Difference between revisions of "LFS Editor/Modeller"

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{{Infobox vehicle mods}}
 
{{Infobox vehicle mods}}
 
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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.
 
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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LFS Editor Modeller L.R. swap mode.jpg|Left/right swap
 
LFS Editor Modeller L.R. swap mode.jpg|Left/right swap
 
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== Load / save object ==
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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.
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[[image:Modeller load and save objects.jpg]]
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If you have an subobject selected, another row of buttons appears, allowing you to load or save the current subobject.
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To learn how to load or save a model in the Modeller, refer to the [[LFS Editor Guides#Loading a model|Loading a model]] guide.
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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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|}

Revision as of 06:08, 18 August 2022

Vehicle Mods
Vehicle Mods at LFS.net
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.

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.

For user guides and walkthroughs for various modeller features, see Modeller Guides.

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.

Starting the modeller

Entry screen
Modeller start screen - standalone mode

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

  • 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 cols : X to bring the selected colour onto screen.
  • In 'subob' mode you can select a subobject with Ctrl + click while pointing at one of its surfaces.
  • In 'tri' mode, Ctrl + click adds or removes triangles from the selection. Alt + click starts a new selection (one triangle).
  • In the special view modes (like groups or mappings) the group select feature (Ctrl + ⇧ Shift + click) does a flood select within the group.
  • 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

When you open the Modeller, the user interface looks as follows:

LFS Editor modeller user interface.jpg

The interface consists of the following parts:

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

View modes

In the bottom right part of the screen, you can choose different view modes of the model:

Modeller view modes


View mode buttons
layers

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.

wire

Shows the edges as a wireframe. The edges can have different colours:

  • grey - two triangles share the edge. This is the normal condition for most edges in an object.
  • red - an unshared edge - only one triangle uses this edge.
  • cyan - three triangles share the edge.
  • orange - four triangles share the edge.

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:

  • A double built triangle - this would appear as a cyan triangle where you expect grey triangles.
  • 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.

mappings

Each colour represents a different mapping.

flat

Flat shading of the triangles without being smoothed.

groups

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.

gouraud

The default rendering of the model with gouraud shading applied. This is how the car should appear in game.

n.c.level

Normal contribution levels. Each triangle meeting at a vertex, within the same smoothing group, contributes to the 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.

l.r.swap

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 tri mode, selecing one or more triangles and clicking one of the swap mode buttons in the top right corner.

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.

To learn how to load or save a model in the Modeller, refer to the Loading a model guide.

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