https://en.lfsmanual.net/index.php?title=Special:NewPages&feed=atom&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0LFS Manual - New pages [en]2024-03-28T13:35:03ZFrom LFS ManualMediaWiki 1.35.0https://en.lfsmanual.net/wiki/LFS_Editor/File_FormatsLFS Editor/File Formats2024-02-07T21:13:40Z<p>Flame CZE: </p>
<hr />
<div>{{Infobox LFS Editor}}<br />
<br />
[[LFS Editor]] uses special '''file formats''' to store vehicle mod files.<br />
<br />
== VEH ==<br />
<br />
'''VEH''' stands for "vehicle" and is saved in {{folder|data|veh}} with .veh file extension.<br />
<br />
* suspension design<br />
* aero constants<br />
** main body<br />
** undertray<br />
** wings<br />
* wheel dimensions<br />
** width<br />
** aspect ratio<br />
** rim diameter<br />
* mass description<br />
** frame<br />
** object masses<br />
* light colours<br />
* dashboard design<br />
* default setups<br />
* default colour configs<br />
** body colours<br />
** wheel colours<br />
** skin name<br />
* model<br />
** main object (LOD1)<br />
** shadow LOD (LOD2)<br />
** collision mesh (LOD3)<br />
** subobjects<br />
** aero positions<br />
* wheel design (WHL)<br />
** rim cross section (WXS)<br />
** spoke object<br />
* name of steering animation<br />
* name of engine sound file<br />
<br />
== SRE ==<br />
<br />
'''SRE''' is a model file contained in VEH. It can be saved to {{folder|data|3dob}}.<br />
<br />
* object type<br />
* position<br />
* rotation<br />
* layer names<br />
* subobjects<br />
** steering wheel<br />
** brakes<br />
** mudguards<br />
** attachments<br />
** internal mirror<br />
** wings<br />
* triangles<br />
** mapping (colour)<br />
** smoothing group<br />
** LOD<br />
** layer<br />
** normal contribution level<br />
* mappings<br />
** diffuse colour<br />
** direction (rotation)<br />
** location<br />
** width, height<br />
** cutout<br />
** opposite cutout<br />
* cutouts<br />
** size<br />
** position<br />
** rotation<br />
** shiny / matt<br />
** texture page<br />
* pages<br />
** texture file name<br />
<br />
== References ==<br />
<br />
[https://www.lfs.net/forum/thread/95664-Mods%3A-Downloads---Web-Pages---Videos---Documents Attached image: Overview of the structure of VEH and SRE files (LFS Forum)]<br />
<br />
[[Category:LFS Editor|{{SUBPAGENAME}}]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/GT4_Sprint_CupGT4 Sprint Cup2024-01-29T19:39:20Z<p>MandulAA: /* Results */</p>
<hr />
<div>{{Infobox league<br />
| name = GT4 Sprint Cup<br />
| logo = [[File:Ndr-gt4sc-logo.png|250px]]<br />
| type = GT4 sprint league<br />
| recurrence = custom<br />
| signup = yes<br />
| license = S3<br />
| firstseason = 2024<br />
| yearsactive = 2024–<br />
| seasons = 1<br />
| orgs = [[New Dimension Racing]]<br />
| website = https://newdimensionracing.com/series/gt4sc<br />
}}<br />
<br />
The '''GT4 Sprint Cup''' is a GT4 sprint series organized by [[New Dimension Racing]] (NDR), using the [https://www.lfs.net/files/vehmods/F1A4EF N.400S GT4 (F1A4EF) vehicle mod] created by Aleksandr_124rus. Its inaugural season was held in 2024. The event requires signing up, signup is free.<br />
<br />
== History ==<br />
On December 31, 2023, NDR announced their newest series, the GT4 Sprint Cup. The series run its three-round inaugural season for three consecutive Sundays between January 14-28, 2024. Since [[Vehicle Mods|vehicle mods]] were introduced to LFS in version {{LFS version|0.7A}}, the usage of custom cars in league has become inevitable. NDR decided to use the [https://www.lfs.net/files/vehmods/F1A4EF N.400S GT4 (F1A4EF)] mod by Aleksandr_124rus for the first season. Originally, the plan was to make it a fixed setup series, but NDR held off on that idea. Here is what they said about it:<br />
{{quote|Our initial hope was to make this a fixed setup series, but we are going to hold off on that part and instead, go for the season in a traditional sense - bring your own setup.|dekojester, NDR}} <br />
Regardless of the initial setup dilemma, the series turned out to be a popular one, with 54 entries having participated in at least a single session, over the span of three rounds.<br />
<br />
== Format ==<br />
Two races per meeting, 20 minutes + 1 lap in duration. Following a 20-minute Free Practice session, the Qualifying used the semi-hardcore mode, meaning drivers were only allowed to spectate/telepit from within the pit lane. If one spectated/telepitted from the track, their qualifying session was over. <br />
<br />
{| class="wikitable" style="font-size:95%; text-align:center"<br />
|+ GT4 Sprint Cup - Season 2024 Format<br />
|-<br />
! Start Time<br />
! Session<br />
! Session Duration<br />
|-<br />
| 15:00 UTC<br />
| Free Practice<br />
| 20 minutes<br />
|-<br />
| 15:30 UTC<br />
| Qualifying<br />
| 20 minutes<br />
|-<br />
| 16:00 UTC<br />
| Race 1<br />
| 20 minutes + 1 lap<br />
|-<br />
| {{abbr|16:50 UTC*|*Approximate start time, gridding for race 2 will start approximately 10 minutes after the finish of race 1}}<br />
| Race 2<br />
| 20 minutes + 1 lap<br />
|}<br />
<br />
=== Scoring ===<br />
Based on Season 2024: all drivers which drive 75% or more of the race distance are awarded points. Pole position qualifying awards an extra point. In both races, all drivers get points based on the table below. The driver with the fastest lap during race gets 1 extra point, high climber also gets 1 extra point. <br />
{| class="wikitable" style="font-size:95%; text-align:center"<br />
! colspan="23" | Scoring system (2024–)<br />
|-<br />
! Qualifying Pole<br />
! rowspan="4" | Race 1<br />
|bgcolor="#ffffbf"| &nbsp;'''1.'''&nbsp;<br />
|bgcolor="#dfdfdf"| &nbsp;'''2.'''&nbsp;<br />
|bgcolor="#ffdf9f"| &nbsp;'''3.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''4.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''5.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''6.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''7.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''8.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''9.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''10.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''11.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''12.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''13.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''14.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''15.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''16.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''17.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''18.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''19.'''&nbsp;<br />
| '''Fastest Lap'''<br />
| '''High Climber'''<br />
|-<br />
| rowspan="8"| 3<br />
| 50<br />
| 44<br />
| 40<br />
| 38<br />
| 36<br />
| 34<br />
| 32<br />
| 30<br />
| 28<br />
| 26<br />
| 24<br />
| 22<br />
| 20<br />
| 18<br />
| 16<br />
| 15<br />
| 14<br />
| 13<br />
| 12<br />
| rowspan="3"| 1<br />
| rowspan="3"| 1<br />
|-<br />
|bgcolor="#dfffdf"| &nbsp;'''20.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''21.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''22.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''23.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''24.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''25.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''26.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''27.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''28.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''29.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''30.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''31.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''32.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''33.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''34.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''35.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''36.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''37.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''38.'''&nbsp;<br />
|-<br />
| 11<br />
| 10<br />
| 9<br />
| 8<br />
| 7<br />
| 6<br />
| 5<br />
| 4<br />
| 3<br />
| 2<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
|-<br />
! rowspan="4" | Race 2<br />
|bgcolor="#ffffbf"| &nbsp;'''1.'''&nbsp;<br />
|bgcolor="#dfdfdf"| &nbsp;'''2.'''&nbsp;<br />
|bgcolor="#ffdf9f"| &nbsp;'''3.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''4.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''5.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''6.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''7.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''8.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''9.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''10.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''11.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''12.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''13.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''14.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''15.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''16.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''17.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''18.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''19.'''&nbsp;<br />
| '''Fastest Lap'''<br />
| '''High Climber'''<br />
|-<br />
| 50<br />
| 44<br />
| 40<br />
| 38<br />
| 36<br />
| 34<br />
| 32<br />
| 30<br />
| 28<br />
| 26<br />
| 24<br />
| 22<br />
| 20<br />
| 18<br />
| 16<br />
| 15<br />
| 14<br />
| 13<br />
| 12<br />
| rowspan="3"| 1<br />
| rowspan="3"| 1<br />
|-<br />
|bgcolor="#dfffdf"| &nbsp;'''20.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''21.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''22.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''23.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''24.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''25.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''26.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''27.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''28.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''29.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''30.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''31.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''32.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''33.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''34.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''35.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''36.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''37.'''&nbsp;<br />
|bgcolor="#dfffdf"| &nbsp;'''38.'''&nbsp;<br />
|-<br />
| 11<br />
| 10<br />
| 9<br />
| 8<br />
| 7<br />
| 6<br />
| 5<br />
| 4<br />
| 3<br />
| 2<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
|}<br />
<br />
== Season 2024 ==<br />
The inaugural season used the N.400S GT4 [[Vehicle Mods|vehicle mod]]. Each round consisted of two races 20 minute (+ 1 lap) races. The season's official stream was provided by [https://simbroadcasts.tv/ Sim Broadcasts]. For the first time, a new [https://www.lfs.net/forum/thread/106639 drivers' briefing format] was introduced in the form of a briefing video, supplementary to the written briefing. NDR's aim was to make their briefings more engaging and easy to understand.<br />
<br />
Season trailer: [https://www.youtube.com/watch?v=SLZaPnsouRk https://www.youtube.com/watch?v=SLZaPnsouRk]<br />
<br />
=== Overview ===<br />
{| class="wikitable" style="font-size:95%; text-align:center"<br />
|+GT4 Sprint Cup 2024 Calendar<br />
|-<br />
! rowspan="2" | Rd<br />
! rowspan="2" | Track<br />
! rowspan="2" | Date<br />
! rowspan="2" | Laps<br />
! rowspan="2" | Pole position<br />
! colspan="4" | Race 1<br />
! colspan="4" | Race 2<br />
! rowspan="2" | Reports<br />
! rowspan="2" | {{Abbr|VOD|Any on-demand audiovisual archive of the race (official broadcast, stream, onboard or replay), external links}}<br />
|-<br />
! Winner<br />
! 2nd<br />
! 3rd<br />
! Fastest lap<br />
! Winner<br />
! 2nd<br />
! 3rd<br />
! Fastest lap<br />
|-<br />
! 1<br />
| [[Westhill#National|WE1]]<br />
| 14 Jan 2024<br />
| rowspan="3" | 20 mins<br>+<br>1 lap<br />
| {{driver|Isaac Price|isaacprice|laptime=1:33.40}}<br />
| {{1st|Isaac Price|isaacprice|break=true}}<br />
| {{2nd|Joe Holmes|kart-36|break=true}}<br />
| {{3rd|Rik Kardol|rik97|break=true}}<br />
| {{driver|Isaac Price|isaacprice|laptime=1:34.30}}<br />
| {{1st|Isaac Price|isaacprice|break=true}}<br />
| {{2nd|Rik Kardol|rik97|break=true}}<br />
| {{3rd|Victor Veloso|victormateus123|break=true}}<br />
| {{driver|Isaac Price|isaacprice|laptime=1:34.18}}<br />
| [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round1_FreePractice.pdf FP] [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round1_Qualifying.pdf Q] [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round1_Race1.pdf R1] [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round1_Race2.pdf R2] <br />
| {{Plain link|url=https://www.youtube.com/watch?v=BSBupTJpiIk|name=[SBTV]}}<br>{{Plain link|url=https://www.youtube.com/watch?v=ug0_3yqqWuE|name=[2<nowiki>]</nowiki>}}<br />
|-<br />
! 2<br />
| [[Blackwood#GP Track|BL1]]<br />
| 21 Jan 2024<br />
| {{driver|Joe Holmes|kart-36|laptime=1:11.44}}<br />
| {{1st|Isaac Price|isaacprice|break=true}}<br />
| {{2nd|Joe Holmes|kart-36|break=true}}<br />
| {{3rd|Mantas Smalkevicius|yzex|break=true}}<br />
| {{driver|Joe Holmes|kart-36|laptime=1:12.14}}<br />
| {{1st|Joe Holmes|kart-36|break=true}}<br />
| {{2nd|Isaac Price|isaacprice|break=true}}<br />
| {{3rd|Gábor Gyüre|viperakecske|break=true}}<br />
| {{driver|Isaac Price|isaacprice|laptime=1:11.68}}<br />
| [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round2_FreePractice.pdf FP] [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round2_Qualifying.pdf Q] [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round2_Race1.pdf R1] [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round2_Race2.pdf R2] <br />
| {{Plain link|url=https://www.youtube.com/watch?v=SJaZrEUaeFk|name=[SBTV]}}<br />
|-<br />
! 3<br />
| [[Rockingham#ISSC|RO1]]<br />
| 28 Jan 2024<br />
