Jump to content

All Activity

This stream auto-updates

  1. Yesterday
  2. Last week
  3. F25 Spline Modifier Updated The script basically works the same as before with the following changes. New panel Layout Changes Set Offset Distance now allows decimal input Splines are now created directly into a Modified Splines TG in the Scenegraph Separate section in the lower section of the panel enables saving of any selected spline(s) and conversion of any single spline to an .OBJ file both are saved in a new Modified Splines folder in the same location as the the map.i3d. Tutorial updated to reflect changes
  4. FS25 Import Placeables This is an updated version of the FS22 script which allowed the import into a map of all the placeable items in the placeables.xml (placeables.xml can be from a save game or another map) Original available here https://farmerboysmodding.com/index.php?/topic/2480-import-placeables/ With the changes made to placeables in FS25 the script will only import placeables that are not already in the map i.e. those who have not been preplaced using the placeables.xml <placeable isPreplaced="true" , any subsequent changes made to position/user attribute etc will still have to entered manually in the placeables.xml or by the Placeables Toolkit. However it will list all preplaced items in alphabetical order with their corresponding nodeId's for reference after the filepaths of the non preplaced items are printed in the console log. There are no requirements for setting any filepaths using the Script Editor. Installation and Use To use the script unzip the FS25_Import_Placeables.zip (available at the end of this tutorial) and copy/paste the folder to the location of your GIANTS Editor 64bit 10.0.4/scripts folder in this case it is, C:/Users/*****/AppData/Local/GIANTS Editor 64bit 10.0.4/scripts (replacing the *** with your computer name) Open GE and Select -- Scripts --FS25 Import Placeables When the script is first executed a check will be made to see if a 'placeholders' TG already exisits and if there is one or more instances of 'placeholders' TG's then a Warning will appear in the log with the duplicate 'placeholders' TG nodes for reference and investigation (if needed). A new placeholders TG will also have been created in the Scenegraph complete with the correct User Attributes (Placeholders.onCreate) With the Placeholders.onCreate added it will allow the placables to be seen in GE, the new placeable imports will be ignored when the map is opened in game and the placeables/preplaceables will be loaded as normal from the placeables.xml The script treats the preplaced placeables and normal placeables (those not preplaced and with a filename) in different ways. Normal placeables are loaded into placeholders TG in the Scenegraph and a print out of the file path to each one loaded will appear in the GE Console log. The name of each individual placeable in the Scenegraph will be its xml/i3d name not its placeable folder name. Preplaced placeables (if listed in the placeables.xml) are listed in the console log in alphabetical order together with their name and node Id's for reference (after the normal placeables filepaths). The following popup panel will also appear. Mod Folder Select the folder icon at the end of the Mod Folder line a file browser will appear navigate to where the folder containing any mods required by the map. For example if the map uses any external mods ( Required Mods ) in the normal My Games folder then the path would be :- C:/Users/****/Documents/My Games/FarmingSimulator2025/mods (obviously *** would be replaced by your computers name) Or if the mods folder is located elsewhere then something like this D:/Farming Simulator/FS25_mods Or if just importing from a map with no Required Mods D:/Farming Simulator/FS25_mods/FS25_SuperMap Basically the Mod Folder is the map/mods path where the placeables to be imported into the map are located. Note: All mods/maps must be unzipped for this to work correctly. Map Placeables XML Path Opening the file browser as before (selecting the relevant folder Icon) navigate to where the maps placeables.xml is located and select it. With the placeholders TG selected in the Scenegraph, select the Import Placeables button (move mouse away from the popup panel and wait for the Import Placeables button to turn back to white). The placeables will have been imported into the map at their relevant positions and a print out will appear in the consol log detailing the placeables file paths and also any preplaced placeables with their corresponding nodeId’s for reference. Some examples below the first using the default EU map (Zielonka) and the second using the Alma Missouri map EU map (Zielonka) Alma Missouri Limitations: Where fences/hedges/power lines have been created using the in game construction tool and then copy pasted into the placeables.xml from a save game these will not appear in their assigned position