Posts by milosh-96

    Hopefully this will be improved in the new engine. But for now I will follow your advice and just focus on main roads.

    Is it better for a crossing to split long path into pieces or a "long" segment is better? What I don't undertstand is how AI cars decide where they should wait. I know how it works for traffic lights.

    Also, since you have to adjust the priority for every segment seperately and it's annoying to select the segments if they're small, it's probably easier to generally try to make as few as possible. Not sure if there's any technical benefit to it though.

    This is another good advice :) It's better to use the long paths and split them only if necessary.

    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.

    I see, so really there is nothing we can do about this. Hopefully, the AI behavior will be improved in the new engine (streets module and traffic system are planned for 0.3.0).

    Thank you, well it turns out there were some wrong settings. There are still issues but now I have to tweak it further.

    Is it better for a crossing to split long path into pieces or a "long" segment is better? What I don't undertstand is how AI cars decide where they should wait. I know how it works for traffic lights.

    Btw, nice tip about the colors. It really improve to see it better.

    So another question from me, regarding the paths.

    I constructed this crossing but cars are just going through each other and don't respect rules or they are stuck because there is confusion who has right to go.

    I configured priorities according to the paths page in the lexicon.


    Thanks! With some tweaking I came up with good solution.

    1. I changed the texture so frames are vertically arranged, and increased amount to 8. (texture is 1024x4096, but I will probably reduce its size)
    2. I adjusted some things in script and now it works nicely.



    Files

    • billboard.pas

      (359 Byte, downloaded 201 times, last: )
    • preview.jpg

      (196.66 kB, downloaded 215 times, last: )

    My idea isn't to play full videos of course or "rich animations", I thought if it's possible to just manipulate what is displayed on a mesh. So ideally, the script would either load frames based on file name (so file per frame) which seems like a bad idea right now or it would just change which part of the texture is displayed.


    Here is example that I created. I just added some saturation so it's a basic effect. The first frame is top left, and the last is bottom right.




    I think it's not #1 priority for LOTUS, but also there are a lot of animated signs and stuff nowadays, so this would make cities more vibrant.

    Can we change UV maps via script, so the idea is to export object with two multiple UV maps and then switch them using a script? I asked ChatGPT about this but it suggests function "SetUVMap" which doesn't exist.

    Hello,

    Is there a way for objects to use animated sprites as a texture? My idea is that there is either a single "all-in-one" file containing all frames of animation or that each frame is a separate file following a naming convention (ad.0.bmp, ad.1.bmp, ad.3.bmp ...) . If possible, probably a script or something would be needed but I don't have any knowledge about LOTUS scripting to code it by myself.


    One of the use cases for this would be to have animated billboards and stuff like that.

    1. Please describe as detailed as possible what you did and which problem that leads to.

    In the editor when I want to edit a station, the window opens but it's too large so I can't see the bottom part. My resolution is 1440x900. I attached screenshot.


    I can't lower the scalling in the Win 10 settings since I have only 100% and larger as options. Snapping also doesn't work since this window behaves like it's fixed size.


    2. Please post your logfile and if possible attach your debug logfile, as well, which have been created during the problem occured.


    Hello,


    Couple of questions regarding traffic lights.


    1. What /how much/ paths are necessary for effective traffic light? Should I only select those near the lights (stopping point) or all that are 'part' of intersection? Also, do cars stop at the start or at the end of a path segment?


    2. Pedestrians, how to setup paths for them. I tried something and my issue is that they block traffic because cars want to give them priority even though it's green for them, but yet the people won't cross because it's red for them :D


    3. In general, can someone attach screenshot of phases so I can use it as a reference.


    Thank you very much!

    Hello,


    I noticed that almost all default buildings have nice reflections on glass.

    I have alpha textures on my objects, so windows are glossy when light hits them, but they are not reflective.


    How do I add a reflections "layer"? I use BMP textures.

    Thanks.