| {{driver|Isaac Price|isaacprice|laptime=1:17.44}}<br />
| {{1st|Rik Kardol|rik97|break=true}}<br />
| {{2nd|Isaac Price|isaacprice|break=true}}<br />
| {{3rd|Mantas Smalkevicius|yzex|break=true}}<br />
| {{Abbr|{{driver|Rik Kardol|rik97|laptime=1:18.33}}|The top 3 drivers all achieved this laptime (rik97, isaacprice, yzex), but only Rik got a point for it.}}<br />
| {{1st|Mantas Smalkevicius|yzex|break=true}}<br />
| {{2nd|Rik Kardol|rik97|break=true}}<br />
| {{3rd|Daniil Orlov|dodislvw|break=true}}<br />
| {{driver|Rik Kardol|rik97|laptime=1:17.94}}<br />
| [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round3_FreePractice.pdf FP] [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round3_Qualifying.pdf Q] [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round3_Race1.pdf R1] [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round3_Race2.pdf R2] <br />
| {{Plain link|url=https://www.youtube.com/watch?v=S_gXyKXdb58|name=[SBTV]}}<br>{{Plain link|url=https://www.youtube.com/watch?v=tFvsvgfaMPc|name=[2<nowiki>]</nowiki>}}<br />
|}<br />
<br />
=== Results ===<br />
* The official season 2024 final standings can be found here: [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round3_DriversChampionship.pdf Drivers], [https://results.newdimensionracing.com/pdf/GT4SC/2024/GT4SC2024_Round3_TeamsChampionship.pdf Teams]<br />
<!--<br />
* Race results and statistics (mpRes): [https://results.newdimensionracing.com/mpres/league/LLS/1/ mpRes LFSCART Light Series]<br />
--><br />
''League Standings display all Drivers who participated in a session, paired with their scored points. 1st, 2nd and 3rd places are highlighted in gold, silver and bronze, respectively. Pole positions are indicated in bold, Fastest laps in italic. Total represents points after bonuses, after penalties.''<br />
{| class="wikitable" style="font-size:95%; text-align:center"<br />
|+GT4 Sprint Cup Drivers' Championship<br />
! rowspan="3" | Pos.<br />
! rowspan="3" | #<br />
! rowspan="3" | Driver<br />
! rowspan="3" | Team<br />
! colspan="6" | Rounds<br />
! rowspan="3" | {{Abbr|Bonus|Attendance bonus (5 pts / attended round)}}<br />
! rowspan="3" | {{Abbr|Pen.|Penalty points collected throughout the season}}<br />
! rowspan="3" | {{Abbr|Total|Final total after bonuses, after penalties}}<br />
|-<br />
! colspan="2" | Round 1<br />
! colspan="2" | Round 2<br />
! colspan="2" | Round 3<br />
|-<br />
! style="min-width: 28px" | R1<br />
! style="min-width: 28px" | R2<br />
! style="min-width: 28px" | R1<br />
! style="min-width: 28px" | R2<br />
! style="min-width: 28px" | R1<br />
! style="min-width: 28px" | R2<br />
|-<br />
! 1<br />
| 83<br />
| {{driver|Isaac Price|isaacprice}}<br />
| YES Motorsport<br />
| {{1st}} '''''54'''''<br />
| {{1st}} ''51''<br />
| {{1st}} 50<br />
| {{2nd}} ''45''<br />
| {{2nd}} '''47'''<br />
| 36<br />
| {{bonus}} +15<br />
| {{pen}} -4<br />
! 294<br />
|-<br />
! 2<br />
| 7<br />
| {{driver|Mantas Smalkevicius|yzex}}<br />
| Born 2 Race<br />
| 34<br />
| 24<br />
| {{3rd}} 40<br />
| 38<br />
| {{3rd}} 40<br />
| {{1st}} 50<br />
| {{bonus}} +15<br />
| {{pen}} -1<br />
! 240<br />
|-<br />
! 3<br />
| 25<br />
| {{driver|Gábor Gyüre|viperakecske}}<br />
| Team S1DUS<br />
| 38<br />
| 38<br />
| 28<br />
| {{3rd}} 40<br />
| 38<br />
| 34<br />
| {{bonus}} +15<br />
| <br />
! 231<br />
|-<br />
! 4<br />
| 43<br />
| {{driver|Dániel Balla|mandulaa}}<br />
| Race Green Autosports<br />
| 20<br />
| 26<br />
| 36<br />
| 24<br />
| 32<br />
| 38<br />
| {{bonus}} +15<br />
| <br />
! 191<br />
|-<br />
! 5<br />
| 6<br />
| {{driver|Rik Kardol|rik97}}<br />
| Team S1DUS<br />
| {{3rd}} 40<br />
| {{2nd}} 44<br />
| –<br />
| –<br />
| {{1st}} ''51''<br />
| {{2nd}} ''45''<br />
| {{bonus}} +10<br />
| <br />
! 190<br />
|-<br />
! 6<br />
| 36<br />
| {{driver|Joe Holmes|kart-36}}<br />
| <br />
| {{2nd}} 44<br />
| 36<br />
| {{2nd}} '''''48'''''<br />
| {{1st}} 50<br />
| –<br />
| –<br />
| {{bonus}} +10<br />
| <br />
! 188<br />
|-<br />
! 7<br />
| 28<br />
| {{driver|Silva Agostinho|cuni}}<br />
| Race Green Autosports<br />
| 22<br />
| 34<br />
| 16<br />
| 34<br />
| 30<br />
| 24<br />
| {{bonus}} +15<br />
| <br />
! 175<br />
|-<br />
! 8<br />
| 74<br />
| {{driver|Kirill Kondrik|kyr1l}}<br />
| Sosiski Racing<br />
| 24<br />
| 8<br />
| 30<br />
| 16<br />
| 36<br />
| 32<br />
| {{bonus}} +15<br />
| <br />
! 161<br />
|-<br />
! 9<br />
| 15<br />
| {{driver|Imran Azhar|beileboy}}<br />
| Master Race car<br />
| 30<br />
| 15<br />
| 18<br />
| 36<br />
| 34<br />
| 4<br />
| {{bonus}} +15<br />
| {{pen}} -5<br />
! 147<br />
|-<br />
! 10<br />
| 34<br />
| {{driver|Karolis Motiejuitis|sobis}}<br />
| Last Lap Motorsports<br />
| 9<br />
| 18<br />
| 15<br />
| 22<br />
| 24<br />
| 28<br />
| {{bonus}} +15<br />
| {{pen}} -2<br />
! 129<br />
|-<br />
! 11<br />
| 72<br />
| {{driver|Daniil Orlov|dodislvw}}<br />
| Sosiski Racing<br />
| 4<br />
| 13<br />
| 24<br />
| 1<br />
| 28<br />
| {{3rd}} 40<br />
| {{bonus}} +15<br />
| <br />
! 125<br />
|-<br />
! 12<br />
| 32<br />
| {{driver|Patrick Hall|falconbridge}}<br />
| Race Green Autosports<br />
| 28<br />
| 30<br />
| 11<br />
| 11<br />
| 22<br />
| 3<br />
| {{bonus}} +15<br />
| {{pen}} -5<br />
! 115<br />
|-<br />
! 13<br />
| 50<br />
| {{driver|Bertas Bagdonas|looco}}<br />
| Born 2 Race<br />
| –<br />
| –<br />
| 38<br />
| 20<br />
| 5<br />
| 30<br />
| {{bonus}} +10<br />
| <br />
! 103<br />
|-<br />
! 14<br />
| 26<br />
| {{driver|Maciej Klimczyk|jackson93}}<br />
| Race Green Autosports<br />
| 6<br />
| {{abbr|23|22+1 (High Climber)}}<br />
| 5<br />
| 30<br />
| 9<br />
| 14<br />
| {{bonus}} +15<br />
| <br />
! 102<br />
|-<br />
! 15<br />
| 77<br />
| {{driver|Martin Palm|made}}<br />
| Gelleråsen By ROG<br />
| {{abbr|16|15+1 (High Climber)}}<br />
| 16<br />
| 26<br />
| 32<br />
| –<br />
| –<br />
| {{bonus}} +10<br />
| <br />
! 100<br />
|-<br />
! 16<br />
| 96<br />
| {{driver|Rony Kronpušs|eclipsed}}<br />
| Race Green Autosports<br />
| 16<br />
| 28<br />
| 1<br />
| 4<br />
| 13<br />
| 20<br />
| {{bonus}} +15<br />
| <br />
! 97<br />
|-<br />
! 17<br />
| 76<br />
| {{driver|Robin Nilsson|rog_nilsson}}<br />
| Gelleråsen By ROG<br />
| 18<br />
| 20<br />
| 20<br />
| 28<br />
| –<br />
| –<br />
| {{bonus}} +10<br />
| <br />
! 96<br />
|-<br />
! 18<br />
| 52<br />
| {{driver|Egor Nikitin|egorkapomidorka}}<br />
| Sosiski Racing<br />
| 26<br />
| 14<br />
| –<br />
| –<br />
| 26<br />
| 18<br />
| {{bonus}} +10<br />
| <br />
! 94<br />
|-<br />
! 19<br />
| 87<br />
| {{driver|Niko Puntola|nikopdr}}<br />
| Team S1DUS<br />
| 36<br />
| 32<br />
| –<br />
| –<br />
| 16<br />
| 0<br />
| {{bonus}} +10<br />
| {{pen}} -5<br />
! 89<br />
|-<br />
! 20<br />
| 23<br />
| {{driver|Ayoub El Hannouni|ayoub2016}}<br />
| Born 2 Race<br />
| –<br />
| –<br />
| 34<br />
| 13<br />
| 18<br />
| 13<br />
| {{bonus}} +10<br />
| <br />
! 88<br />
|-<br />
! 21<br />
| 69<br />
| {{driver|Tatu Kosonen|tazka}}<br />
| Kosonen Racing<br />
| 14<br />
| 0<br />
| 10<br />
| 12<br />
| 7<br />
| 16<br />
| {{bonus}} +15<br />
| <br />
! 74<br />
|-<br />
! 22<br />
| 21<br />
| {{driver|Cyril Bissey|bokujishin}}<br />
| <br />
| 8<br />
| 10<br />
| 12<br />
| 3<br />
| 14<br />
| 12<br />
| {{bonus}} +15<br />
| <br />
! 74<br />
|-<br />
! 23<br />
| 10<br />
| {{driver|Victor Veloso|victormateus123}}<br />
| Energy Virtual Racing<br />
| 32<br />
| {{3rd}} 40<br />
| –<br />
| –<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| {{pen}} -4<br />
! 73<br />
|-<br />
! 24<br />
| 67<br />
| {{driver|Steven Martin|steven_martin}}<br />
| SM Racing<br />
| 7<br />
| 9<br />
| {{abbr|9|8+1 (High Climber)}}<br />
| 9<br />
| 12<br />
| 7<br />
| {{bonus}} +15<br />
| <br />
! 68<br />
|-<br />
! 25<br />
| 24<br />
| {{driver|Stefan Tiefenbacher|stiefla}}<br />
| Born 2 Race<br />
| –<br />
| –<br />
| 13<br />
| 15<br />
| 1<br />
| {{abbr|27|26+1 (High Climber)}}<br />
| {{bonus}} +10<br />
| <br />
! 66<br />
|-<br />
! 26<br />
| 9<br />
| {{driver|Nierka Savusis|killmeimgod}}<br />
| Born 2 Race<br />
| 13<br />
| 11<br />
| 22<br />
| 6<br />
| –<br />
| –<br />
| {{bonus}} +10<br />
| <br />
! 62<br />
|-<br />
! 27<br />
| 88<br />
| {{driver|Sean Lee|microspecv}}<br />
| Air Attack Racing<br />
| –<br />
| –<br />
| 32<br />
| 14<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| <br />
! 51<br />
|-<br />
! 28<br />
| 35<br />
| {{driver|Jeremias Zanella|pianomen}}<br />
| Kind Runners<br />
| –<br />
| –<br />
| 6<br />
| 1<br />
| 20<br />
| 22<br />
| {{bonus}} +10<br />
| {{pen}} -8<br />
! 51<br />
|-<br />
! 29<br />
| 27<br />
| {{driver|Jefin Jacob|redbot_}}<br />
| Race Green Autosports<br />
| –<br />
| –<br />
| 3<br />
| {{abbr|19|18+1 (High Climber)}}<br />
| 2<br />
| 8<br />
| {{bonus}} +10<br />
| <br />
! 42<br />
|-<br />
! 30<br />
| 64<br />
| {{driver|Dawid Góźdź|texxxas}}<br />
| Master Race car<br />
| –<br />
| –<br />
| 9<br />
| 26<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| <br />
! 40<br />
|-<br />
! 31<br />
| 73<br />
| {{driver|Jeromy Gride|johneysvk}}<br />
| Master Race car<br />
| –<br />
| –<br />
| 7<br />
| 0<br />
| 8<br />
| 10<br />
| {{bonus}} +10<br />
| <br />
! 35<br />
|-<br />
! 32<br />
| 99<br />
| {{driver|Martin Kapal|flame cze}}<br />
| SAVAGE SimSports<br />
| –<br />
| –<br />
| –<br />
| –<br />
| {{abbr|16|15+1 (High Climber)}}<br />
| 11<br />
| {{bonus}} +5<br />
| <br />
! 32<br />
|-<br />
! 33<br />
| 22<br />
| {{driver|Zdeněk Cagaš|kid222}}<br />
| <br />
| –<br />
| –<br />
| 1<br />
| 1<br />
| 4<br />
| 15<br />
| {{bonus}} +10<br />
| <br />
! 31<br />
|-<br />
! 34<br />
| 5<br />
| {{driver|Paolo Petroff|xpablousky}}<br />
| <br />
| –<br />
| –<br />
| 14<br />
| –<br />
| 11<br />
| 0<br />
| {{bonus}} +5<br />
| <br />
! 30<br />
|-<br />
! 35<br />
| 95<br />
| {{driver|David Balla|beedee95}}<br />
| LackOfSeatTime<br />
| 11<br />
| 7<br />
| 1<br />
| 0<br />
| –<br />
| –<br />
| {{bonus}} +10<br />
| <br />
! 29<br />
|-<br />
! 36<br />
| 41<br />
| {{driver|Ajdin Isic|pukyy}}<br />
| Sh*ts and Giggles Racing<br />
| 1<br />
| 3<br />
| 0<br />
| 0<br />
| 1<br />
| 9<br />
| {{bonus}} +15<br />
| {{pen}} -1<br />
! 28<br />
|-<br />
! 37<br />
| 30<br />
| {{driver|Gabriel Lara|arturo boix}}<br />
| TAV<br />
| 5<br />
| 12<br />
| 1<br />
| 7<br />
| –<br />
| –<br />
| {{bonus}} +10<br />
| {{pen}} -8<br />
! 27<br />
|-<br />
! 38<br />
| 42<br />
| {{driver|XiBin Liu|therubius192fe2}}<br />
| Sh*ts and Giggles Racing<br />
| 3<br />
| 4<br />
| DNQ<br />
| 1<br />
| 3<br />
| 0<br />
| {{bonus}} +10<br />
| <br />
! 21<br />
|-<br />
! 39<br />
| 8<br />
| {{driver|Adam Bądaruk|adam badaruk}}<br />
| <br />
| –<br />
| –<br />
| 0<br />
| 8<br />
| 1<br />
| 0<br />
| {{bonus}} +10<br />
| {{pen}} -1<br />
! 18<br />
|-<br />
! 40<br />
| 18<br />
| {{driver|Lorenzo Lucidi|thegamer23}}<br />
| Race Green Autosports<br />
| 12<br />
| 0<br />
| –<br />
| –<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| <br />
! 17<br />
|-<br />
! 41<br />
| 4<br />
| {{driver|Agustin Ipsale|agustinipsa}}<br />
| Argentina Turismo<br />
| –<br />
| –<br />
| –<br />
| –<br />
| 10<br />
| 2<br />
| {{bonus}} +5<br />
| <br />
! 17<br />
|-<br />
! 42<br />
| 47<br />
| {{driver|Vojta Demko|maxpower147}}<br />
| Sh*ts and Giggles Racing<br />
| –<br />
| –<br />
| 1<br />
| 0<br />
| 1<br />
| 5<br />
| {{bonus}} +10<br />
| <br />
! 17<br />
|-<br />
! 43<br />
| 53<br />
| {{driver|Alexey Grigorev|aleksandr_124rus}}<br />
| Russian Drift Club<br />
| –<br />
| –<br />
| 1<br />
| 10<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| <br />
! 16<br />
|-<br />
! 44<br />
| 45<br />
| {{driver|Yassin Bidal|yasso7up}}<br />
| Department of Defence<br />
| 10<br />
| 0<br />
| –<br />
| –<br />
| 0<br />
| 0<br />
| {{bonus}} +10<br />
| {{pen}} -7<br />
! 13<br />
|-<br />
! 45<br />
| 91<br />
| {{driver|Miguel Peraza|map_emece}}<br />
| Sh*ts and Giggles Racing<br />
| 1<br />
| –<br />
| DNQ<br />
| DNQ<br />
| 1<br />
| 6<br />
| {{bonus}} +5<br />
| <br />
! 13<br />
|-<br />
! 46<br />
| 71<br />
| {{driver|Daniel Lundquist|lundquist motorsport}}<br />
| Raceoffice.se<br />
| DQ<br />
| 6<br />
| –<br />
| –<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| <br />
! 11<br />
|-<br />
! 47<br />
| 3<br />
| {{driver|Matthew Oppy|jaydem}}<br />
| <br />
| 1<br />
| 5<br />
| DNQ<br />
| DNQ<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| <br />
! 11<br />
|-<br />
! 48<br />
| 86<br />
| {{driver|Robin Johansson|hubbamotor}}<br />
| Hubba motorsport<br />
| –<br />
| –<br />
| 1<br />
| 5<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| <br />
! 11<br />
|-<br />
! 49<br />
| 13<br />
| {{driver|Joaquín Molina|joamolina}}<br />
| Molina Racing Team<br />
| 0<br />
| –<br />
| 4<br />
| 1<br />
| 1<br />
| 0<br />
| {{bonus}} +10<br />
| {{pen}} -5<br />
! 11<br />
|-<br />
! 50<br />
| 98<br />
| {{driver|Jared Meade|jmeade}}<br />
| Angry Angus Racing<br />
| –<br />
| –<br />
| 2<br />
| 2<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| <br />
! 9<br />
|-<br />
! 51<br />
| 19<br />
| {{driver|Luis Cumana|ceoofjdm}}<br />
| Sh*ts and Giggles Racing<br />
| 1<br />
| 0<br />
| –<br />
| –<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| <br />
! 6<br />
|-<br />
! 52<br />
| 17<br />
| {{driver|Louie Jaguar|lordjaguar}}<br />
| Sh*ts and Giggles Racing<br />
| –<br />
| –<br />
| –<br />
| –<br />
| 6<br />
| 0<br />
| {{bonus}} +5<br />
| {{pen}} -6<br />
! 5<br />
|-<br />
! 53<br />
| 61<br />
| {{driver|Ignacio Molina|ignacio molina}}<br />
| Molina Racing Team<br />
| 2<br />
| 0<br />
| DNQ<br />
| DNQ<br />
| –<br />
| –<br />
| {{bonus}} +5<br />
| {{pen}} -5<br />
! 2<br />
|-<br />
! 54<br />
| 68<br />
| {{driver|Felipe Almeida|negrito68}}<br />
| Racers Team<br />
| –<br />
| –<br />
| DNQ<br />
| DNQ<br />
| –<br />
| –<br />
| <br />
| <br />
! 0<br />
|}<br />
<br />
For teams, in a given race, only the top 2 drivers of a team score points towards the teams' championship.<br />
<br />
{| class="wikitable" style="font-size:95%; text-align:center"<br />
|+GT4 Sprint Cup 2024 Teams' Championship<br />
