I've seen that problem on other KT4D repaints too, you could try disabling the "Werbung auf den Scheiben" (Ads on the windows) vehicle constant when spawning it, that fixed it for me. Still means something's wrong with the repaint though, since the default one works with both settings...
Posts by tramkatze
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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.
As far as I know, cars always stop at the split point at the front of the path that intersects the other path, so very similar to traffic lights. Based on that you should probably split your paths where you want cars to stop, but not between there and the intersection. 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.
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Did you use the correct "Priority" setting in the path settings, below the colour selection (not the one at the top)? Also, I'd recommend using different colours for the different priorities to make it clearer which ones are which and since you have to change the priorities one by one, also which ones have been corrected and which ones haven't.
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Pretty sure that's not possible as a concept with the way texture/UV exporting from Blender works in LOTUS, the only option I can think of is using multiple objects and swapping them via visibility variables. Maybe you could also do some funny things with detail textures and alternative texture coordinates (@2m_ objects) but that wouldn't allow more than two UV maps and would also be an extremely scuffed way of doing it.
As for the original question (animated textures), you could certainly use seperate textures and play them as a video if you'd like to clog up your graphics memory, but I don't think you can have something like that that looks good and really works as of now. Slideshows should be fine, but full videos/animated graphics would probably not be a good idea at the moment.
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The Lotus.NG branch is internal at the moment sadly, you can't download it yet.
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Of course its nice to see that at least something is happening. But if the development continuies like that, who knows if or when Lotus will be ready? Why cant the developers just make a roadmap or something like that and publish more informations/news? Ive never seen that with any other game.
The roadmap thing has been suggested so many times, it's not gonna happen. No idea why, I honestly don't think there's much reputation to be ruined by missed time goals anymore but we can't force them. We'll just have to wait for the next little tidbit of information that makes everyone hopeful before disappearing again. At this point it's just a complete joke, but since this is the only viable option for a realistic tram simulator people will have to stay here. The information/news thing worked well for like 3 months and then they made that 1. April post (of which people still aren't sure if it's a joke or not) and disappeared with the short resurfacing for the map loader with the new engine. They just don't want to give us information, apparently.
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They should be in
on Windows, if you're on a different OS the Steam folder is probably somewhere else but the structure within should be the same, I think.
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For me, the editor usually takes several minutes to open after loading the map, so maybe try just letting it sit for a while and see if it does something. Also, I'd recommend pressing Windows+Tab after a while to see if there are any editor windows open (such as some sort of confirmation window or similar) because for some reason it really loves to hide windows behind all the other open programs.
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According to this thread (it's in German so I don't blame you for not finding it), this is a bug with the game resolution so you need to activate the start parameter "-windowed" (which will, logically, open the game in windowed mode) and then stretch the window a bit to the side, then you should be able to select it.
You can set start parameters by right clicking the game in your steam library, then going to settings -> define start options (or similar) and enter the parameter without quotation marks there.
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On my previous vehicles I simply added this many point sources,
The main problem with that is that people who have their settings for light sources set to a low number will only see a few of those and it'll look bad.
But if I give invisible bar lights (one for each department) with varying intensitiy (according to the number of sections ON), the zig-zag pattern is lost (though not like it was visible really in LOTUS).
I would suggest using that for everyone who doesn't have detail light sources activated if the difference isn't that big, and use detail light sources for the point sources for everyone who does have those activated, because those aren't limited by the settings as far as I know.
Should I use this very basic lighting with maybe some effect on the ceiling texture (like in OMSI with the baked lights)?
I don't know if there are any plans on Lotus' side to change light effects, but I would recommend using that (for example by using a lightmap for the celing with the rings of light thrown by the lamps on it), although you will probably have to experiment a lot until it'll look good. Maybe I'm unaware of some feature which would make this easier, though.
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Sorry, I missed that you have to activate "Generate MipMaps"
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The problem is most likely that the compression is set to DXT1. If you set it to DXT3, it should work.

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Wou can modify the script, that's no problem.
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Hi,
You need to put the variable
in the public vars section of your script. You need so many variables as the vehicle has door points. The # stands for the position of the door point in the list, beginning with 0. The points that not are door points are not counted. Then you can set that variable on true when the door opens (for example when the door position > 0.8 or something) and on false when it closes (when the door position < 0.8 or something).
I hope that helps.
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Could you show us a scheme of how your vehicle is built (or just a screenshot from the side)? Because I don't really understand how it's built.
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You need to change the position of the engine or the gearbox in the object settings of the vehicle to the place where they are approximately located in reality, so the cube and the sound are in the right place.
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And have you set the correct barycenter? I had the same issue and that was the solution.
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Do you have exported it with DXT3 or DXT5?
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Sadly, you currently can't use Blender 2.8 or higher for exporting into Lotus. The only possible thing to do is to convert the file from 2.8+ to 2.79, for example via the obj format. But as far as I know you need to assign the textures again then. If you want to install Blender 2.79 and 2.8 on one system, you need to install 2.8 via Steam, because 2.79 would detect that a newer version is installed and wouldn't install. That's the only way I am aware of, but perhaps somebody knows another way?