Since OMSI2 is no longer in development, hell maybe even no longer supported, I don't think this or any other bugs for that matter will be fixed.
Beiträge von Etrusan
Das Forum befindet sich im reduzierten Betrieb. Die Addon- und Supportforen bleiben weiterhin verfügbar.
Bitte beachte, dass OMSI nicht mehr weiterentwickelt wird. Ein Teil der Entwickler widmet sich inzwischen der Entwicklung eines neuen Simulators. Weitere Informationen zum LOTUS-Simulator findest Du hier.
Bitte beachte, dass OMSI nicht mehr weiterentwickelt wird. Ein Teil der Entwickler widmet sich inzwischen der Entwicklung eines neuen Simulators. Weitere Informationen zum LOTUS-Simulator findest Du hier.
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Don't worry, it's not dead
Not yet anyway...
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On top header in Blender. There is no universal how, you have to learn it by trying it out. That's your job as a 3D artist, know where to cut the tris (=details) without the audience noticing. Amongs other things anyhow...
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You need to have under 20000 tris. Maybe even less. I got away with ~17500 so far. Maybe you can go higher, but I haven't tested that.
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I think you'll have to either split it to two or optimize it to use less tris. I'm pretty sure .x had/has also problems being rendered as [surface].
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OMSI can read .x but .03d is preferred.
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... You can leave it in .x, optimize it to use less poly or split it to two.
I've already posted options you have #102 -
@Rumpelhans
I think normals are fine. I bet my money on the fact that it can't handle .o3d with more than ~20k tris.
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Is it .o3d convert? If yes then that's the problem. OMSI can't handle more than ~20k tris on one model, maybe even less. You can leave it in .x, optimize it to use less poly or split it to two.
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Try selecting all and hit CTRL+N. If that doesn't help, go to material preview. If it's the same as in OMSI you need to recalculate normals manually. I do have a custom shortut ALT+Q and I recommend you create one too. In the panel that you bring up by pressing T search for flip normals. You can also display normals in the N panel under Mesh, I think.
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You don't have to do that, you can work straight from the Crossing editor. Worst part is setting the Spline Helpers.
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Paths are one of the biggest reasons that keep pushing me away from building OMSI2 map. They are done using the Crossing editor, which is pain to operate. It comes with the OMSI SDK.
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I don't think it's wise to buy 6, nearly 7 years old CPU.
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UV unwrap is always tricky and there is no easy fix. You need to find what works for you. Try Unwrap -> Cube Projection. It gives ok-ish results for the most parts.
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You need to UV unwrap it.
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Make sure you have the object-detail in settings all the way up.
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Make sure you don't have low-res textures option ticked [ON] in OMSI settings.
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In your own folder create .sco that links to the original but put your own textures in the texture folder.
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CTRL+R won't work, because you don't have quads but N-gons. It would be wise to scale back on the detail (you really don't need that many vertices in a road-curve) and then offset the edge by desired amount. Now, I'm not sure if the Offset addon is already in Blender 2.79 but you can download it.