! rowspan="3" | Position<br />
! rowspan="3" | Team<br />
! rowspan="3" | Drivers<br />
! rowspan="1" colspan="6" | Rounds<br />
! rowspan="3" | Total<br />
|-<br />
! colspan="2" | Round 1<br />
! colspan="2" | Round 2<br />
! colspan="2" | Round 3<br />
|-<br />
! style="min-width: 16px" | R1<br />
! style="min-width: 16px" | R2<br />
! style="min-width: 16px" | R1<br />
! style="min-width: 16px" | R2<br />
! style="min-width: 16px" | R1<br />
! style="min-width: 16px" | R2<br />
|-<br />
! 1<br />
| Team S1DUS<br />
| {{driver|Gábor Gyüre|viperakecske}}<br>{{driver|Rik Kardol|rik97}}<br>{{driver|Niko Puntola|nikopdr}}<br />
| 78<br />
| 82<br />
| 28<br />
| 40<br />
| 89<br />
| 79<br />
! 396<br />
|-<br />
! 2<br />
| Born 2 Race<br />
| {{driver|Mantas Smalkevicius|yzex}}<br>{{driver|Bertas Bagdonas|looco}}<br>{{driver|Ayoub El Hannouni|ayoub2016}}<br>{{driver|Stefan Tiefenbacher|stiefla}}<br>{{driver|Nierka Savusis|killmeimgod}}<br />
| 47<br />
| 35<br />
| 78<br />
| 58<br />
| 58<br />
| 80<br />
! 356<br />
|-<br />
! 3<br />
| Race Green Autosports<br />
| {{driver|Dániel Balla|mandulaa}}<br>{{driver|Silva Agostinho|cuni}}<br>{{driver|Patrick Hall|falconbridge}}<br>{{driver|Maciej Klimczyk|jackson93}}<br>{{driver|Rony Kronpušs|eclipsed}}<br>{{driver|Jefin Jacob|redbot_}}<br />
| 50<br />
| 64<br />
| 52<br />
| 64<br />
| 62<br />
| 62<br />
! 354<br />
|-<br />
! 4<br />
| Sosiski Racing<br />
| {{driver|Kirill Kondrik|kyr1l}}<br>{{driver|Daniil Orlov|dodislvw)}}<br>{{driver|Egor Nikitin|egorkapomidorka}}<br />
| 50<br />
| 27<br />
| 54<br />
| 17<br />
| 64<br />
| 72<br />
! 284<br />
|-<br />
! 5<br />
| YES Motorsport<br />
| {{driver|Isaac Price|isaacprice}}<br />
| 54<br />
| 51<br />
| 50<br />
| 45<br />
| 47<br />
| 36<br />
! 283<br />
|-<br />
! 6<br />
| Gelleråsen By ROG<br />
| {{driver|Martin Palm|made}}<br>{{driver|Robin Nilsson|rog_nilsson}}<br />
| 34<br />
| 36<br />
| 46<br />
| 60<br />
| –<br />
| –<br />
! 176<br />
|-<br />
! 7<br />
| Master Race car<br />
| {{driver|Imran Azhar|beileboy}}<br>{{driver|Dawid Góźdź|texxxas}}<br>{{driver|Jeromy Gride|johneysvk}}<br />
| 0<br />
| 15<br />
| 27<br />
| 62<br />
| 42<br />
| 14<br />
! 160<br />
|-<br />
! 8<br />
| Last Lap Motorsports<br />
| {{driver|Karolis Motiejuitis|sobis}}<br />
| 9<br />
| 18<br />
| 15<br />
| 22<br />
| 24<br />
| 28<br />
! 116<br />
|-<br />
! 9<br />
| Energy Virtual Racing<br />
| {{driver|Victor Veloso|victormateus123}}<br />
| 32<br />
| 40<br />
| –<br />
| –<br />
| –<br />
| –<br />
! 72<br />
|-<br />
! 10<br />
| Kosonen Racing<br />
| {{driver|Tatu Kosonen|tazka}}<br />
| 14<br />
| 0<br />
| 10<br />
| 12<br />
| 7<br />
| 16<br />
! 59<br />
|-<br />
! 11<br />
| SM Racing<br />
| {{driver|Steven Martin|steven_martin}}<br />
| 7<br />
| 9<br />
| 9<br />
| 9<br />
| 12<br />
| 7<br />
! 53<br />
|-<br />
! 12<br />
| Kind Runners<br />
| {{driver|Jeremias Zanella|pianomen}}<br />
| –<br />
| –<br />
| 6<br />
| 1<br />
| 20<br />
| 22<br />
! 49<br />
|-<br />
! 13<br />
| Air Attack Racing<br />
| {{driver|Sean Lee|microspecv}}<br />
| –<br />
| –<br />
| 32<br />
| 14<br />
| –<br />
| –<br />
! 46<br />
|-<br />
! 14<br />
| Sh*ts and Giggles Racing<br />
| {{driver|Ajdin Isic|pukyy}}<br>{{driver|XiBin Liu|therubius192fe2}}<br>{{driver|Vojta Demko|maxpower147}}<br>{{driver|Miguel Peraza|map_emece}}<br>{{driver|Luis Cumana|ceoofjdm}}<br>{{driver|Louie Jaguar|lordjaguar}}<br />
| 4<br />
| 7<br />
| 1<br />
| 1<br />
| 9<br />
| 15<br />
! 37<br />
|-<br />
! 15<br />
| SAVAGE SimSports<br />
| {{driver|Martin Kapal|flame cze}}<br />
| –<br />
| –<br />
| –<br />
| –<br />
| 16<br />
| 11<br />
! 15<br />
|-<br />
! 16<br />
| TAV<br />
| {{driver|Gabriel Lara|arturo boix}}<br />
| 5<br />
| 12<br />
| 1<br />
| 7<br />
| –<br />
| –<br />
! 25<br />
|-<br />
! 17<br />
| LackOfSeatTime<br />
| {{driver|David Balla|beedee95}}<br />
| 11<br />
| 7<br />
| 1<br />
| 0<br />
| –<br />
| –<br />
! 19<br />
|-<br />
! 18<br />
| Argentina Turismo<br />
| {{driver|Agustin Ipsale|agustinipsa}}<br />
| –<br />
| –<br />
| –<br />
| –<br />
| 10<br />
| 2<br />
! 12<br />
|-<br />
! 19<br />
| Russian Drift Club<br />
| {{driver|Alexey Grigorev|aleksandr_124rus}}<br />
| –<br />
| –<br />
| 1<br />
| 10<br />
| –<br />
| –<br />
! 11<br />
|-<br />
! 20<br />
| Department of Defence<br />
| {{driver|Yassin Bidal|yasso7up}}<br />
| 10<br />
| 0<br />
| –<br />
| –<br />
| 0<br />
| –<br />
! 10<br />
|-<br />
! 21<br />
| Molina Racing Team<br />
| {{driver|Joaquín Molina|joamolina}}<br>{{driver|Ignacio Molina|ignacio molina}}<br />
| 2<br />
| 0<br />
| 4<br />
| 1<br />
| 1<br />
| 0<br />
! 8<br />
|-<br />
! 22<br />
| Raceoffice.se<br />
| {{driver|Daniel Lundquist|lundquist motorsport}}<br />
| 0<br />
| 6<br />
| –<br />
| –<br />
| –<br />
| –<br />
! 6<br />
|-<br />
! 23<br />
| Hubba motorsport<br />
| {{driver|Robin Johansson|hubbamotor}}<br />
| –<br />
| –<br />
| 1<br />
| 5<br />
| –<br />
| –<br />
! 6<br />
|-<br />
! 24<br />
| Angry Angus Racing<br />
| {{driver|Jared Meade|jmeade}}<br />
| –<br />
| –<br />
| 2<br />
| 2<br />
| –<br />
| –<br />
! 4<br />
|}<br />
<br />
== External links ==<br />
*[https://newdimensionracing.com/series/gt4sc GT4 Sprint Cup official website]<br />
*[https://www.lfs.net/forum/535 GT4 Sprint Cup on the LFS Forum]<br />
*[https://www.lfs.net/attachment/547008 GT4 Sprint Cup Rulebook (13 Jan 2024)]<br />
*[https://www.youtube.com/@SimBroadcasts Sim Broadcasts on YouTube (for VODs of Season 2024)]<br />
<br />
<!-- Categories --><br />
[[Category:Leagues]]<br />
[[Category:New Dimension Racing events]]</div>MandulAAhttps://en.lfsmanual.net/wiki/LFS_Editor/Guides/Rotating_a_ModelLFS Editor/Guides/Rotating a Model2024-01-28T18:50:22Z<p>Flame CZE: </p>
<hr />
<div>{{Infobox LFS Editor}}<br />
<br />
This is a guide how to '''rotate a model''' in the [[LFS Editor/Modeller|Modeller]].<br />
<br />
Suppose you have [[../Importing an external model|imported a 3D model]] which faces the wrong direction:<br />
<br />
[[Image:LFS Editor badly rotated model.jpg|500px]]<br />
<br />
{{tip|If you have imported an external 3D model and it appears wrongly rotated in LFS Editor, you should re-export it from a 3D editor with the correct export settings. See [[../Importing an external model#Export Settings|Importing an external model - Export Settings]].}}<br />
<br />
== Rotating a model by a set number of degrees around a point ==<br />
<br />
<br />
{{steps<br />
| In the [[Modeller]], switch to [[../../Modeller/Point Mode|point mode]] by clicking {{old button|point}} at the top left of the screen or by pressing {{key press|3}}.<br />
| Switch to a [[../../User Interface#Viewports|2D view]] depending on which axis you want to rotate the model around. For example, to rotate the model around the X axis, switch to the right side 2D view by clicking the {{old button|R|#00ff00}} button at the bottom right or by pressing {{key press|R}}.<br />
| Select a point around which the rotation will be done by clicking it with {{key press|LMB}}. <p>[[Image:LFS Editor rotation pivot point.jpg|500px]]</p><br />
| Select all points by pressing {{key press|Ctrl|A}}. The selected pivot point will remain green and all other points will be red. <p>[[Image:LFS Editor rotation select all points.jpg|500px]]</p><br />
| Click the {{old button|rotate|#a1a1ff}} button in the left panel. A dialog will appear.<br />
| Enter the desired number of degrees to rotate anti-clockwise around the green point and click {{button|OK}} press {{key press|Enter}}. In this example, the correct rotation is {{kbd|90}}. <p>[[Image:LFS Editor rotate around green point dialog.jpg|500px]]</p> <p>[[Image:LFS Editor after model rotation.jpg|500px]]</p><br />
| Move the model so it fits in between the wheels. One way to move the model is to drag one of the move buttons going from the green point. <p>[[Image:LFS Editor point move buttons.jpg]]</p><br />
}}<br />
<br />
This is the final result:<br />
<br />
[[Image:LFS Editor model rotation result.jpg|500px]]<br />
<br />
[[Category:LFS Editor Guides|{{SUBPAGENAME}}]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/LFS_Editor/Modeller/Triangle_ModeLFS Editor/Modeller/Triangle Mode2024-01-26T15:46:51Z<p>Flame CZE: </p>
<hr />
<div>{{Under construction}}<br />
{{Infobox LFS Editor}}<br />
[[Image:LFS Editor triangle mode.jpg|thumb|Triangle mode in Modeller]]<br />
<br />
'''Triangle mode''' (or 'tri' mode) is an editing mode in the [[../|Modeller]], a part of the [[LFS Editor]]. In this mode you can select, delete and modify triangles of the 3D model of your [[Vehicle Mods|vehicle mod]] and assign [[../Texture Mapping Mode|texture maps]] to the triangles.<br />
<br />
== Entering the triangle mode ==<br />
<br />
{{steps<br />
| Open the [[../|Modeller]].<br />
| Click the {{old button|tri}} button at the top left or press {{key press|2}}.<br />
}}<br />
<br />
== List of colours ==<br />
<br />
The list of colours at the bottom left is a different view of the list of mappings in [[../Texture Mapping Mode|map mode]].<br />
<br />
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.<br />
<br />
== Selecting triangles ==<br />
<br />
* {{key press|Ctrl|LMB}} adds or removes triangles from the selection.<br />
* {{key press|Alt|LMB}} starts a new selection (one triangle).<br />
* In the [[../Special View Modes|special view modes]] (like groups or mappings) the group select feature ({{key press|Ctrl|Shift|click}}) does a flood select within the group.<br />
<br />
[[Category:Modeller|{{SUBPAGENAME}}]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/LFS_Editor/Modeller/View_ModesLFS Editor/Modeller/View Modes2024-01-26T13:28:02Z<p>Flame CZE: </p>
<hr />
<div>{{Infobox LFS Editor}}<br />
<br />
In the bottom right part of the [[Modeller]] screen, you can choose different '''view modes''' of the 3D model.<br />
<br />
[[image:LFS_Editor_Modeller_view_modes.jpg|Modeller view modes]]<br />
<br />
== Layers ==<br />
<br />
[[Image:LFS Editor Modeller layers mode.jpg|thumb|Layers]]<br />
<br />
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.<br />
<br />
{{Clear}}<br />
<br />
== Wire ==<br />
<br />
[[Image:LFS Editor Modeller wire mode.jpg|thumb|Wireframe]]<br />
<br />
Shows the edges as a wireframe. The edges can have different colours:<br />
<br />
* grey - two triangles share the edge. This is the normal condition for most edges in an object.<br />
* red - an unshared edge - only one triangle uses this edge.<br />
* cyan - three triangles share the edge.<br />
* orange - four triangles share the edge.<br />
<br />
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:<br />
<br />
* A double built triangle - this would appear as a cyan triangle where you expect grey triangles.<br />
* A triangle connected to the wrong vertex - could cause unshared edges.<br />
<br />
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.<br />
<br />
{{Clear}}<br />
<br />
== Mappings ==<br />
<br />
{{further|LFS Editor/Modeller/Texture Mapping Mode|Texture Mapping Mode}}<br />
<br />
[[Image:LFS Editor Modeller mappings view.jpg|thumb|Mappings]]<br />
<br />
Each colour represents a different texture mapping.<br />
<br />
{{Clear}}<br />
<br />
== Flat ==<br />
<br />
[[Image:LFS Editor Modeller flat mode.jpg|thumb|Flat]]<br />
<br />
Flat shading of the triangles without being smoothed.<br />
<br />
{{Clear}}<br />
<br />
== Groups ==<br />
<br />
[[Image:LFS Editor Modeller groups mode.jpg|thumb|Smoothing groups]]<br />
<br />
{{see also|LFS Editor Smoothing Groups}}<br />
<br />
Smoothing groups. The boundaries between different smoothing groups usually have a sharp edge. All triangles within one smoothing group have artificial smoothing applied.<br />
<br />
When you switch to the groups view mode and select {{old button|tri}} mode, an additional set of buttons will be shown in the top right corner of the screen.<br />
<br />
[[Image:LFS Editor smoothing group tri mode.jpg|thumb|Groups mode in combination with tri mode]]<br />
<br />
Each smoothing group is represented by a number and a distinct colour.<br />
<br />
[[Image:LFS Editor smoothing group buttons.jpg|Smoothing group buttons]]<br />
<br />
If needed, you can create new groups by clicking the {{old button|new group (N)|#ffffa1}} button, where N is the number of the group to be created.<br />
<br />
You can create up to 23 groups for the model.<br />
<br />
When you select a group which is not assigned to any triangles, a {{old button|delete|#EA927E}} button appears at the top, allowing you to delete unused groups:<br />
<br />
[[Image:LFS Editor smoothing group delete button.jpg|Delete group button]]<br />
<br />
When you press and hold {{key press|Ctrl}}, the labels of the group buttons will say {{old button|all}}. If you click one of them, all triangles assigned to that group will be selected.<br />
<br />
[[Image:LFS Editor smoothing group all buttons.jpg|Select all buttons]]<br />
<br />
== Gouraud ==<br />
<br />
[[Image:LFS Editor Modeller gouraud mode.jpg|thumb|Gouraud]]<br />
<br />
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.<br />
<br />
{{Clear}}<br />
<br />
== N.C.level ==<br />
<br />
[[Image:LFS Editor Modeller NC level mode.jpg|thumb|Normal contribution levels]]<br />
<br />
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.<br />
<br />
{{Clear}}<br />
<br />
== L.R.swap ==<br />
<br />
[[Image:LFS Editor Modeller L.R. swap mode.jpg|thumb|Left/right swap]]<br />
<br />
Driver swap modes. The triangles can have different colours:<br />
<br />
* grey - applied to mirrored triangles, which do not have any swapping<br />
* blue (static) - do not change sides when driver side is swapped<br />
* red (swap) - change sides when driver side is swapped<br />
<br />
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.<br />
<br />
[[Category:Modeller|{{SUBPAGENAME}}]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/LFS_Editor/Vehicle_Editor/NewLFS Editor/Vehicle Editor/New2024-01-26T11:13:50Z<p>Flame CZE: </p>
<hr />
<div>{{Infobox LFS Editor}}<br />
<br />
{{Under construction}}<br />
<br />
In [[Vehicle Editor]] you can create '''new vehicles'''.<br />
<br />
[[Image:LFS Editor - vehicle layout selection.jpg|thumb|Vehicle layout selection]]<br />
