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    Terrain materials are the materials that the map editor uses for the ground polygons it creates. The complete process is described here - from creating the texture to integrating it into the map editor.

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    To ensure that all hardware-side communication with new vehicles is as uniform as possible, it is necessary that vehicle scripts strictly adhere to the standards defined here!

    This applies in particular to the designation of keyboard, mouse and game controller key inputs (normal events), inputs of game controller axes or plug-in interfaces as well as a uniform designation of variables so that plug-in interfaces are compatible with as many different vehicles as possible.

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    "Repaint" is the most prominent variant of a texture exchange. A texture swap completely replaces one or more textures of an object instance on the map or of a concretely placed vehicle, i.e. over all where texture A was previously used (no matter in which material and no matter for what purpose, i.e. as day, night, etc. texture), texture B is then used. In the following we will simply speak of "Repaints" for easier understanding.

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    A plugin for LOTUS is a DLL which is loaded by LOTUS and allows read access to the vehicle variables. It can also be used to trigger button and game controller axis events in the vehicle script.

    A typical use case for such a DLL could be to connect complex hardware to the simulation. In this case, the DLL carries out the communication with LOTUS on the one hand, but also with the connected hardware.

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