Posts by Kartoffelphantom

    Not really. Sadly one cannot control where the cars stop. They always drive up to the point where they have to give way (where the other path crosses the car's own path). That often leads to multiple cars blocking each other, as the yielding car stops not in front of but on the intersection.


    That can be seen in the second screenshot, where the white Golf stops in the middle of the intersection (where the paths are not split) to give way to the car on the right, which seems to be turning left and therefore has to give way to the car on the left, which is already blocked by the Golf.


    Most of the time I prohibit all but one or two (opposite) left turns per crossing, as sooner or later there will be some clogging Lotus cannot solve otherwise.

    That is actually possible at the moment. For the material type "complex" there are two values called "Texturverschiebung X/Y" in german. Maybe texture shift in english? With these values the mapping of an image can be moved by its x and y axis. 0 displays the original mapping, 1 a shift by one texture length. So in your example you would shift the texture by 0.5.


    I wrote a little script that can be used for this matter. It increases one value based on the the fps needed and the number of frames on the texture. These frames have to be placed in one single row, so either next to each other or beneath each other. You map your object to the first frame, change the material to complex, enter the variable into the right box of either Texturverschiebung X or Y, write a 1 in the left box, and you're done. Or so I think.

    Files

    • Frames.pas

      (377 Byte, downloaded 138 times, last: )

    I had a similar problem some time ago. This was "solved" by choosing a higher number of visible lights in the game settings and/or reducing the number of light emitters on the map (or in my case in the vehicle). But even with only two lights per lightroom there still was a significant difference between lower and higher light settings which is possibly a Lotus-Bug.


    For reference:

    Leuchtverhalten Stablichtquellen

    In addition to that I find it very hard for us "external" modders to decide which level of detail on our own objects is suitable for Lotus. Normally you would look at the stuff that comes with the game and try to match that quality as the game would be designed to run best with these objects. However, the Lotus BaseContent is pretty inconsistent in terms of detail and quality, and so are written statements of BaseContent-Developers. When a picture of my 3d-sleepers was first shown, Florian got a verbal heart attack, pointing out it was essential for track-objects to save as many polygons as possible. This strategy seems to also have been applied to Oriolus' S49-Track, which has even fewer details as in Omsi, to the point that the polygons at the bottom of the head of the rail miss completely. But here I am seeing the other extrem, whilst reading that more polygons in track objects do not really matter that much and can easily be handled by the Game. Consider me confused.

    That is pretty much my understanding as well. And it cannot be that wrong, because I use this in some of my objects and had no complaints about it so far. :-)


    For better illustration, this is the script for my billboards:


    ANZ_TEXTUREN represents the total number of advertisement-textures, the first number in the GetTextureIndex-function is my UserID, the second one the SubID of the first advertisement-texture. For this script it is important that all of these textures are importet with consecutive SubIDs.


    BELLA CIAO was also right about how to link the now obtained TexID to the material settings, but just to make it clear: In German it is called "Normale Textur" which is not to be confused with a normal texture as in bump map. It should go in the first texture slot. ;-)


    Maybe it would be a good idea to not only add these few letters, but define a standard for new fonts that includes all latin letters as well as most local special characters. As there are way more than just danish letters, which have also been asked about multiple times now if I remember right. E.g. French (çœëâ...), Hungarian (ŐŰ...) Czech (čďťůš...) to name only a few of them. Maybe even add cyrillic letters? I would absolutely prefer to have a common standard from the beginning that covers everything than constantly adding more letters to the fonts, three or four at a time.

    Hm. Normally selecting "Yes" to centering the object should do the trick if its origin is placed correctly. Which it is. Maybe try selecting the object before exporting it, hit 'Ctrl+A' and choose "Rotation and Scale". That might help.


    But why do you want your object to be flat shaded? I imagine it is a smooth rounded street light in reality, or am I wrong with that? If not, you might want to try using the "Smooth"-button in Blender which makes the whole model appear, well, smooth, as it says, add the edge-split-modifier which resharpens the really sharp edges, and finally choose "No" to flat-shading at the import. With this technique you might even be able to lose maybe half of the polygons whilst even improving the appearance of the lamp.


    Edit: Samma Florian. Aufn Sonntag um zehn dachte ich, ich hätte ein bisschen Ruhe hier. Nüscht is. Nevertheless: 'Strg+A' and "Apply Rotation and Scale" does exactly what Florian proposes by changing the values of scale and rotation back to 1, but without changing the appearance of the mesh itself. No rescale in edit mode necessary.

    Yes, if we tick only English, we won't see untranslated posts at all.

    My point is, that if you ticked only English, you would not even see translated posts as I still have to mark them as "german only". I could easily mark them as english only, but then german Readers who did not tick the English-box would not see them despite them still also having the german description in it.


    Janine If you really want to make this forum multinational I indeed think that this is a problem. Completely abandoning this technique is not an option? Would it then be possible to mark posts as multilangual?

    Hm. I tried it now with some of my presentation threads. I have to be honest, it does not feel that right in my opinion. Steam allows me to have seperated, dedicated descriptions for every language, my items currently all have a german and an englich one. If your Steam language is is german you will see the german ones, otherwise the english versions are displayed. That is nice and clean. Here I have to try to combine both descriptions into one, that makes it a little messy and hard to read, I think.


    Would it not be sufficient to have the steam workshop article in both languages? Especially as the information there are the same as in the forum threads. And I still have to mark the whole topic here as completely "german" or "english", that confuses me even more. If non-german users did not tick the right boxes in their forum settings, they won't even be able to see these topics at all, even though I translatet them, will they?