<br />
== New vehicle ==<br />
<br />
{{steps<br />
| Start [[LFS Editor]] and enter [[Vehicle Editor]].<br />
| At the bottom left, click {{old button|NEW|#a1ffa1}}. A dialog "Select vehicle layout" will appear.<br />
| Click a vehicle layout to select it. This will go to Initial setup for new vehicle.<br />
}}<br />
<br />
== Initial setup for new vehicle ==<br />
<br />
[[Image:LFS Editor - new car.jpg|thumb|Initial setup for new vehicle - car]]<br />
<br />
[[Category:Vehicle Editor|{{SUBPAGENAME}}]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/LFS_Editor/Vehicle_Editor/SaveLFS Editor/Vehicle Editor/Save2024-01-26T11:07:46Z<p>Flame CZE: </p>
<hr />
<div>{{Infobox LFS Editor}}<br />
<br />
{{tip|small=yes|Saving a vehicle will not export the vehicle to LFS. To export the vehicle for offline testing, use the {{old button|TEST mod in LFS|#a1fafa}} button at the top right.}}<br />
<br />
Vehicles opened in the [[Vehicle Editor]] can be saved in {{folder|data|veh}} folder as files with a .veh extension.<br />
<br />
=== Saving a vehicle ===<br />
<br />
{{steps<br />
| At the bottom left, click {{old button|SAVE|#00ff00}}. A dialog "Name of vehicle to SAVE" will appear.<br />
| Click {{button|OK}} or press {{key press|Enter}} to confirm.<br />
}}<br />
<br />
[[Category:Vehicle Editor|{{SUBPAGENAME}}]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/LFS_Editor/Vehicle_Editor/LoadLFS Editor/Vehicle Editor/Load2024-01-26T11:00:46Z<p>Flame CZE: </p>
<hr />
<div>{{Infobox LFS Editor}}<br />
[[Image:LFS Editor enter name of vehicle to load.jpg|thumb|Load vehicle dialog]]<br />
<br />
{{hatnote|If you want to import an external 3D model into the editor, see [[../../Guides/Importing an external model|Importing an external 3D model]].}}<br />
<br />
Vehicles are '''loaded into the LFS Editor''' using the {{old button|LOAD|#00ff00}} button. Vehicle files are located in {{folder|data|veh}} folder and have a .veh extension.<br />
<br />
The default LFS editor installation contains vehicle files of all [[Cars|default LFS cars]] except {{car link|BF1}}. You are free to modify the default cars as long as you [[Vehicle Mod Submission|submit them]] under the [[Vehicle Mod Licenses|LFS license]].<br />
<br />
=== Loading a vehicle ===<br />
<br />
{{warning|small=yes|Loading a new vehicle will discard any unsaved changes made in an already loaded vehicle! Make sure to save the changes if needed.}}<br />
<br />
{{steps<br />
| At the bottom left, click {{old button|LOAD|#00ff00}}. A dialog "Enter name of vehicle to LOAD" will appear.<br />
| Select a vehicle from the list of files.<br />
| Click {{button|OK}}.<br />
}}<br />
<br />
=== Renaming a vehicle ===<br />
<br />
{{steps<br />
| At the bottom left, click {{old button|LOAD|#00ff00}}. A dialog "Enter name of vehicle to LOAD" will appear.<br />
| Select a vehicle you want to rename from the list of files.<br />
| Click {{button|Rename}}. The dialog title will change to "Enter new name for file".<br />
| Edit the vehicle name and click {{button|OK}} or press {{key press|Enter}}.<br />
}}<br />
<br />
You can rename a vehicle file by selecting it in the Load vehicle dialog and pressing {{button|Rename}}. <br />
<br />
=== Deleting a vehicle ===<br />
<br />
{{steps<br />
| At the bottom left, click {{old button|LOAD|#00ff00}}. A dialog "Enter name of vehicle to LOAD" will appear.<br />
| Select a vehicle you want to delete from the list of files.<br />
| Click {{button|Delete}}. A confirmation dialog will appear.<br />
| Click {{button|Yes}} to confirm the deletion.<br />
}}<br />
<br />
[[Category:Vehicle Editor|{{SUBPAGENAME}}]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/LFS_Editor/Version_History_(complete)LFS Editor/Version History (complete)2024-01-25T23:42:03Z<p>MandulAA: E6</p>
<hr />
<div>{{Infobox LFS Editor}}<br />
{{see also|Version History (complete)}}<br />
<br />
The complete [[LFS Editor]] version history from it going public, up to the latest patch. <br />
<br />
* Official releases only: [[LFS Editor/Version History]]<br />
<br />
== 0.7E6 ==<br />
''23 Feb, 2024''<br /><br />
<br /><br />
Much faster "reduce detail" function<br /><br />
Command /rtex can be used to reload textures<br /><br />
Editor unlock no longer affects LFS unlocks<br /><br />
(S3 number of unlocks now matches S1/S2)<br />
<br />
== 0.7E5 ==<br />
''30 Jan, 2024''<br /><br />
<br /><br />
Required version:<br /><br />
<br /><br />
Earlier versions can no longer be used for mod uploads<br /><br />
<br /><br />
Vehicles:<br /><br />
<br /><br />
More updates and fixes for some of the official cars<br />
<br />
== 0.7E4 ==<br />
''26 Jan, 2024''<br /><br />
<br /><br />
Rim editor:<br /><br />
<br /><br />
A complete rim profile cross section is now shown<br /><br />
Options for rim guide well offset and reverse mount<br /><br />
Points are a different colour in surface mode<br /><br />
Protection against adding duplicate or opposite surfaces<br /><br />
FIX: + and - buttons did not instantly update the 3D model<br /><br />
<br /><br />
Spoke editor:<br /><br />
<br /><br />
A complete 3D rim profile is now shown<br /><br />
Separate show options for spoke / rim / tyre / guide<br /><br />
It is now possible to rename the first mapping in the list<br /><br />
A "rim" button is shown beside the first mapping (used for rim)<br /><br />
<br /><br />
Misc:<br /><br />
<br /><br />
A new set of vehicles is included with updated dash and wheels<br /><br />
Engine damage and shift light can be enabled in the dash editor<br />
<br />
== 0.7E3 ==<br />
''22 Jan, 2024''<br /><br />
<br /><br />
Modeller cutout screen:<br /><br />
<br /><br />
FIX: Number of materials and material index were wrong for subobjects<br /><br />
- helps when optimising a model for frame rate by texture sharing<br /><br />
<br /><br />
Engine editor:<br /><br />
<br /><br />
Increased maximum value of "Turbo MOI Multiplier" to 2.0<br /><br />
- allows turbo to spool up slower (more turbo lag)<br />
<br />
Rim guide in rim editor and spoke editor:<br />
<br />
Decreased the minimum width of car rim flange (was 12mm, now 11mm)<br />
- this is correct for the 'J' rim profile used on modern road cars<br />
<br />
== 0.7E2 ==<br />
''18 Jan, 2024''<br /><br />
<br /><br />
Spoke and Rim limits:<br /><br />
<br /><br />
New triangle budget of 4240 is shared between Rim and Spoke objects<br /><br />
- rim objects produced in rim editor are convenient for most rims<br /><br />
- each surface of the rim object contains 120 triangles<br /><br />
- some wheels may be built entirely as a spoke object<br /><br />
<br /><br />
Spoke editor:<br /><br />
<br /><br />
A wireframe of the tyre and rim are shown in "wire" view mode<br /><br />
A new 3D rim guide is included, representing a minimum wheel rim<br /><br />
- the shape is similar to the rim flange of a thin steel rim<br /><br />
- alloy rims should exceed the guide as they are thicker<br /><br />
<br /><br />
When exporting for upload:<br /><br />
<br /><br />
Rim and spoke limits are checked when you export the model<br /><br />
Model limits are checked in all configurations<br />
<br />
== 0.7E ==<br />
''17 Dec, 2023''<br /><br />
<br /><br />
General:<br /><br />
<br /><br />
Editor sliders now have both arrows on the right<br /><br />
Improved messages warning of unsaved changes on exit<br /><br />
New icon for LFS_EDITOR.exe includes 256x256 icon image<br /><br />
H button at top left to hide/show message history like H key in game<br /><br />
Left click increments should now always be smaller than right click<br /><br />
- previously this was not consistent between all types of button<br /><br />
- as before, CTRL may do smaller steps, SHIFT may do larger steps<br /><br />
- this change should apply to distance, colour, angle and scale<br /><br />
<br /><br />
Wheel rims and spoke objects:<br /><br />
<br /><br />
Rim can now be fully edited - there are no fixed surfaces<br /><br />
Rim no longer blends seamlessly into the wheels without an edge<br /><br />
Allows more design flexibility for alloy wheels and steel wheels<br /><br />
Removed: edge extra width / lip depth / inner depth / black inner<br /><br />
A simple alloy style edge is automatically added to existing rims<br /><br />
Option to allow separate wheel style (rim/spokes) for front & rear<br /><br />
Tyre vs rim guide in the vehicle editor helps set correct rim width<br /><br />
Rim has 60 segments around instead of 30 (tyres still 30 around)<br /><br />
Rim now gets material properties from first mapping in spoke object<br /><br />
Spoke object can have more than one texture page, including _ALP<br /><br />
- for example a chrome material can now be added as first mapping<br /><br />
- and in that case the rim would also use that chrome material<br /><br />
- no alpha sorting: transparency should only be used for overlays<br /><br />
<br /><br />
Rim editor:<br /><br />
<br /><br />
Guide shows regions that should be covered by rim cross-section<br /><br />
Button "flip x" to swap selected points between left and right<br /><br />
The colour at the bottom of the list can now be deleted<br /><br />
3D view of car visible in rim editor can now be rotated<br /><br />
Can set the size of text buttons and selection blobs<br /><br />
Grid size of 1mm helps with "snap to grid" function<br /><br />
Mouse wheel can be used to zoom in and out quickly<br /><br />
You can now see and enter/copy/paste selected point coordinates<br /><br />
Removed direct drag on point - added diagonal drag handle instead<br /><br />
Snap to grid only works on the relevant drag axes (X, Y or both)<br /><br />
Added CTRL+D (duplicate) and CTRL+N (new point) keys<br /><br />
<br /><br />
Wheel lighting:<br /><br />
<br /><br />
New ambient lighting system for wheels and spokes<br /><br />
The new lighting system replaces the old 'rim shade' option<br /><br />
Separate options for front & rear lighting (open / inside covered)<br /><br />
Update code automatically removes Dx/Ex darker colours from rim<br /><br />
<br /><br />
Spare wheel:<br /><br />
<br /><br />
Option to include a left or right spare wheel (or both if offset)<br /><br />
Option for single spare wheel to swap side when driver swaps side<br /><br />
Option for spare wheels to be based on rear or front wheels<br /><br />
Cars with visible spare + different size wheels a little lighter<br /><br />
- because they are auto set to use front wheel for graphics + mass<br /><br />
Spare wheel heading can now be set (as well as lean)<br /><br />
Spare wheel offset can now be up to 1.25m (like road wheels)<br /><br />
Spare wheel vertical (up or z) position can be set up to 2m<br /><br />
Option to include hub object with any spare wheels<br /><br />
<br /><br />
Moving subobjects:<br /><br />
<br /><br />
Popup headlight system generalised for moving objects with switches<br /><br />
Subobjects can rotate a set angle, slide or spin at a given speed<br /><br />
This can be connected to switched lights / ignition / horn / siren<br /><br />
New test system in vehicle editor "Class / Inputs" tab (top left)<br /><br />
New flip function "with driver" (move across with driver / no flip)<br /><br />
<br /><br />
Bikes:<br /><br />
<br /><br />
Increased maximum value for brakes, suspension stiffness, damping<br /><br />
FIX: Fork tubes misaligned if ride height adjusted in other setups<br /><br />
FIX: Weight distribution was wrong if any trail reduction was set<br /><br />
FIX: Wheel masses not correctly positioned for trail reduction<br /><br />
<br /><br />
Vehicle editor:<br /><br />
<br /><br />
Exit warning only if changes have been made<br /><br />
Various improvements in layout and organisation<br /><br />
Scroll bars added to Lights tab and Textures tab<br /><br />
Undo and redo functions for all editor operations<br /><br />
Tooltips are now available (allows reduced button text)<br /><br />
Engine damage light can be enabled (in Transmission tab)<br /><br />
A new button to show the view from driver's eye position<br /><br />
Spare wheel can now be offset laterally (set RIGHT value)<br /><br />
Maximum value for main body drag increased from 1.0 to 6.0<br /><br />
Unsaved changes warning on clicking the X button to exit LFS<br /><br />
New message on clicking "Animate" if the vehicle has no driver<br /><br />
Question button and tip are shown for unusual FR configurations<br /><br />
Caster angle reduced to 2 decimal places (3 seemed excessive)<br /><br />
Maximum speed for each gear is now visible in the vehicle editor<br /><br />
- you will need to click the '-' button beside reload textures<br /><br />
Max subobjects to be drawn in editor increased to 40 (was 32)<br /><br />
Mod with too many materials cannot be exported to test in LFS<br /><br />
For flashing pit speed limiter light - choose brake or rear fog<br /><br />
Width / ratio / rim width move in bigger steps with right click<br /><br />
Frame position adjustments use expected steps for mouse clicks<br /><br />
CTRL+RMB (copy) SHIFT+RMB (paste) now work with frame point values<br /><br />
Hide the bottom right buttons now hides the whole settings block<br /><br />
Special view no longer includes wheel mass cuboids by default<br /><br />
Error message displayed if a vehicle file cannot be loaded<br /><br />
Maximum number of mesh configurations increased to 8<br /><br />
Specify number of rear passengers (from 1 to 3)<br /><br />
Manually set rear seat width (2 or 3) or offset (1)<br /><br />
A single road wheel can be be offset to the right<br /><br />
Frame tubes can be single sided (not mirrored)<br /><br />
Specify per object (engine, battery, frame, etc) if swaps side<br /><br />
Trail reduction can now be set for any vehicle (not just bikes)<br /><br />
- can also go negative now / recommended value zero for most cars<br /><br />
Minimum steering wheel (or handlebar) turn reduced to 20 degrees<br /><br />
Fog lights can now be used (assign in model / enable in Lights tab)<br /><br />
FIX: Dashboard for electric vehicles was switched off in editor<br /><br />
FIX: A fix for the cover image screenshot when exporting a large mod<br /><br />
FIX: Corrects an audio bug if a bad value is set in LFS sound editor<br /><br />
