• Well, look, let's take for example the GT6N.

    In the GT6N, the hitch is pulled out when we press the bottom of the bumper. So?
    https://pp.userapi.com/c849232…029/deb81/VR7kKdxt3YU.jpg
    https://pp.userapi.com/c849232…029/deba8/OTU1TTBStdY.jpg
    https://pp.userapi.com/c849232…029/deb8b/HwUuYkG9KX8.jpg

    In this regard, the question is, how do I export the model from 3D Max? Together with the coupling? Like this:
    https://pp.userapi.com/c850332…029/92a89/r0o_ZBixwZg.jpg


    And then in the content tool during the animation, do I have to choose the hitch and the lower part of the body?


    I apologize that it may be wrong to express the thought, I just do not understand the process a little, as when pulling the hitch, the lower part of the bumper is removed.

  • That's a bit complicated to write down for me. But in short, it should be mostly done the same way as a folding door animation.

    There also should be a snippet inside the open source scripts, I think I've read something like that in the GT6N.pas file.


    Edit: Part of the animation could be found in GT6N.pas at line 552 and following.;)

    Edited once, last by Kira ().

  • Marcel Kuhnt

    By the way, the question is this. I remember asking a question about 3D trees, and which ones are supported? And how to ship them to the game? Will something like SpeedTree be supported?

  • You can import a tree the same way you can import any other scenery object. If it fits and has enough performance, you have to test.


    There is a special function in the Object&VehicleTool (very upper left) to create a LOD mesh automatically, which we have used for our trees.

  • I just met the trees that have from 100 thousand polygons on the net, what about the cases? And where can I read how this LOD mesh works in LOTUS?

  • Of course it would be better, if a tree has less polygons than more polygones... ;-) So just try how it looks like and if the performance is good enough for your purposes! ;-)

    Well, we will try to find trees less than 100 thousand polygons, I therefore clarified whether the game will withstand high poly trees? I understand that the leaves let the trees be less detailed?


    Here you can find the LOD function:

    I saw it. I wanted to read how to work with him. I understand that you need to select an object and click on the button?

  • I understand that the leaves let the trees be less detailed?

    I don't understand that sentence... :S


    I saw it. I wanted to read how to work with him. I understand that you need to select an object and click on the button?

    Didn't you just try it out? If I would be at your position, I just would press all buttons and check out what happens! ;-)


    Yes, just select the object, press this button and you will get your LOD version.

  • I don't understand that sentence... :S

    Er meint wahrscheinlich dass die Blätter (leaves) die Bäume weniger detailliert sein sollen, aber das erklärt sich mir auch noch nicht ?/


    So karadamir what do you mean with that leaves let the rees be less detailed?

    I asked about the leaves (leaves). How much need to detail? That is, I saw that the trunk and branches of the trees should be voluminous, unlike the leaves.

    Didn't you just try it out? If I would be at your position, I just would press all buttons and check out what happens! ;-)


    Yes, just select the object, press this button and you will get your LOD version.

    Clicked, just nothing happened. Therefore, I clarified. You must first select the object and then click on this button or simply click on the LOD version button.