Pre-Surface Terrain Hole Cut Help

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  • hi all,


    Some of you may have seen the U-Bahn subway station entrances. I have an American subway entrance that I would like to import using the same method, by creating a hole.o3d object.


    However, the hole object just shows up as a regular plane in the editor, no matter how many times I try to mess with the texture options in Blender. I already have presurface and [matl_alpha] codes in there, so can anyone help? Thanks


    [groups]

    2

    United States

    MTA NYC


    [friendlyname]

    Subway Entrance


    [CTC]

    Werbung

    Texture\subway_ad

    0


    [CTCTexture]

    farbschema1

    subway_map_01.jpg


    [CTCTexture]

    farbschema2

    subway_map_09.jpg


    Rendermodus "presurface", damit die (Roll-)Treppen durchs Terrain sichtbar sind!



    [rendertype]

    presurface



    [mesh]

    subway_ent_nyc.o3d


    [varnamelist]

    1

    Script\werbung_varlist.txt



    [script]

    2

    Script\werbung.osc


    [shadow]


    [fixed]


    [mesh]

    subway_ent_nyc_light.o3d


    [matl]

    subway_map_05.tga

    0


    [matl_envmap]

    envmap.bmp

    0.4


    [matl_alpha]

    2


    [matl_noZcheck]

    [matl_noZwrite]


    [mesh]

    subway_ent_nyc_hole.o3d


    [matl]

    hole.tga

    0


    [matl_alpha]

    2



    ##############################################


    [light_enh_2]

    pos_x

    pos_y

    pos_z position

    dir_x

    dir_y

    dir_z direction

    up_x

    up_y

    up_z vector pointing up (if rotating = 2) or rotation axis (if rotating = 1)

    omni 0 = directional light, 1 = omnidirectional light

    rotating 0 = light effect will be directed to dir vector, 1 = light will rotate to user (around UP axis),

    2 = light will rotate to user (around all axis)

    r color

    g color

    b color

    size meters

    conesize_inner_angle degree, angle of inner cone (full brightness)

    conesize_outer_angle degree, angle of outer cone (beginning of visibility)

    fading_variable 0 = dark, 1 = normal, 2 = double, 0.5 = half brightness, if invalid, 1 will be constantly used

    factor factor multiplied

    z-offset offset of spot from position to user (if the light would

    be inside of a solid object, you can make it visible

    with this parameter; just set it e.g. two times of the

    radius of the solid object.

    parameters 0 = none

    + 1 = star

    + 2 = no fog effect

    + 4 = only effects

    cone light will create cone effect (depends on fog and environmental brightness and only if it is no omnidirectional light)

    timeconst time constant. It controls how much time the light will need to reach 63% of the illumination intensity

    (or 27% in case of switch off)

    bitmap effect texture (if "" then standard texture will be used)




    [light_enh_2]

    1.115

    -3.808

    3.715

    0

    0

    0

    0

    0

    1

    1

    2

    255

    200

    200

    1.5

    150

    240

    NightlightA

    0.7

    0.0

    0

    1

    0.2


    [light_enh_2]

    -1.323

    -3.808

    3.715

    0

    0

    0

    0

    0

    1

    1

    2

    255

    255

    255

    1.5

    150

    240

    NightlightA

    0.7

    0.0

    0

    1

    0.2