FIX: Save as SIT / STR name now limited to 7 characters<br /><br />
FIX: Crash if vehicle mod had more than 64 materials<br /><br />
FIX: Spare wheel pitch now expressed in degrees<br /><br />
FIX: Nudging of RPM sliders in engine editor<br /><br />
<br /><br />
Lights:<br /><br />
<br /><br />
Special mapping names l_high (high beam) and l_extra (extra light)<br /><br />
New light colours "side" / "high" (headlights) and "extra" light<br /><br />
- "high" lights are for vehicles with separate high beam lights<br /><br />
- "extra" lights are for unspecified vehicle-specific purposes<br /><br />
If l_side separate there is an option to keep them on with main<br /><br />
If l_side not separate you can choose to share l_head or l_high<br /><br />
Lights now work on subobjects (e.g. bike handlebars)<br /><br />
Multiple mappings per special name e.g. more than one l_head<br /><br />
- a second word is allowed e.g. 'l_head front' / 'l_head top'<br /><br />
- the second word is only to make it clearer for the mod creator<br /><br />
- extra names such as l_sbrk and l_tbrk are no longer needed<br /><br />
- reduced number of special light mapping names from 18 to 12<br /><br />
- mesh configurations are now fully supported by the lights<br /><br />
- e.g. separate mappings like 'l_head stock' and 'l_head sport'<br /><br />
- NOTE: maximum of 4 mappings per special name in a configuration<br /><br />
- NOTE: all mappings in use in a group must share a single texture<br /><br />
<br /><br />
Dashboard editor:<br /><br />
<br /><br />
Speedo:<br /><br />
- set maximum value in km/h (steps of 5)<br /><br />
- option to show units (km/h or mph)<br /><br />
<br /><br />
Tacho:<br /><br />
- set maximum value<br /><br />
- x100 or x1000<br /><br />
- gap 1/2 (x1000) or 5/10 (x100)<br /><br />
- options to show units (x100 or x1000)<br /><br />
<br /><br />
Options on all gauges:<br /><br />
- needle colour = text colour<br /><br />
- needle is long<br /><br />
- needle above pivot<br /><br />
- hide pivot<br /><br />
- hide numbers<br /><br />
- hide symbol (if applicable)<br /><br />
- hide marks<br /><br />
- smaller text<br /><br />
<br /><br />
A new dashboard backing texture system<br /><br />
- only for s_clock and s_clock_white dashboards [restriction removed in D36]<br /><br />
- backing texture appears *behind* needle, numbers, markings<br /><br />
- appears illuminated (self lit) like the default dashboards<br /><br />
- recommended texture size is 512 or 1024 for future-proofing<br /><br />
- load the texture in page mode in the modeller<br /><br />
- click the "fixed" button to mark it as "dash"<br /><br />
- there is a reload button in the dashboard editor<br /><br />
- alpha channel has no effect<br /><br />
<br /><br />
Digital and analog speedo may be used at the same time<br /><br />
Ability to set colours instead of using the system colours<br /><br />
Set background colour without supplying a backing texture<br /><br />
Adjustable black rectangle option if background is not black<br /><br />
Dashboard lights for fog lights and fuel warning are now available<br /><br />
Optional dipped headlight symbol (for new command /light head low)<br /><br />
Support for new dashboard lights / symbols: sidelights and neutral<br /><br />
Option: Show low and high beam icons simultaneously<br /><br />
- (shows icons for lights less than the current light switch)<br /><br />
Option: Show dim icons when not illuminated [default yes]<br /><br />
- (allows you to disable the faint image of icons that are off)<br /><br />
Option: Show dim segments of digital displays [default yes]<br /><br />
- (disable the faint non-illuminated segments of gear / speed)<br /><br />
Editor options: Dash lights off/on / Expand dash texture display<br /><br />
FIX: Dashboard texture can now be updated in a 2D view<br /><br />
<br /><br />
Switches for options previously controlled by Race Class:<br /><br />
<br /><br />
- Pit limiter light (in 'Lights')<br /><br />
- Handbrake / Horn / Starter Motor (in 'Allow')<br /><br />
- Oval suspension arms (in 'Suspension')<br /><br />
- Grooved slicks (in 'Wheel Object')<br /><br />
<br /><br />
Limited sidecar support:<br /><br />
<br /><br />
Lone wheel (e.g. front) can be offset left (in Suspension tab)<br /><br />
- offset wheel to right is currently disabled for compatibility<br /><br />
Pair of wheels (e.g. rear) can be longitudinally staggered<br /><br />
- only the rearmost wheel of a staggered pair is driven<br /><br />
- anti-roll is disabled when the pair is staggered<br /><br />
<br /><br />
Mod Export:<br /><br />
<br /><br />
A new limit of 8192 triangles / 12288 vertices for LOD2<br /><br />
Groups are compressed when exporting for test or upload<br /><br />
A sky reflection (environment map) is included in mod screenshot<br /><br />
<br /><br />
New vehicle:<br /><br />
<br /><br />
Better initial values for engine and fuel tank positions<br /><br />
Light colours are now initialised (all were black except rear fog)<br /><br />
FIX: Editor buttons appeared during dialog in new vehicle screen<br /><br />
<br /><br />
Animation editor:<br /><br />
<br /><br />
Eye view button (beside origin and object buttons)<br /><br />
Keys O (view object) and SHIFT+O (options) now work<br /><br />
FIX: Driver in wireframe mode could be obscured by the vehicle<br /><br />
<br /><br />
Vehicle editor keys:<br /><br />
<br /><br />
CTRL+O: load vehicle / CTRL+N: new vehicle<br /><br />
C: to clear selected point and selected tube<br /><br />
Delete: delete a point or tube (if only one is selected)<br /><br />
<br /><br />
Race classes:<br /><br />
<br /><br />
Max engine size: bike 2.5L, formula 8L, F1 5L, truck/bus/van 16L<br /><br />
Added two new classes: bus (like truck) and prototype (like GT)<br /><br />
<br /><br />
Engine:<br /><br />
<br /><br />
V16 engine is now available<br /><br />
Engine mounting renamed to "Crankshaft axis" to avoid ambiguity<br /><br />
<br /><br />
System:<br /><br />
<br /><br />
If startup fails on selected adapter it tries again using default<br /><br />
- avoids message "No outputs found" after selecting wrong adapter<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Option to keep an empty (rotated) subobject after "merge into main"<br /><br />
- and break off main object into rotated subobject works as expected<br /><br />
- for example the following sequence of operations is now possible:<br /><br />
1) rotate a subobject to convenient orientation for modelling<br /><br />
2) merge into main but keep the empty rotated subobject<br /><br />
3) model and map the subobject in that position<br /><br />
4) break off into the rotated empty subobject<br /><br />
<br /><br />
New buttons to shear (skew) points when CTRL is held in 2D view<br /><br />
Merge subobject dialog: use selected layer / keep existing layers<br /><br />
Improved layer selection (tooltips change when CTRL is pressed)<br /><br />
- in orange/yellow mode: CTRL+RMB sets the selected layer<br /><br />
- tri mode: CTRL+LMB - select all triangles in layer<br /><br />
New button to show subobject's axes (beside "rotate" button)<br /><br />
New flood select function to select all triangles by point sharing<br /><br />
- different from CTRL+SHIFT+LMB (select related triangles by edge)<br /><br />
- ALT+RMB selects all connected triangles regardless of properties<br /><br />
- triangles are considered connected if they share a single point<br /><br />
Message selecting triangle in another subobject uses subobject name<br /><br />
ALT+click on triangle in another subobject to select that subobject<br /><br />
There is now a redo function to go with the undo function<br /><br />
Ability to name subobjects (right click name or description)<br /><br />
Unsaved changes warning on clicking the X button to exit LFS<br /><br />
New dialogs for extrude / lathe / create a circle of points<br /><br />
You can now undo "load main object" (reverts to old object)<br /><br />
New button to select a point by entering the point index<br /><br />
- index of a single selected point or triangle is displayed<br /><br />
Rearranged buttons in tri mode to align well with point mode<br /><br />
Helpful messages about bad normals are now shown at top right<br /><br />
- triangles that are too small or too thin are separately listed<br /><br />
- triangles as small as 1/3 of a millimetre can contribute normals<br /><br />
- click button to find error triangles or points with bad normals<br /><br />
New function "invert" to invert selection (selected - unselected)<br /><br />
Disabled point selection by middle button in build and point modes<br /><br />
Number plate texture s_plate is now visible in modeller 'page' mode<br /><br />
Rotated subobjects can now be correctly merged into the main object<br /><br />
You can now break off triangles from a subobject into a new subobject<br /><br />
Select or deselect multiple triangles by holding down CTRL and LMB<br /><br />
- move the mouse to nearby triangles to keep selecting or deselecting<br /><br />
Aligned "select selection's points" and "select connected triangles"<br /><br />
- these were misaligned in 2D modes if a selection box was visible<br /><br />
- it can be useful to click them repeatedly (much easier if aligned)<br /><br />
You can hide subobjects other than the selected one: show subobs NO<br /><br />
Reflect object function is now available for individual subobjects<br /><br />
Combined clean object buttons into a single button with a dialog<br /><br />
New feature to merge points by distance (distance can be specified)<br /><br />
Mouse control now works below 1cm from the plane (down to 1mm)<br /><br />
Modeller move in list UP/DN: move more with SHIFT or right click<br /><br />
A new style dialog is now used for merge points (ALT+M) options<br /><br />
A point is selected if unambiguous after merge to green or average<br /><br />
A new function "reduce detail" is visible with triangles selected<br /><br />
Map / cutout / page selections are preserved when possible<br /><br />
Undo and redo deal correctly with map / cutout / page modes<br /><br />
Cutout mode works more like map mode and avoids button overlap<br /><br />
Overlay function from page mode is now available in cutout mode<br /><br />
Square buttons in map mode match mapping aspect ratio to cutout<br /><br />
Export plain / shaded / wireframe for any texture (not only skins)<br /><br />
FIX: Map mode showed texture file for skin cutouts as [no texture]<br /><br />
FIX: Points more likely to remain selected after scale or lathe<br /><br />
FIX: Crash on reload textures with no cutout or page selected<br /><br />
FIX: Wireframe view went wrong or crashed on "reload textures"<br /><br />
FIX: Rim disappeared on clicking "reload textures" in spoke edit<br /><br />
FIX: Bottom right screen layout was wrong in 2D views<br /><br />
FIX: Crash when selecting overlay with no texture<br /><br />
<br /><br />
Wheel-related modeller features:<br /><br />
<br /><br />
Set subobject as "hub object" that moves and rotates with a wheel<br /><br />
Spoke mode "export SRE" saves combined spokes as a modeller object<br /><br />
Spoke mode "import SRE" function to load modeller object as a spoke<br /><br />
<br /><br />
Modeller hotkeys / shortcuts:<br /><br />
<br /><br />
Keys to select modes: numbers 1 to 8<br /><br />
<br /><br />
CTRL+O: load main object<br /><br />
<br /><br />
Keys for subob, point, tri, map, cutout, page modes:<br /><br />
CTRL+D: duplicate<br /><br />
CTRL+N: new<br /><br />
DELETE: delete<br /><br />
<br /><br />
H: hide selected (points or triangles)<br /><br />
SHIFT+H: hide unselected<br /><br />
ALT+H: unhide all<br /><br />
<br /><br />
E: extrude selected points (with trace enabled in point mode)<br /><br />
S: select selection's points / select connected triangles<br /><br />
SHIFT+M / SHIFT+S - show main / show subobs<br /><br />
CTRL+F: flip selected triangles (in tri mode)<br /><br />
CTRL+F: flip connected triangles (in point mode)<br /><br />
CTRL+I: invert selection (points or triangles)<br /><br />
ALT+M: Merge points (previously known as Fuse points)<br />
<br />
== 0.7D64 ==<br />
''16 Dec, 2023''<br /><br />
<br /><br />
FIX: Subobject transparency was not visible in special draw mode<br />
<br />
== 0.7D63 ==<br />
''16 Dec, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
<br /><br />
New switch options for rotator and slider: signal / light switch<br /><br />
New flip function "with driver" (move across with driver / no flip)<br /><br />
Spinner objects now stop nicely at the default position<br />
<br />
== 0.7D61 ==<br />
''15 Dec, 2023''<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Message selecting triangle in another subobject uses subobject name<br /><br />
ALT+click on triangle in another subobject to select that subobject<br /><br />
FIX: Spoke editor duplicate and delete buttons in texture page mode<br /><br />
<br /><br />
Rim editor:<br /><br />
<br /><br />
Added CTRL+D (duplicate) and CTRL+N (new point) keys<br />
<br />
== 0.7D60 ==<br />
''14 Dec, 2023''<br /><br />
<br /><br />
Graphics:<br /><br />
<br /><br />
Support for stretched tyres (when rim is wider than ideal)<br /><br />
<br /><br />
Rim editor:<br /><br />
<br /><br />
You can now see and type / copy / paste selected point coordinates<br /><br />
Removed direct drag on point and added diagonal drag handle instead<br /><br />
Snap to grid only works on the relevant drag axes (X, Y or both)<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
New button to show subobject's axes (beside "rotate" button)<br />
<br />
== 0.7D59 ==<br />
''13 Dec, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
<br /><br />
Selected suspension point can (again) be adjusted in SHIFT+L view<br /><br />
Subobject indicators left / right now relative to whole vehicle<br /><br />
FIX: Passengers were not updated when selecting a different setup<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
New flood select function to select all triangles by point sharing<br /><br />
- different from CTRL+SHIFT+LMB (select related triangles by edge)<br /><br />
- ALT+RMB selects all connected triangles regardless of properties<br /><br />
