I again used the Function " Apply rotation and Scale" (Scale was 1 which is correct, but rotation was 90° on X-Axis). Then i again removed the Material from any object and exportet the x3d
Will Check it when Iam Back Home
EDIT: I can not make a new post here cause i made the last post a few minutes ago... so i have to edit this. hope you get the notification about it.
karadamir: You can download your files at https://we.tl/t-R3Fz2Tb93M
the OZMT_Marvin.x3d is the final Object, ready to import in the Content tool (i've tested it, works fine ).
Also i've modified the OZMT.blend. The 3D Objects had a scaling of 0.100. I changed it to 1.
To do this Select all [A] and Press [STRG+A] -> Rotation and Scale while in Object Mode. Also i removed all Materials before i exportet the x3d File.
Don't forget to set your Lotus Content Tool import Setting to Blender instead of 3DSMax!
Is the texture included in your Link?
What exactly do you find messy?
There must be people who get excited about this release only to find they are flooded with information here and there and try to work out what on earth LOTUS is, now and in the future.
I really don't get it. If someone want to find out what LOTUS is about and what he can expect and when, he or she should visit lotus-simulator.de and Read "Features" and "Progress of Development". Maybe the LOTUS Facebook Page too. Or the Description in the Steam Shop. I don't know why the heck some should try to read misleading information on suspicious sources, if he can get 100% accurate information from the best source you can think of: the LOTUS Developers.
You just have to wait a little more.
All objects do not have LOD capabillity at the moment. It is in development and will be available soon.
Then these performance problems are solved.
Because it is known, the Map builders should not hold back to place their vegetation, because the LOD Feature was planned from the beginning and will solve this issue.
EDIT: Aaaaaand once again: 32Bit does NOT matter! Cause 32bit or 64bit has nothing todo with performance.
But this is AI Related and not exactly a thing of the Roads Module. Since there is no AI System developed, there is also no possibility to tell the AI where to go.
As for Omsi 2 i used to make my roads in blender then use the SDK tool crossing editor and lay down AI paths onto the roads for AI to follow and wondering if it’s different for lotus ?
Modelling your Roads and Crossings in Blender is a Thing of the Past.
Now you can Build all this directly in the Editor - no need to touch Blender for a Crossing.
Even if the AI will be diffrent then in Omsi, i do not have Precise Information about AI, cause it is still in development at the Moment.
Select the Edges of your Mesh in Blender, CTRL+E Mark Sharp.
... In Case that the Sign looks the Same on both sides, yes. Backsides of Roadtraffic Signs are grayish in most cases.
EDIT: Etrusan wrote "[...] and change the UVs", so i guess the texture part is meant. So you can choose the Texture of the Backside here.
Should be the quickest way for you to follow Etrusans instructions.
create a new plane with the Backside texture of your sign and put it behind your Front plane, but facing backwards ofcourse. Then you have a Face for each side, the Front and the back.
As you can see, when I'm in front of the sign, no problem, but when the camera is behind the front, the sign dissapears.
This is an absolutely normal Behaviour of an 3D Face. You can see through every Face of an Object when you look from behind. So you need a second Face on the Backside of your Sign which is showing the texture outwards.
Its too late to apologize *sing*
Have you choosen an Object or Spline on the right side of the Window? There is a Column where you have to select the Object or Spline before you press the button to place it.
EDIT: Well, i was a bit to slow. in this case, disregard
Your problem consists of two things:
White borders: these can happen through a texture scaling from lotus, where its pixel information on an edge and its direct neighbour pixel got blended. You can fix this by painting a bit over the edge of your contour (Repeat the color in the transparent Area), but do not paint on the alpha channel, ofcourse...
Second are the weird looking and not sharp cut edges of an alpha channel in lotus. There are some "blocks" on the intersections between the visible and transparent part of the texture. Its a known bug in lotus and will be fixed. You can ignore it in the meanwhile.
Please note that in lotus you have exactly ALL the options and possibilities as before in Omsi - PLUS a ton more. So, where is the problem?
But with all of this new possibilities, the Expectations into the quality of a map will be higher then before. so, "omsi Quality" will not be enough, i guess.
There may be a way to do this.
You could create crossings as objects ( with an modelling program like blender, 3dsmax), and use the combination Of modular crossing objects and street splines, like we did in Omsi. Also you can share these "road kit" in the steam workshop.
I would create this set myself to help people out building their cities BUT there is one reason why i will not do this (at least at the moment):
The new Lotus editor has so many improvements over the old methods we used to build our maps. It seems complicated at first, but iam sure, if you get used to it, it will not be that hard. Yes, placing 2 crossing elements and connecting them with a spline will be much quicker than building the crossing in the editor. But maybe then everything may seem very generic. So i think that the quality of a map can be higher if you not use these generic objects by now.
Iam sure that you will find road objects in the workshop soon. And this could be the alternative for everyone who is not willing to build their own crossings in the editor. But i hope that this will not be seen as a standard method for the lazy ones, and will be used for fictional maps only - cause it will be boring to find out that every crossing or junction on a map is the same, especially when it is so easy to build these crossings pretty accurate in the editor.
Your normals in Blender always have to Point outwards. Otherwise you can See through it.
Select the faces with the wrong normals, press [w] -> flip normals