition for most edges in an object.
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:* red - an unshared edge - only one triangle uses this edge.
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;Show hidden
:* cyan - three triangles share the edge.
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:
:* orange - four triangles share the edge.
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;Normals
 
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:
: When you see an edge that is not grey, it may be intentional or it may draw your attention to a bug in the model. There are reasons to have unshared edges or multiple shared edges in some : : cases. But if it is not intentional, it may indicate a modelling error such as:
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;Test L.R.swap
 
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:* A double built triangle - this would appear as a cyan triangle where you expect grey triangles.
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;Wire overlay
:* A triangle connected to the wrong vertex - could cause unshared edges.
 
 
 
: It's good to click wire mode occasionally and if you see edges that are not grey, make sure that you know the reason for them and that they are as intended.
 
 
 
; {{old button|mappings|#a1a1ff}}
 
: Each colour represents a different mapping.
 
 
 
; {{old button|flat|#a1a1ff}}
 
: Flat shading of the triangles without being smoothed.
 
 
 
; {{old button|groups|#a1a1ff}}
 
: Smoothing groups. The boundaries between different smoothing groups usually have a sharp edge. All triangles within one smoothing group have artificial smoothing applied. In this mode, you can assign different smoothing groups to triangles by going to the "tri" mode, selecing one or more triangles and clicking the group number in the top right corner.
 
 
 
; {{old button|gouraud|#a1a1ff}}
 
: The default rendering of the model with [https://en.wikipedia.org/wiki/Gouraud_shading gouraud shading] applied. This is how the car should appear in game.
 
 
 
; {{old button|n.c.level|#a1a1ff}}
 
: Normal contribution levels. Each triangle meeting at a vertex, within the same smoothing group, contributes to the [https://en.wikipedia.org/wiki/Normal_(geometry) normal] of that surface at that vertex. In fact, large triangles have a larger contribution. So for example you could make a simple "hardback book" shaped object and most of the apparent curvature would be on the spine of that book. But the spine would still be contributing to the normals, so the front and back faces of the "book" would still be a little curved. If, however, you set the normal contribution level" of the spine to zero, then the spine would not contribute to the normals at all. Then the front and back face of the book would look totally flat.
 
 
 
; {{old button|l.r.swap|#a1a1ff}}
 
: Driver swap modes. The triangles can have different colours:
 
:* grey - applied to mirrored triangles, which do not have any swapping
 
:* blue (static) - do not change sides when driver side is swapped
 
:* red (swap) - change sides when driver side is swapped
 
 
:
 
:
:In this mode, you can set driver swap modes to triangles by going to the {{old button|tri|#c9c9c9}} mode, selecing one or more triangles and clicking one of the swap mode buttons in the top right corner.
 
  
<gallery widths="300px" heights="170px">
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{{Shared repository category|LFS Modeller screenshots}}
LFS Editor Modeller layers mode.jpg|Layers
 
LFS Editor Modeller wire mode.jpg|Wireframe
 
LFS Editor Modeller mappings view.jpg|Mappings
 
LFS Editor Modeller NC level mode.jpg|Normal contribution levels
 
LFS Editor Modeller gouraud mode.jpg|Gouraud
 
LFS Editor Modeller flat mode.jpg|Flat
 
LFS Editor Modeller groups mode.jpg|Smoothing groups
 
LFS Editor Modeller L.R. swap mode.jpg|Left/right swap
 
</gallery>
 
  
{{Vehicle mods}}
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[[Category:LFS Editor|{{SUBPAGENAME}}]]

Latest revision as of 22:40, 7 February 2024

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.

LFS Editor entry screen
Modeller start screen - standalone mode
Modeller with a car loaded through Vehicle Editor

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.

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