- triangles are considered connected if they share a single point<br /><br />
FIX: Keep merged subobject feature was controlled by wrong option<br />
<br />
== 0.7D58 ==<br />
''12 Dec, 2023''<br /><br />
<br /><br />
Moving subobjects:<br /><br />
<br /><br />
Popup headlight system generalised for moving objects with switches<br /><br />
Subobjects can rotate a set angle, slide or spin at a given speed<br /><br />
This can be connected to switched lights / ignition / horn / siren<br /><br />
New test system in vehicle editor "Class / Inputs" tab (top left)<br />
<br />
== 0.7D56 ==<br />
''10 Dec, 2023''<br /><br />
<br /><br />
Skin mappings that move with driver side swaps no longer avoid flip<br /><br />
Transparency now works correctly with popup headlight objects<br /><br />
Popup headlights now support flip function<br />
<br />
== 0.7D54 ==<br />
''9 Dec, 2023''<br /><br />
<br /><br />
Lights tab in Vehicle Editor:<br /><br />
<br /><br />
FIX: Subobject lights did not visibly update in editor when adjusted<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Merge subobject dialog : use selected layer / keep existing layers<br /><br />
Improved layer selection (tooltips change when CTRL is pressed)<br /><br />
- in orange/yellow mode : CTRL+RMB sets the selected layer<br /><br />
- tri mode : CTRL+LMB - select all triangles in layer<br /><br />
<br /><br />
Modeller hotkeys / shortcuts:<br /><br />
<br /><br />
Keys to select modes changed to numbers 1 to 8 (without SHIFT)<br /><br />
SHIFT+M / SHIFT+S - show main / show subobs<br />
<br />
== 0.7D53 ==<br />
''8 Dec, 2023''<br /><br />
<br /><br />
Lights:<br /><br />
<br /><br />
Lights now work on subobjects (e.g. bike handlebars)<br /><br />
New object type "Popup headlight"<br /><br />
- set axis, angle and time of rotation in modeller<br /><br />
- test using slider bar in vehicle editor Lights tab<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Option to keep an empty (rotated) subobject after "merge into main"<br /><br />
- and break off main object into rotated subobject works as expected<br /><br />
- for example the following sequence of operations is now possible:<br /><br />
1) rotate a subobject to convenient orientation for modelling<br /><br />
2) merge into main but keep the empty rotated subobject<br /><br />
3) model and map the subobject in that position<br /><br />
4) break off into the rotated empty subobject<br />
<br />
== 0.7D52 ==<br />
''4 Dec, 2023''<br /><br />
<br /><br />
Wheel object visibility:<br /><br />
<br /><br />
No change in editor but game now matches the editor<br /><br />
- "inside covered" or "open wheel" only affect logo and lighting<br /><br />
- visibility of brake disc and spoke object is no longer affected<br /><br />
<br /><br />
Rim and spoke objects:<br /><br />
<br /><br />
Rim now gets material properties from first mapping in spoke object<br /><br />
Spoke object can have more than one texture page, including _ALP<br /><br />
- for example a chrome material can now be added as first mapping<br /><br />
- and in that case the rim would also use that chrome material<br /><br />
- no alpha sorting: transparency should only be used for overlays<br /><br />
<br /><br />
Lights:<br /><br />
<br /><br />
Multiple mappings per special name e.g. more than one l_head<br /><br />
- a second word is allowed e.g. 'l_head front' / 'l_head top'<br /><br />
- the second word is only to make it clearer for the mod creator<br /><br />
- extra names such as l_sbrk and l_tbrk are no longer needed<br /><br />
- reduced number of special light mapping names from 18 to 12<br /><br />
- mesh configurations are now fully supported by the lights<br /><br />
- e.g. separate mappings like 'l_head stock' and 'l_head sport'<br /><br />
- NOTE: maximum of 4 mappings per special name in a configuration<br /><br />
- NOTE: all mappings in use in a group must share a single texture<br /><br />
<br /><br />
Dashboard:<br /><br />
<br /><br />
Option: Show low and high beam icons simultaneously<br /><br />
- (shows icons for lights less than the current light switch)<br /><br />
Option: Show dim icons when not illuminated [default yes]<br /><br />
- (allows you to disable the faint image of icons that are off)<br /><br />
Option: Show dim segments of digital displays [default yes]<br /><br />
- (disable the faint non-illuminated segments of gear / speed)<br /><br />
Editor options: Dash lights off/on / Expand dash texture display<br />
<br />
== 0.7D51 ==<br />
''27 Nov, 2023''<br /><br />
<br /><br />
Dashboard:<br /><br />
<br /><br />
Support for new dashboard lights / symbols: sidelights and neutral<br /><br />
<br /><br />
Rim editor:<br /><br />
<br /><br />
Mouse wheel can be used to zoom in and out quickly<br />
<br />
== 0.7D50 ==<br />
''25 Nov, 2023''<br /><br />
<br /><br />
Interface:<br /><br />
<br /><br />
New icon for LFS_EDITOR.exe includes 256x256 icon image<br /><br />
Improved messages warning of unsaved changes on exit<br /><br />
<br /><br />
Wheel rims:<br /><br />
<br /><br />
Rim can now be fully edited - there are no fixed surfaces<br /><br />
Rim no longer blends seamlessly into the wheels without an edge<br /><br />
Allows more design flexibility for alloy wheels and steel wheels<br /><br />
Removed: edge extra width / lip depth / inner depth / black inner<br /><br />
A simple alloy style edge is automatically added to existing rims<br /><br />
Option to allow separate wheel style (rim/spokes) for front & rear<br /><br />
Tyre vs rim guide in the vehicle editor helps set correct rim width<br /><br />
Rim has 60 segments around instead of 30 (tyres still 30 around)<br /><br />
<br /><br />
Rim editor:<br /><br />
<br /><br />
Guide shows regions that should be covered by rim cross-section<br /><br />
Button "flip x" to swap selected points between left and right<br /><br />
The colour at the bottom of the list can now be deleted<br /><br />
3D view of car visible in rim editor can now be rotated<br /><br />
Can set the size of text buttons and selection blobs<br /><br />
Grid size of 1mm helps with "snap to grid" function<br /><br />
<br /><br />
Wheel lighting:<br /><br />
<br /><br />
New ambient lighting system for wheels and spokes<br /><br />
The new lighting system replaces the old 'rim shade' option<br /><br />
Separate options for front & rear lighting (open / inside covered)<br /><br />
Update code automatically removes Dx/Ex darker colours from rim<br /><br />
<br /><br />
Spare wheel:<br /><br />
<br /><br />
Option to include a left or right spare wheel (or both if offset)<br /><br />
Option for single spare wheel to swap side when driver swaps side<br /><br />
Option for spare wheels to be based on rear or front wheels<br /><br />
Cars with visible spare + different size wheels a little lighter<br /><br />
- because they are auto set to use front wheel for graphics + mass<br /><br />
Spare wheel heading can now be set (as well as lean)<br /><br />
Spare wheel offset can now be up to 1.25m (like road wheels)<br /><br />
Spare wheel vertical (up or z) position can be set up to 2m<br /><br />
Option to include hub object with any spare wheels<br /><br />
<br /><br />
Vehicle editor:<br /><br />
<br /><br />
Scroll bars added to Lights tab and Textures tab<br /><br />
Engine mounting renamed to "Crankshaft axis" to avoid ambiguity<br /><br />
<br /><br />
Bikes:<br /><br />
<br /><br />
Increased maximum value for brakes, suspension stiffness, damping<br /><br />
FIX: Fork tubes misaligned if ride height adjusted in other setups<br /><br />
FIX: Weight distribution was wrong if any trail reduction was set<br /><br />
FIX: Wheel masses not correctly positioned for trail reduction<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
New buttons to shear (skew) points when CTRL is held in 2D view<br /><br />
<br /><br />
Other incompatible updates:<br /><br />
<br /><br />
Specify number of rear passengers (from 1 to 3)<br /><br />
Manually set rear seat width (2 or 3) or offset (1)<br /><br />
Max mesh configurations increased to 8<br /><br />
A single road wheel can be be offset to the right<br /><br />
Frame tubes can be single sided (not mirrored)<br /><br />
Specify per object (engine, battery, frame, etc) if swaps side<br /><br />
Trail reduction can now be set for any vehicle (not just bikes)<br /><br />
- can also go negative now / recommended value zero for most cars<br /><br />
Minimum steering wheel (or handlebar) turn reduced to 20 degrees<br /><br />
Fog lights can now be used (assign in model / enable in Lights tab)<br /><br />
<br /><br />
Dashboard:<br /><br />
<br /><br />
Dashboard lights for fog lights and fuel warning are now available<br /><br />
Optional dipped headlight symbol (for new command /light head dip)<br /><br />
<br /><br />
Lights:<br /><br />
<br /><br />
Special mapping names l_full (full beam) and l_extra (extra light)<br /><br />
New light colours "side" / "full" (headlights) and "extra" light<br /><br />
- "full" lights are for vehicles with separate full beam lights<br /><br />
- "extra" lights are for unspecified vehicle-specific purposes<br /><br />
/light head side - switches on side lights<br /><br />
/light head dip - switches on dipped headlights<br /><br />
/light head full - switches on full beam headlights<br /><br />
If l_side separate there is an option to keep them on with main<br /><br />
If l_side not separate you can choose to share l_head or l_full<br /><br />
<br /><br />
Race classes:<br /><br />
<br /><br />
Max engine size: bike 2.5L, formula 8L, F1 5L, truck/bus/van 16L<br /><br />
Added two new classes: bus (like truck) and prototype (like GT)<br /><br />
<br /><br />
Engine:<br /><br />
<br /><br />
V16 engine is now available<br /><br />
<br /><br />
System:<br /><br />
<br /><br />
If startup fails on selected adapter it tries again using default<br /><br />
- avoids message "No outputs found" after selecting wrong adapter<br />
<br />
== 0.7D40 ==<br />
''10 Jul, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
<br /><br />
Hub object custom colours now appear in the list of wheel colours<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Reflect object function is now available for individual subobjects<br /><br />
Combined clean object buttons into a single button with a dialog<br /><br />
Spoke mode "export SRE" saves combined spokes as a modeller object<br /><br />
Spoke mode "import SRE" function to load modeller object as a spoke<br />
<br />
== 0.7D39 ==<br />
''7 Jul, 2023''<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Set subobject as "hub object" that moves and rotates with a wheel<br /><br />
- note that LFS must be updated to D32 or the object does not move<br /><br />
<br /><br />
Misc:<br /><br />
<br /><br />
FIX: Small camera movement on releasing LMB after 2-button rotation<br />
<br />
== 0.7D38 ==<br />
''3 Jul, 2023''<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Export plain / shaded / wireframe for any texture (not only skins)<br /><br />
FIX: Merge subobjects, mappings wrong if subobject had pitch / roll<br /><br />
FIX: Map mode showed texture file for skin cutouts as [no texture]<br /><br />
<br /><br />
Misc:<br /><br />
<br /><br />
FIX: Alpha number plate texture went wrong if more than one on page<br /><br />
FIX: Modeller - reload textures - vehicle editor: 2 plates on page<br />
<br />
== 0.7D37 ==<br />
''24 Jun, 2023''<br /><br />
<br /><br />
Dashboards:<br /><br />
<br /><br />
Ability to set colours instead of using the system colours<br /><br />
Set background colour without supplying a backing texture<br /><br />
Adjustable black rectangle option if background is not black<br /><br />
<br /><br />
Road clocks:<br /><br />
<br /><br />
Digital and analog speedo may be used at the same time<br /><br />
<br /><br />
Formula clocks:<br /><br />
<br /><br />
Option to switch off numbers on the tacho display<br /><br />
Option to use a larger step on the tacho display<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Crash on undo/redo of subobjects in mapping/cutout/page modes<br /><br />
Message: The backing texture will appear in subobjects but must be set in the main object<br />
<br />
== 0.7D36 ==<br />
''21 Jun, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
<br /><br />
Backing texture can now be used with all types of clock texture<br /><br />
Text colour and opacity can be set on the s_clock_formula clocks<br /><br />
FIX: Vehicle lost 'saved' status exiting modeller with no changes<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Message if user attempts to set backing texture on subobject<br /><br />
Texture page marked as dash is shown green (if not used by model)<br /><br />
FIX: Model lost 'saved' status if cutout or mapping drag cancelled<br />
<br />
== 0.7D35 ==<br />
''19 Jun, 2023''<br /><br />
<br /><br />
A new dashboard backing texture system<br /><br />
- only for s_clock and s_clock_white dashboards<br /><br />
- backing texture appears *behind* needle, numbers, markings<br /><br />
- appears illuminated (self lit) like the default dashboards<br /><br />
- recommended texture size is 512 or 1024 for future-proofing<br /><br />
- load the texture in page mode in the modeller<br /><br />
- click the "fixed" button to mark it as "dash"<br /><br />
- there is a reload button in the dashboard editor<br /><br />
- alpha channel has no effect<br />
<br />
== 0.7D34 ==<br />
''16 Jun, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
<br /><br />
Engine damage light can be enabled (in Transmission tab)<br /><br />
Maximum value for main body drag increased from 1.0 to 6.0<br /><br />
Some tooltips added and descriptions adjusted in Aerodynamics tab<br /><br />
Estimated max speed (in Aerodynamics) shows speed in mph or km/h<br /><br />
FIX: Dashboard for electric vehicles was switched off in editor<br /><br />
<br /><br />
Dashboard editor:<br /><br />
<br /><br />
Speedo:<br /><br />
- set maximum value in km/h (steps of 5)<br /><br />
- option to show units (km/h or mph)<br />
<br /><br />
Tacho:<br /><br />
- set maximum value<br /><br />
- x100 or x1000<br /><br />
- gap 1/2 (x1000) or 5/10 (x100)<br /><br />
- options to show units (x100 or x1000)<br />
<br /><br />
Options on all gauges:<br /><br />
