Vehicle Mods

From LFS Manual
Jump to navigationJump to search
Vehicle Mods
Vehicle mods browser available at lfs.net/files/vehmods

As of Live for Speed version 0.7A, vehicle mods support has been added. The mods system is available for all S3 license holders. There is an integrated mod submission system on the official website, where people can submit their mods to be used by other people online. When you enter a server with mods, they are automatically downloaded to your computer like skins.

You can browse all available mods on the LFS website by going to the Files section - Vehicle Mods page. You can view the technical specifications, description and screenshots of each mod, give it a rating or leave feedback in a comment.

There is also an integrated mods browser in LFS itself, which can be shown by going to the lobby screen and clicking the Mods button. The same button is also located at the bottom right of the Cars screen.

LFS Editor

LFS Vehicle Editor

Mods are edited in a dedicated program called LFS Editor, which consists of a vehicle editor and a modeller. To make a mod, you can build a model (3D mesh) directly in the LFS modeller or start by importing one from another program, e.g. Blender, then make adjustments and apply texture maps within the LFS modeller. To create a driveable vehicle with your model, you could either start from scratch with a new vehicle or choose an existing car as a starting point. Adjust wheel positions, mass, suspension, engine and so on. Test the mod in your public version of LFS then export and upload it to the LFS website. Reviewers will check that it follows the rules and publish / reject / request changes. When published, the mod can be downloaded in LFS and used online.

Useful links

Where to go next?

If you want to learn more about the vehicle mods system, you can follow the links below.

Note: Certain pages will be protected (locked) for editing by the community as they contain sensitive information. If you would like to address issues on such pages, please leave a comment in the discussion tab, or contact the LFS developers via https://www.lfs.net/contact.