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LOTUS Discussion

Discussion in 'OMSI & OMSI 2' started by whistlehead, Feb 4, 2016.

  1. whistlehead

    whistlehead Alias Mr Hackenbacker Moderation Team Leader UKDT

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    Hi all, this is a thread for the discussion of the upcoming successor to OMSI - LOTUS.


    Exciting development today as the first in-editor pictures have just been posted on the LOTUS-simulator Facebook page! Looks like it's entirely new, I can't see anything directly ported from OMSI in there so far. Possibly a whole new way of drawing splines, too - note the interesting symbols along the kerb edges - maybe Trainz-style control points, or alternatively could be defining the edge of the pavement for a new way of controlling pedestrians.


    https://www.facebook.com/LOTUSSimulator/
     
    Last edited by a moderator: Mar 20, 2016
  2. whistlehead

    whistlehead Alias Mr Hackenbacker Moderation Team Leader UKDT

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    Also noteworthy is that in response to a query (by our own iomex) as to whether infinite plane or time systems will be used, the response was:


    "Both systems will be used - you will get more details on that later"


    In the same post they also said that they are open to suggestions from map builders.
     
    Last edited by a moderator: Feb 4, 2016
  3. Fellowslothb

    Fellowslothb Founder of Fellowsfilm Studios Administrator UKDT

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    That looks interesting, they could have used some new pavement textures though ;)  
     
  4. whistlehead

    whistlehead Alias Mr Hackenbacker Moderation Team Leader UKDT

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    To be fair, if it's just OMSI with proper multithreading and infinite plane maps, I'll buy it immediately.
     
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  5. iomex

    iomex Veteran Member UKDT

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    I'm dropping hints to them that they should create a panel of people well-versed with OMSI. There are far more experienced modders out there than anyone here, but still it'd be nice for them to talk to the people who have analysed OMSI down to the brass tacks.


    As far as level editors go, OMSI's is pretty good. Features like the 'skew' tool for splines (and skewing automatically upon rotation), sin waves for splines, rotation about any axis, attaching objects to splines, attachment points on objects, are all things which make it a powerful tool.


    There are, however, changes and additions I'd love to see:


    - 'preview mode' whereby you can make alterations to paths, and have AI vehicles spawn so you can test them without going back into the game proper


    - the same bounding boxes seen in debug mode, in the editor


    - ability to group objects or splines together, so that they can be copy-pasted or manipulated as a group (prefab house/garden/driveways, for instance)


    - a friendlier, more reliable way of scheduling buses


    - a GUI-based spline creator


    - ability to choose the poly density of the ground mesh and of individual splines
     
  6. Fellowslothb

    Fellowslothb Founder of Fellowsfilm Studios Administrator UKDT

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    Those are some excellent suggestions!


    The bounding box feature is already implemented though if you go to Helpers and then click "Show Bounding boxes" :tongueout:  
     
  7. whistlehead

    whistlehead Alias Mr Hackenbacker Moderation Team Leader UKDT

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    That's a selection of good ideas.


    One that I've just thought of is having a tag in the .SCO file which tells the game to always render something that's above a certain screensize, irrespective of distance. That would be really useful for major landmarks, such as tall buildings. It would be optional, of course.
     
    Last edited by a moderator: Feb 4, 2016
  8. Lakitu

    Lakitu Prepare for trouble! Make it double!

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    From the editor pics I was trying to gauge the graphics engine. It does seem to look slightly better than OMSI currently, but until we have something more it will be impossible to tell.
     
  9. whistlehead

    whistlehead Alias Mr Hackenbacker Moderation Team Leader UKDT

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    They say that at the moment they only have a single light source, so it sounds like they're intending to develop the graphics engine further.


    I asked a couple of questions a few days ago.

    They initially responded:

    So, good on the first count, though I'm still curious as to how it has been implemented, intriguing on the second, and I'm not sure how to take the third, though it certainly seems positive. Today, they came back with:

    Because of the delay, I'm assuming that they must have gone out and tried it after reading my questions - so that suggests that they really are taking feedback and suggestions seriously. So, all round good news so far! My opinion is gradually shifting from "Oh-god-what-are-they-doing" to "Tentatively hopeful".
     
    Last edited by a moderator: Feb 9, 2016
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  10. Road-hog123

    Road-hog123 Code Fudger Administrator UKDT

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    Sounds good. :)
     
  11. whistlehead

    whistlehead Alias Mr Hackenbacker Moderation Team Leader UKDT

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    From a few days ago. The devs posted a serie of images on modelling buildings for LOTUS. Mostly the same as OMSI, but there are a few interesting features of note - particularly the window shine effect, seen here. I think this is the first screenshot of an object in LOTUS's lighting engine, and it looks pretty good! Still no dynamic shadows yet, though...


    Njt3CVLWY5aKiw9Zzu_GI-Km6O5QyGbp.png


    Also notable is that textures will only be of .bmp or .dds format.
     
    Last edited by a moderator: Nov 25, 2016
  12. Road-hog123

    Road-hog123 Code Fudger Administrator UKDT

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    No *.tga? That's interesting... The shine effect has somewhat been possible on a per-mesh basis with specular in Omsi (although the o3d converter removes it by default) but that looks like a specular map. I wonder if it'll support normal mapping? Also, given Omsi's performance, I'd think dynamic shadows would be deadly to fps... :tongueout:
     
  13. iomex

    iomex Veteran Member UKDT

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    Targa's can piss off. I'm hoping they support png's.
     
  14. Road-hog123

    Road-hog123 Code Fudger Administrator UKDT

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    At least I can open dds files properly with Paint.NET... the DDS repaint ones are some strange format that only opens in Paint...
     
  15. iomex

    iomex Veteran Member UKDT

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    I've got an nvidia plugin for PS which allows you to open/save them in that.
     
  16. Road-hog123

    Road-hog123 Code Fudger Administrator UKDT

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    I can open and save all DDS files in Paint.NET except Omsi ones...
     
  17. iomex

    iomex Veteran Member UKDT

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    Oh I see what you mean. Yeah typical Omsi lol
     
  18. Lakitu

    Lakitu Prepare for trouble! Make it double!

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    I believe that the repaint DDS are actually closer to the BMP format. I seem to remember renaming one to .bmp and it opening in Paint.NET
     
  19. iomex

    iomex Veteran Member UKDT

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  20. steven2e0cnd

    steven2e0cnd New Member

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    I really hope they do a major reconstruction of the AI (cars,buses and humans). as a Player I think it really does let the simulator down. Overtaking, controlled Jams, give the humans a walk that doesn't look like they've 6 Bones, vehicle breakdowns, poor parking/Driving & The ability to reverse  would be amazing. Also a more robust ticketing system with far more variety and options. passenger queries and problems. simple things like that stop the game getting repetitive.   
     
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