- needle colour = text colour<br /><br />
- needle is long<br /><br />
- needle above pivot<br /><br />
- hide pivot<br /><br />
- hide numbers<br /><br />
- hide symbol (if applicable)<br /><br />
- hide marks<br /><br />
- smaller text<br />
<br />
== 0.7D33 ==<br />
''10 Jun, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
<br /><br />
A sky reflection (environment map) is included in mod screenshot<br /><br />
Undo "edit model" is removed if no changes were made in modeller<br /><br />
More tooltips in Allow, Light Colours and Object Positions tabs<br /><br />
Unsaved changes warning on clicking the X button to exit LFS<br /><br />
<br /><br />
Modeller:<br /><br />
<br /><br />
Unsaved changes warning on clicking the X button to exit LFS<br />
<br />
== 0.7D32 ==<br />
''8 Jun, 2023''<br /><br />
<br /><br />
D32 fixes a crash in D31 when enabling overlay in cutout mode with no texture.<br />
<br />
== 0.7D31 ==<br />
''7 Jun, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
A redo function to go with the new undo function<br /><br />
<br />
Modeller:<br /><br />
There is now a redo function to go with the undo function<br /><br />
Map / cutout / page selections are preserved when possible<br /><br />
Undo and redo deal correctly with map / cutout / page modes<br /><br />
Cutout mode works more like map mode and avoids button overlap<br /><br />
Overlay function from page mode is now available in cutout mode<br /><br />
Square buttons in map mode match mapping aspect ratio to cutout<br />
<br />
== 0.7D30 ==<br />
''29 May, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
Undo function for all editor operations<br /><br />
Exit warning only if changes have been made<br /><br />
C key to clear selected point and selected tube<br /><br />
Delete key deletes a point or tube (if only one is selected)<br /><br />
CTRL+RMB (copy) SHIFT+RMB (paste) now work with frame point values<br /><br />
Hide the bottom right buttons now hides the whole settings block<br /><br />
Rim modifiers moved to top right in rim editor avoiding overlap<br /><br />
Special view no longer includes wheel mass cuboids by default<br /><br />
Error message displayed if a vehicle file cannot be loaded<br />
<br />
Modeller:<br /><br />
FIX: Bottom right screen layout was wrong in 2D views<br />
<br />
Animation editor:<br /><br />
FIX: Driver in wireframe mode could be obscured by the vehicle<br />
<br />
== 0.7D29 ==<br />
''?? May, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
Included whole words "load" and "save" for setups and colours<br /><br />
New message on clicking "Animate" if the vehicle has no driver<br /><br />
Tooltips added to Steering tab and some in Object Positions tab<br /><br />
Question button and tip are shown for unusual FR configurations<br /><br />
Caster angle reduced to 2 decimal places (3 seemed excessive)<br />
<br />
New vehicle:<br /><br />
Better initial values for engine and fuel tank positions<br /><br />
Light colours are now initialised (all were black except rear fog)<br /><br />
FIX: Editor buttons appeared during dialog in new vehicle screen<br />
<br />
Animation editor:<br /><br />
Eye view button (beside origin and object buttons)<br />
<br />
== 0.7D28 ==<br />
''23 May, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
Various improvements in layout and organisation<br /><br />
Tooltips are now available (allows reduced button text)<br /><br />
A new button to show the view from driver's eye position<br /><br />
Editor sliders now have both arrows on the right<br /><br />
FIX: Spare wheel pitch now expressed in degrees<br /><br />
FIX: Nudging of RPM sliders in engine editor<br />
<br />
== 0.7D27 ==<br />
''18 May, 2023''<br /><br />
<br /><br />
FIX: Position of screen buttons during 2D rotate or scale (D26 bug)<br />
<br />
== 0.7D26 ==<br />
''17 May, 2023''<br /><br />
<br /><br />
Mod Export:<br /><br />
A new limit of 8192 triangles / 12288 vertices for LOD2<br /><br />
Groups are compressed when exporting for test or upload<br /><br />
<br />
Modeller:<br /><br />
A new function "reduce detail" is visible with triangles selected<br /><br />
A point is selected if unambiguous after merge to green or average<br />
<br />
== 0.7D25 ==<br />
''13 May, 2023''<br /><br />
<br /><br />
Modeller:<br /><br />
A new style dialog is now used for merge points (ALT+M) options<br /><br />
FIX: Points more likely to remain selected after scale or lathe<br /><br />
<br />
Vehicle editor:<br /><br />
For flashing pit speed limiter light - choose brake or rear fog<br /><br />
Width / ratio / rim width move in bigger steps with right click<br /><br />
Frame position adjustments use expected steps for mouse clicks<br />
<br />
Limited sidecar support:<br /><br />
Lone wheel (e.g. front) can be offset left (in Suspension tab)<br /><br />
- offset wheel to right is currently disabled for compatibility<br /><br />
Pair of wheels (e.g. rear) can be longitudinally staggered<br /><br />
- only the rearmost wheel of a staggered pair is driven<br /><br />
- anti-roll is disabled when the pair is staggered<br />
<br />
NOTE: You also need LFS test patch D25 for:<br /><br />
- one-wheel-drive sidecars<br /><br />
- pit speed limiter flashing light using fog light<br />
<br />
== 0.7D24 ==<br />
''9 May, 2023''<br /><br />
<br /><br />
Switches for various options previously controlled by Race Class<br /><br />
- Indicators / Headlights / Pit limiter light (in 'Light Colours')<br /><br />
- Handbrake / Horn / Starter Motor (in 'Allow')<br /><br />
- Oval suspension arms (in 'Suspension')<br /><br />
- Grooved slicks (in 'Wheel Object')<br /><br />
Modeller move in list UP/DN: move more with SHIFT or right click<br />
<br />
== 0.7D23 ==<br />
''3 May, 2023''<br /><br />
<br /><br />
FIX: More specific fix for issue with sharing for development<br />
<br />
== 0.7D22 ==<br />
''3 May, 2023''<br /><br />
<br /><br />
FIX: Subobject names were not saved when sharing for development<br /><br />
New dialogs for extrude / lathe / create a circle of points<br />
<br />
== 0.7D21 ==<br />
''23 Apr, 2023''<br /><br />
<br /><br />
FIX: Editor ray check did not work on selected subobject if show subobs NO<br /><br />
Info about triangle / point errors is not repeated for mirrored subobjects<br />
<br />
== 0.7D20 ==<br />
''20 Apr, 2023''<br /><br />
<br /><br />
ESC or SHIFT+X from Modeller do not give warning of changes if entered from Vehicle Editor<br /><br />
You can hide subobjects other than the selected one: show subobs NO (with subobject selected)<br />
<br />
== 0.7D19 ==<br />
''5 Apr, 2023''<br /><br />
<br /><br />
Hotkey for "hide/unhide (un)selected" changed from X to H (like blender)<br /><br />
- small H button at top left to hide/show message history (old H function)<br /><br />
<br />
Left click increments should now always be smaller than right click<br /><br />
- previously this was not consistent for all types of buttons<br /><br />
- as before, CTRL may do smaller steps, SHIFT may do larger steps<br /><br />
- this change should apply to distance, colour, angle and scale<br /><br />
<br />
Find button for error triangles or points now selects all as expected<br /><br />
- previously only selected the first point or triangle in the list<br />
<br />
== 0.7D18 ==<br />
''2 Apr, 2023''<br /><br />
<br /><br />
New function "invert" to invert selection (selected - unselected)<br /><br />
Point merge options now on one line and includes distance merge<br />
<br />
Improved merge by distance to update every second if merge is long<br /><br />
- you can watch the progress and stop at any time by pressing ESC<br />
<br />
Improved handling of bad normals and some of the reasons for them<br /><br />
- triangles that are too small or too thin are separately listed<br /><br />
- triangles as small as 1/3 of a millimetre can contribute normals<br />
<br />
== 0.7D17 ==<br />
''30 Mar, 2023''<br /><br />
<br /><br />
New 'find' buttons to select error triangles or bad normals<br /><br />
New button to select a point by entering the point index<br /><br />
Index of a single selected point or triangle is displayed<br /><br />
Rearranged buttons in tri mode to line up with point mode<br />
<br />
== 0.7D16 ==<br />
''29 Mar, 2023''<br /><br />
<br /><br />
Vehicle editor:<br /><br />
Spare wheel can now be offset laterally (set RIGHT value)<br /><br />
FIX: Save as SIT / STR name now limited to 7 characters<br /><br />
FIX: Dashboard texture can now be updated in a 2D view<br /><br />
<br /><br />
Modeller:<br /><br />
Removed message spam about bad normals - instead a report is displayed at the top right in the modeller. This feature is not yet finished as I would like to add a button to help by selecting one of the offending points or triangles.<br />
<br />
== 0.7D15 ==<br />
''27 Mar, 2023''<br /><br />
<br /><br />
Modeller:<br /><br />
Ability to name subobjects (right click name or description)<br /><br />
You can now undo "load main object" (reverts to old object)<br /><br />
<br /><br />
Vehicle editor:<br /><br />
FIX: Crash if vehicle mod had more than 64 materials<br /><br />
Mod with too many materials cannot be exported to test in LFS<br />
<br />
== 0.7D14 ==<br />
''19 Mar, 2023''<br /><br />
<br /><br />
Modeller:<br /><br />
CTRL+O: load main object<br /><br />
ALT+M: Merge points (previously known as Fuse points)<br /><br />
New feature to merge points by distance (in ALT+M dialog)<br /><br />
FIX: Crash on reload textures in map mode / wireframe view<br /><br />
<br /><br />
Vehicle editor:<br /><br />
CTRL+O: load vehicle (was CTRL+L in D13)<br />
<br />
== 0.7D13 ==<br />
''28 Feb, 2023''<br /><br />
<br /><br />
Modeller:<br /><br />
E: extrude selected points (with trace enabled in point mode)<br /><br />
CTRL+F: flip selected triangles (in tri mode)<br /><br />
CTRL+F: flip connected triangles (in point mode)<br /><br />
Single click (no confirm) in "Select type of extrusion" dialog<br /><br />
Mouse control now works below 1cm from the plane (down to 1mm)<br /><br />
FIX: Crash on reload textures with no cutout or page selected<br />
<br />
Vehicle editor:<br /><br />
CTRL+L: load<br /><br />
CTRL+N: new<br />
<br />
== 0.7D12 ==<br />
''14 Feb, 2023''<br /><br />
<br /><br />
CTRL+N (new) CTRL+D (duplicate) and DELETE added to more editor modes<br /><br />
- now working in subob, point, tri, map, cutout, page modes<br /><br />
<br />
Editor mode selection:<br /><br />
SHIFT+S: subob<br /><br />
SHIFT+T: tri<br /><br />
SHIFT+P: point<br /><br />
SHIFT+B: build<br /><br />
SHIFT+M: map<br /><br />
SHIFT+C: cutout<br /><br />
SHIFT+G: page<br /><br />
SHIFT+V: view<br />
<br />
S: select selection's points / select connected triangles<br /><br />
X: hide selected (points or triangles)<br /><br />
SHIFT+X: hide unselected<br /><br />
ALT+X: unhide all<br />
<br />
== 0.7D11 ==<br />
''12 Feb, 2023''<br /><br />
<br /><br />
CTRL+N: create new point at object centre<br /><br />
FIX: Editor crashed on creating a new car<br />
<br />
== 0.7D10 ==<br />
''11 Feb, 2023''<br /><br />
<br /><br />
CTRL+D: duplicate triangles or points in tri or point modes<br /><br />
SHIFT+P: select selection's points / select connected triangles [changes to S in D12]<br /><br />
Disabled point selection by middle button in build and point modes<br /><br />
FIX: Values in default setups are corrected as needed for mod upload<br />
<br />
== 0.7D9 ==<br />
''9 Feb, 2023''<br /><br />
<br /><br />
FIX for crash when exporting from D8<br />
<br />
== 0.7D8 ==<br />
''9 Feb, 2023''<br /><br />
<br /><br />
Number plate texture s_plate is now visible in modeller 'page' mode<br /><br />
Rotated subobjects can now be correctly merged into the main object<br /><br />
<br />
You can now break off triangles from a subobject into a new subobject<br /><br />
> LFS Modeller Suggestions / VladM<br /><br />
https://www.lfs.net/forum/post/1990727#post1990727<br /><br />
<br />
Select or deselect multiple triangles by holding down CTRL and LMB<br /><br />
- move the mouse to nearby triangles to keep selecting or deselecting<br /><br />
> LFS Modeller Suggestions / Facu23<br /><br />
https://www.lfs.net/forum/post/2028348#post2028348<br /><br />
<br />
Maximum speed for each gear is now visible in the vehicle editor<br /><br />
- you will need to click the '-' button beside reload textures<br /><br />
> Test Patch D4 / BeNoM<br /><br />
https://www.lfs.net/forum/post/2035110#post2035110<br /><br />
<br />
Max subobjects to be drawn in editor increased to 40 (was 32)<br /><br />
> Mods System Bug Reports / Evolution_R<br /><br />
https://www.lfs.net/forum/post/1995159#post1995159<br /><br />
<br />
Aligned "select selection's points" and "select connected triangles"<br /><br />
- these were misaligned in 2D modes if a selection box was visible<br /><br />
- it can be useful to click them repeatedly - much easier if aligned<br /><br />
- select box and deselect box buttons were moved up in point mode<br /><br />
<br />
FIX: Wireframe view went wrong or crashed on "reload textures"<br /><br />
> Mods System Bug Reports / iiiiil<br /><br />
https://www.lfs.net/forum/post/2020888#post2020888<br /><br />
<br />
FIX: Rim disappeared if you clicked "reload textures" in spoke edit<br />
<br />
== 0.7C3 ==<br />
''Sep 2, 2022''<br /><br />
<br /><br />
A fix for a cover image bug introduced in the C2 version (cars appeared too small)<br />
<br />
== 0.7C2 ==<br />
''Aug 27, 2022''<br /><br />
<br /><br />
A fix for the cover image screenshot produced when exporting a large mod<br /><br />
Corrects an audio bug if a bad value is set in the LFS engine sound editor<br />
<br />
== 0.7C ==<br />
''Apr 8, 2022''<br /><br />
<br /><br />
-<br />
<br />
== 0.7B12 ==<br />
''Apr 8, 2022''<br /><br />
<br /><br />
-<br />
<br />
== 0.7B5 ==<br />
''Mar 18, 2022''<br /><br />
<br /><br />
You can use the mouse to click where you want to type in dialog<br />
<br />
== 0.7B4 ==<br />
''Mar 15, 2022''<br /><br />
<br /><br />
New selected text system:<br /><br />
If text dialog is initialised the text is shown as selected<br /><br />
Selected text will be replaced by the next character entered<br /><br />
Use left/right arrow or home/end if you want to edit the text<br /><br />
