How does your map looks like in the 3d view?
Posts by Marcel Kuhnt
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Please show us the properties of the first, second and middle part of your train.
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OK, I see, the configuration is not correct.
It should be like that:- main (middle part)
-- levitating (second part)
--- hinged (first part)
-- levitating (fourth part)
--- hinged (last part)
And please mind setting both pivots of each levitating and those of the hinged parts properly.
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Please tell us, which type of animation you chose, when you've created the animations.
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It's a bit confusing, that you show us half of the tram in the ContentTool but you have problems with the whole tram.
Perhaps you should us show every part in the "Add Animation" mode, that we can check the correct assignment of the animations, too, show us your animation hierarchy and finally tell us, which part has which type of animation (all parts, please).
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Have you checked already, if every mesh is assigned to the correct animation?
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Hmmm... that sounds mysterious or I did not understand your problem correctly...
If you assign click events in your bus' meshs, the "little hand" should appear...
Has anyone other this problem?
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Well, you've configured your light source with the option "Illumina lo scenario". In this case, your lights will illuminate everything, even the scenery. For that purpose, LOTUS won't allow you to set too many light sources!
So please define a light room for the interior and set your light sources to "illumina autonomamente" and set your created light room in the field below.
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Hello! I'm just checking your map.
I think, you've just overshoot the mark quite a bit. In the simulation, it should not be a problem, because all splines will be glued together and the count of polygons is nearly the same as if you build long splines. But the map Editor has to draw all these helpers etc., too, and I think, that this is with distant the main problem for the performance!
The size of your polygons is quite good chosen, but your splines have under 1m length. This is absolutely unneccessary and increases the count of splines and helpers very much! But "short" in this context is e.g. 20m. You do not have to split splines into under 20m long segments, 20m is ok. And even if you have a curve with about 30m, it is ok, too.
The main problem with long splines (and I mean > 50m!
) is the increase of calculation time of the
or
function. But below of about 20-50m, you definitely won't see any effect.
Currently, the map's performance is not just on your PC low, my PC has significant performance problems, too.
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I assume that there have to be some parameters of the lights to be changed.
So please show us the parameters you've chosen for your light sources.
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hmmmmm...
Well, I see the problem, but unfortunately, it cannot be solved yet. Later, it will be possible to add "real" couplings also between vehicle parts of one vehicle, but I believe, it will take some time, until we will add this feature...
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To the texture problems: Perhaps, the difference is actually, that you now have passengers to be rendered. Since they have textures, too, the texture problems could now occure more often.
To the flickering: I believe, the bar lights are flickering, too, but you cannot see it so good since moving a bar light longitudinal would not change as much as moving many point light sources.
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Thank you for reporting this!
Did the errors "repair itself" or did they stay until you've closed LOTUS?
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Hello!
"Interesting" bug... what kind of map is it? Multiplayer/Singleplayer, DEM/no DEM? Where is it located?
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even if it is not clear to me if the bus stations must be put at every bus stop and named in that sense (like in OMSI).
That's completly correct.
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Although Variobahn's hint is probably right, there is a BIG missunderstanding with heavy consequences!
In contrast to OMSI, you have two possibilities of declaring a public variable:
- declaring it in the {PUBLIC_VARS...} section like you did
- declaring it "as usual" in Pascal scripts.
If you just need the variables in more than just one *.pas file, you still can declare it ("outside" of any procedure/function) with the construct
You just have to declare it above any procedure/function and any {$I xxx.pas}-statement (!), where you will need it.
The only reason you have to declare a variable in the PUBLIC_VARS section is to use it "in LOTUS", e.g. for animations, lights, materials, particle systems, in the script test window for debugging, plugins...
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Did you try this already?: https://www.lotus-simulator.de…bjects-are-not-displayed/
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Perhaps you could show us the options you use while exporting the dds file!
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Hi there!
I understand your problem, also in general, to refresh textures. Unfortunately, it is currently veeery complicated, especially because you would have to start more than one LOTUS tool at the same time... but I will note your request and perhaps, later, we can solve these problems, so we can offer this kind of features!
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What an amazing project! Everything looks VERY good and I believe that you can have very much fun with it!