Modeller is a part of the LFS Editor. It is used to edit the 3D model, which includes editing the mesh and applying textures.
To be able to use the modeller, you must have an S3 license. To get the S3 license, you can visit the LFS shop page.
Entering the modeller
Once you have the editor installed and run the LFS Editor application, you will be presented with the entry screen. Click the Modeller button to enter the Modeller.
The modeller can also be entered from the Vehicle Editor by pressing E or clicking the button on the right hand side of the vehicle editor.
General modeller tips
- Press ⇧ Shift + F to temporarily hide the editor buttons.
- To reduce clutter, use to temporarily hide points and triangles, then to show the again.
The modeller interface consists of the following parts:
- 3D model view
- editing mode selector
- editing mode specific controls
- load / save object
- special view modes and view options
- common editor view controls
Vehicle model structure
Modeller uses 3D meshes to represent the vehicle model in 3D space. All meshes are built from three basic structures - points, edges and triangles.
The most elementary part of a 3D model is the point (also referred to as a vertex) which is a single point in 3D space. Points are represented in the 3D viewport in point mode as small square buttons.
Triangles (often abbreviated to tris) are used to build the actual surface of the object. They are what you see when you render the mesh. If this area does not contain a face, it will simply be transparent or nonexistent in the actual model.
A triangle is defined as the area between three points, with an edge on every side.
Buttons for switching editing modes are located at the top left of the screen. You can also press 1 to 8 on your keyboard to switch between the modes.
|Texture Mapping Mode
|Texture Cutout Mode
|Texture Page Mode
Load / save object
At the bottom left of the screen, there is a set of buttons used to load or save an object in the Modeller.
If you have an subobject selected, another row of buttons appears, allowing you to load or save the current subobject.
|Indicates that a subobject is currently selected
|Load a new subobject, replacing the selected subobject
|Save the current subobject as an object in data\3dob
|The name of the main object
|Load a new object from data\3dob
|Load the main object to data\3dob
|Click the skin name (e.g. XFG_DEFAULT) to select a JPG image in data\skins to use as a skin in the editor
|Load an OBJ file from data\obj
Special view modes
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- Show main
- Show subobs
- Show wheels
- Show hidden
- Test L.R.swap
- Wire overlay