Right click slider initialises dialog with the current value<br /><br />
Use CTRL+A to select all text in the dialog (e.g. to delete)<br /><br />
NOTE: There is no partial selection - it's all or nothing<br />
<br /><br />
Modeller:<br /><br />
Triangles that span two cutouts are detected - message shows index<br /><br />
New button in tri mode "index" - select triangle by entering index<br /><br />
Faster generation of wireframe when you click the 'wire' button<br /><br />
FIX: Error "It doesn't matter what image is on the selected skin"<br /><br />
FIX: OBJ file import can now handle infinite or nan vertex values<br />
<br /><br />
Vehicle editor:<br /><br />
FIX: Engine sound names are now limited to ASCII character set<br /><br />
FIX: Animation names now limited to ASCII and the correct length<br /><br />
FIX: Confusing message when texture limit was slightly exceeded<br />
<br />
== 0.7A2 ==<br />
''Jan 8, 2022''<br /><br />
<br /><br />
Steering wheel (ONE WAY) minimum value reduced to 30 degrees<br /><br />
Added a check for unexpected selections when selecting a subobject<br /><br />
Checks and warnings on some values for bikes in Steering/Driver tab<br /><br />
FIX: You could not type in the "Steer" value in Steering/Driver tab<br /><br />
FIX: Bug in freehand scaling or rotating points in editor 2D view<br />
<br />
== 0.6W60 ==<br />
''Dec 15, 2021''<br /><br />
<br /><br />
Zero / negative values now accepted for 'scale' and 'set distance'<br />
<br />
== 0.6W59 ==<br />
''Dec 13, 2021''<br /><br />
<br /><br />
New function to subdivide the selected triangles<br /><br />
- use this function with care as it can create unshared edges<br /><br />
New function to set distance of selected points from green point<br /><br />
Included RB4 with reverted default setup + 10mm shorter wheelbase<br /><br />
Maximum aspect ratio of a tyre increased to 90 (was 80)<br /><br />
On selecting all points or tris the last selected is preserved<br /><br />
- e.g. select a point then press CTRL+A - same green point<br /><br />
New function 'scale from green' in 3D view to scale in 3D<br /><br />
- this was available only in 2D views before<br /><br />
H/V buttons beside 'scale' in 2D views for horiz/vertical scaling<br /><br />
- you can also right click the S/arrow buttons when you hold CTRL<br /><br />
FIX: Scale selected points in 2D views other than main axis views<br /><br />
- for both cases: CTRL+click the S/arrow buttons or type in scale<br /><br />
FIX: Crash in animation editor after clicking reload textures<br />
<br />
== 0.6W56 ==<br />
''Dec 9, 2021''<br /><br />
<br /><br />
More detailed RB4 included<br />
<br />
== 0.6W55 ==<br />
''Dec 8, 2021''<br /><br />
<br /><br />
New buttons to create skin templates in 'page' mode:<br /><br />
- create shaded skin texture<br /><br />
- black and white skin texture<br /><br />
- white background wireframe<br /><br />
- black background wireframe<br /><br />
<br /><br />
Number of points and triangles per spoke object now depends on the<br /><br />
number of spokes - maximum for all spokes of a wheel is now 1600<br /><br />
<br /><br />
FIX: Mouse direction (for selecting triangles, etc) was calculated<br /><br />
wrongly if aspect ratio of visible area was wider than 16:9<br />
<br />
== 0.6W54 ==<br />
''Dec 4, 2021''<br /><br />
<br /><br />
Support for single spoke objects<br /><br />
- Can load an OBJ file as a spoke object<br /><br />
- Automatically sets to 1 spoke in that case<br /><br />
FIX: Crash when deleting the second-last surface of a rim<br />
<br />
== 0.6W51 ==<br />
''Nov 30, 2021''<br /><br />
<br /><br />
Increased maximum size of fuel tank to 600 litres<br /><br />
Object positions 'forward' value can now be set from -6m to +6m<br /><br />
Increased tyre section width to 600mm and rim width to 23 inches<br /><br />
Delete / merge subobject now preserves order of other subobjects<br /><br />
Enter new value for X/Y/Z - text entry initialised to current value<br /><br />
Front torque split setting now shown on the left below centre diff<br /><br />
FIX: Front torque split overlapped final drive ratio with 7 speeds<br /><br />
FIX: Load / save vehicle frame now uses data\frame folder (not frm)<br /><br />
FIX: Texture names were not always the same each time mod exported<br /><br />
FIX: Skin texture set in "page" screen vanished on reload textures<br /><br />
FIX: Editor display of "del" button for selected colour was wrong<br /><br />
FIX: Crash related to different materials on a mapping's cutouts<br /><br />
FIX: Badly adjusted bike screenshots as handlebars were ignored<br /><br />
FIX: Editor allowed the last remaining mapping to be deleted<br /><br />
FIX: Crash after loading an object with no mappings at all<br /><br />
FIX: Crash when setting Max Drag to a value near zero<br />
<br />
== 0.6W45 ==<br />
''Nov 12, 2021''<br /><br />
<br /><br />
FIX: Arrows did not move the value of EV max power slider<br /><br />
FIX: Crash after loading a wheel rim cross section<br />
<br />
== 0.6W43 ==<br />
''Nov 6, 2021''<br /><br />
<br /><br />
Initial release<br /><br />
<br />
[[Category:LFS Editor|{{SUBPAGENAME}}]]<br />
[[Category:Release notes]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/LFS_Editor/Guides/OptimisationsLFS Editor/Guides/Optimisations2024-01-25T18:20:27Z<p>Flame CZE: </p>
<hr />
<div>{{Under construction}}<br />
{{Infobox LFS Editor}}<br />
<br />
There are several '''optimisations''' that should be done to a vehicle mod in order to improve in-game performance. This can have a significant impact on framerate, especially in a full grid of 40 cars on track.<br />
<br />
* Use fewer triangles / points on the model where possible. You can achieve good looking results even with a less detailed model than the hard limit of 65536 triangles for LOD1 and 8192 for LOD2. For LOD2 the recommended target is around 1000 triangles.<br />
* Combine multiple textures of the same subobject onto a single [[../../Modeller/Texture Page Mode|texture page]] for efficiency. For example, if you have 11 textures with a resolution of 128x128 each, that are all used on the steering wheel object, you could combine them into a single 512x512 texture with a room for 5 more. However, do not combine all the existing textures on a single page, as it brings no benefit, just huge texture sizes.<br />
* Optimize wheel objects by sharing textures between multiple alpha [[../../Modeller/Texture Cutout Mode|cutouts]] to reduce texture switching.<br />
* For closed cockpit cars, set "Concealed driver" to YES.<br />
* Convert the hub object into the spoke object to reduce moving subobjects.<br />
* Eliminate the use of Tree Edge Alpha (TEA) [[../../Modeller/Texture Cutout Mode|cutouts]] for vehicles, as it is not officially supported and adds unnecessary materials.<br />
<br />
For reference, you can load an existing LFS car in the editor and inspect how it is modelled and configured. A good example is the [[RB4 GT]].<br />
<br />
== References ==<br />
* [https://www.lfs.net/forum/post/2075672#post2075672 Scawen's optimization tips for the N.400S GT4 vehicle mod (21 Jan 2024, LFS Forum)]<br />
<br />
[[Category:LFS Editor Guides|{{SUBPAGENAME}}]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/LFS_Editor/InstallationLFS Editor/Installation2024-01-25T09:44:19Z<p>Flame CZE: </p>
<hr />
<div>{{Infobox LFS Editor}}<br />
<br />
'''LFS Editor installation''' guide. You can keep up to date with the latest changes through the [[../Version History|version history]].<br />
<br />
== Requirements ==<br />
<br />
[[LFS Editor]] is available for download on Windows.<br />
<br />
=== OS requirements ===<br />
<br />
LFS works on both 32 and 64 bit Windows (XP, Vista, 7, 8 and 10).<br />
<br />
=== Hardware requirements ===<br />
<br />
You need a DirectX 11 capable graphics card.<br />
<br />
=== License requirements ===<br />
<br />
Before using the LFS Editor, it must be unlocked by an LFS account with an [[S3 license]]. If you do not have an S3 license yet, you can buy it on the [https://www.lfs.net/licenseselect official shop page].<br />
<br />
== Download LFS Editor ==<br />
<br />
=== Official version ===<br />
<br />
The latest stable version of LFS Editor is available on the [https://www.lfs.net/downloads official LFS Downloads page] in the "Additional Downloads - Vehicle editor" section on the right side.<br />
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=== Test patch ===<br />
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If you want to get involved in early testing of new features and bug fixes, go to the [https://www.lfs.net/forum/498-Vehicle-Mods-Forum LFS Vehicle Mods Forum] and look for threads called "LFS Editor Test Patch".<br />
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== Installation ==<br />
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Run the LFS Editor installer and follow the instructions.<br />
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LFS Editor must be installed in a different folder than LFS. For example, if your LFS is located in {{folder|C:|LFS}}, you can install LFS Editor in {{folder|C:|LFS Editor}}.<br />
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== First start ==<br />
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[[image:LFS Editor welcome screen.jpg|thumb|LFS Editor entry screen]]<br />
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Run LFS Editor by clicking the LFS_EDITOR icon in the editor installation folder.<br />
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The LFS editor consists of two distinct modes - a [[Vehicle Editor]] and a [[Modeller]], which can be switched between seamlessly in the editor itself. Additionally, in [[LFS Editor Options|Options]] you can set screen settings, modify the driver options or adjust the interface.<br />
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=== Unlocking ===<br />
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To unlock the editor, you need to be registered on the [https://www.lfs.net official website] and you must own an S3 license. If you do not have an S3 license yet, you can buy it on the [https://www.lfs.net/licenseselect official shop page].<br />
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[[Category:LFS Editor|{{SUBPAGENAME}}]]</div>Flame CZEhttps://en.lfsmanual.net/wiki/LFS_Editor/Guides/Importing_an_external_modelLFS Editor/Guides/Importing an external model2024-01-24T22:41:48Z<p>Flame CZE: </p>
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<div>{{Infobox LFS Editor}}<br />
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{{warning|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.<br />
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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.<br />
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If no license is stated, by you or the original creator, you cannot upload the mod!<br />
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Some licenses do not allow you to create work by changing the model you downloaded.<br />
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Please check that the supplied license allows you to distribute modified versions of the original model.}}<br />
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[[LFS Editor]] allows '''importing external 3D models''' in OBJ format.<br />
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== Prerequisites ==<br />
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[[Image:Blender OBJ export settings.jpg|thumb|OBJ export settings in [https://www.blender.org Blender]]]<br />
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* The 3D model must be in [https://en.wikipedia.org/wiki/Wavefront_.obj_file OBJ] format.<br />
* The file must be located in the {{folder|data|obj}} folder and must have a {{code|.obj}} extension.<br />
* The file must be exported properly to be useable in the LFS editor.<br />
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=== Scale ===<br />
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LFS uses metres for units. If you use another unit, please export using an appropriate scale.<br />
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=== Position ===<br />
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Your model should be approximately centred over the origin and ideally the body should sit on the ground (without the correct ride height).<br />
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=== Backface culling ===<br />
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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.<br />
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=== Export Settings ===<br />
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Transform:<br /><br />
* Y forward / Z up (so the model is oriented correctly in LFS)<br />
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Geometry:<br /><br />
* Write normals (so LFS can work out [[LFS Editor Smoothing Groups|smoothing groups]])<br />
* Triangulate faces (as LFS geometry is based on triangles)<br />
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== Importing an OBJ file into the editor ==<br />
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{{warning|small=yes|Importing an OBJ file into the modeller will replace an existing model.}}<br />
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[[Image:LFS Editor OBJ import dialog.jpg|thumb|OBJ import dialog in LFS Editor]]<br />
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{{steps<br />
| Open [[Modeller]].<br />
| In the bottom left corner of the screen, click {{old button|OBJ|#ffffa1}}.<br />
| In the file selection dialog, select the file name and press {{button|OK}}.<br />
}}<br />
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== Common errors when importing a model in LFS Editor ==<br />
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;Vertex X is out of bounds<br />
: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.<br />
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;Too many vertices<br />
: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.<br />
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[[Category:LFS Editor Guides|{{SUBPAGENAME}}]]</div>Flame CZE