Posts by Florian

    Hi,


    it seems, that you're using subgrades to shape the terrain underneath the road. This is the correct way to do it. Within the settings of the subgrade you can change the width of the subgrade to shape the terrain further. If the settings aren't translated yet, the setting you're looking for is named "Breite" in German.


    Greets

    checking back after taking 3 or 4 months away to find out where things are up to. as i say, not everyone lives and breathe LOTUS. it seems hard for those users who are on here daily to understand, but i guess unless you are only checking here every 3 months you'd never be able to understand, so dont worry. There are a few users on here getting pretty defensive about what lotus is, but looking back over the threads there are tonnes of people asking questions about it, not quite understanding what you get, what it is, what it will be.... so i know its not just me... the project is going over a lot of peoples heads....


    either way, you dont need to convince me it isnt messy, thats just how it feels to me... if it doesnt feel that way to others then thats great.

    I guess Marvin also wanted to know some input we can do better in the future. Of course we thought about appearance online on Steam, Facebook and this webpage to keep you informed and we are confidend about the way we are doing it right now. So what do you think we can do better? :)


    Greets

    Hey ho,


    as Marvin said, you have to wait a little bit till the vegetation gets a revamp. In my personal opinion it isn't necessary to create your own vegetation now, because there might be an easier way to create vegetation in the future. LOTUS will provide possibilities to have 3D-vegetation without slowing down the performance that much.


    And basically for all the map creators out there: Please don't put the trees into the terrain at the moment. :(


    Greets

    Then add to that the current limitations versus future expectations, looking for a timeline on what to expect and when. I get that the early access is to get content creators on their way, but it would be nice if there were some plain and simple information for people who just want to play a driving simulator game. but its all mixed up in threads within threads.

    Hey ho,


    on https://www.lotus-simulator.de/index.php?progress-en/ you can see the current state of development. There won't be a specified date for new updates or key features, since we don't want to pressure ourselves leading to create quick'n'dirty implementations.


    Of course this EA is about the tools, so the content creators can test and use the tools. People who only want to drive may wait till there are more features inside the simulation.

    At several occasions the state of development is written, so please make your own mind about joining the early access or not, since everybody has their own requirements on a good simulation. ;)


    Greets

    ---------------> Topic for all the official LOTUS Tutorials <---------------


    Full playlist for every english video:

    Map Editor

    The LOTUS Map Editor has tons of features, which will be explained in this episode and in upcomming episodes. The main part of this episode contains the explanation of the help lines.


    There is a new concept within the LOTUS map editor, which allows you to create a unique scenery without the useage of 3ds Max or Blender. It is the cutting feature.


    In this episode I gonna show you the possibilities to create a simple scenery in a short amount of time.


    In the LOTUS Map editor you can create the street crossings on your own. This episode shows you how to do so.


    Terrain Materials are used to fill areas with a unique size for each area called polygons. In this episode I'll show you the settings for the Terrain Materials und how to create a Terrain Material.


    In LOTUS there are some very important menus, which have some important settings. So it is recommended to watch this video before start using the map editor.


    Splines are a basic part of the map creation. So in this episode we create, import and set up a simple spline. Furthermore I gonna talk about the types of splines.


    Within the LOTUS Simulator the railtracks are a special type of Splines. In this episode we talk about the settings of the railtracks and about switches and their calculation.


    To build a real world map you may need some data provided by other programs. Also there is a helpful function called "parallel function", which I explain in this video.


    In the LOTUS Map Editor there is a special category for catenaries. Also when using catenaries you need some special functions from the Map Editor I explain.


    The Y-Offset of a spline-like element specifies the beginning the actual spline, when you see the spline as an infinite loop.


    The LOTUS-Simulator now has more vegetation objects and splines. These objects are no extra package you can download from the Steam Workshop, instead you will get these trees and bushes with the normal update of the LOTUS-Simulator.


    Traffic lights are a slightly complex topic within the LOTUS-Simulator. This is the first video of a series about traffic lights and everything concerning this topic.


    A request object for a traffic light in LOTUS has some complex settings. In this video I explain these settings.


    Content Tool

    Within the LOTUS Content Tool you can convert your 3D models to LOTUS and provide the special functionality of LOTUS.


    There are some steps needed to get your building into the LOTUS simulator. These steps are shown in this video tutorial.


    To create a Text-Texture in LOTUS you need the following steps. This video contains all steps to create a Text-Textures.


    As a content creator you got several possibilities to optimize the content you create. I collected some facts, why it is necessary to do so.


    In the last month I collected some information and tipps I wanna share with you.

    Building a house

    In this video I explain to you the basics, which are important to build performance friendly 3d-models.


    In this video I explain to you the basics, to create a texture for your 3d house.


    In this episode I explain how to create the 3d mesh. To do so, I use 3d Studio Max and Google Earth.


    In this episode I apply a texture on the mesh we created in the last episode.

    3ds Max Tutorial

    Download, licensing and so on regarding 3ds Max. (ENG subs)


    Create and modify a mesh in 3ds Max. (ENG subs)


    Using modifier to change the look of the object. (ENG subs)


    Apply a texture on the house.