as any editing/deletion must be carried out in game and the placeables.xml manually adjusted from a new save game. The script relies on the placeables.xml being created correctly either by the Placeholders Toolkit or manually using the correct FS25 format (preplaced items must be created using the Placeables Toolkit to get the correct uniqueId) Script will only import placeables from i3ds so any placeables.xml script that does not have an i3dPath in its base.filename will not be loaded and an error message with the problem xml's filePath will be printed in the console log error message will also be printed if the mod directory doesn't have a mod associated with that map. The script will continue running until all placeables/preplaced types listed (including error messages) in the placeables.xml have been loaded It is possible to import all the placeables from one map into another (or even from a savegame) by opening the map in GE that is to receive the placeables and setting the Mod Folder to the donor maps filepath and Map Placeables XML Path to the donor maps placeables.xml then with the placeholders TG selected, select Import Placeables, placeables will be imported into the new map at their original positions. Placeables filepaths will still refer to the original map so adjustment will be needed if items kept. FS25 Import Placeables.zip
      • 1
      • Like
  5. Earlier
  6. For those who want fence/power layouts to be in straight lines you could try this, with the spline type set to Linear only the spline control points are created when inserting. some corners may have a slight bend but this shouldn't affect fence/poewer placement. another example
  7. This script can be modified by yourself to allow decimal entries to the offset by following these steps Open FS25 Spline Modifier.lua in GE script Editor and navigate to line 78 local offsetSlider = UIIntSlider.new(offsetSliderSizer, offset, -25, 25 ); replace with the following line local offsetSlider = UIFloatSlider.new(offsetSliderSizer, offset, -25, 25 ); Save and exit the Script editor Execute the script from the Script - Users Scripts menu you should now be able to enter a decimal value for the offset Offset max min values have been reduced to avoid distortion caused by inner and outer radius when setting high values. An updated script is currently being created and tested.
  8. Hallo, wie bekommt man es hin das man auch 0.5 m schritte gehen kann ? MFG danke im vorraus
  9. Try the links in this post there maybe some useful information for you
  10. Hello everyone, I like your scripts very much, but my question is it possible to draw a mask from PP over a spline ? many thanks for the scripts and best regards mfg Bäxxter
  11. Comparison between my version and GE version of Set Terrain Height scripts with basically the same settings. My version GE version As you can see the GE version smooths the vertical drop and heights better
  12. The GE version of Set terrain Height will probably best in your case as my script only gives basic smoothing, go to Scripts -- Shared --Map--Terrain -- Set terrain Height by Spline and set the following settings Width 5 (this will give a 10m overall width) Smoothing Distance 20
  13. even with different height settings i still get sharp edges, couple other people have the same issue
  14. With those settings all you have done is create a flattened area 10m wide with no smoothing, with a 0 height setting the script assumes the area is already smooth.
  15. An image of your terrain height panel with your settings would be helpful.
  16. hey, smoothing edges on spline height doesn't work at all,
    Great job I plan on using this more in fs25 I hope you'll be converting some of your all platform mods from FS22 as I liked them
  17. There is an update version of the parallel spline script available here
  18. Thank you for your quick reply. It's intended for the offset distance. It would be great if the change was included in an update. Thank you.
  19. If you are referring to CSV distance then select the Set CSV Distance Box (left click select when cursor changes to <-->) and enter your chosen value. Set Offset Distance currently only Integer (whole number) entry changing to decimal entry can be done in a later update if required
  20. Please excuse my poor English. I am from Germany.
  21. Hello, Is there a way to set the script to take half-meter steps? Example: 2.5 meters? Thank you for your efforts.
  22. So i generated a map with maps4FS But the masks for fields is broken or just did not make fields is there something i can to do tell it to place them or no ?
  23. THNKS FOR THIS WORK! IT'S GREAT
  24. Hello everybody, with the following code we are able grab the farmlands infoLayer and paint on it. local infoLayer = getInfoLayerFromTerrain(terrainNode, "farmlands") if infoLayer == nil or infoLayer == 0 then printError(" Could not find farmlands info layer") return end As I figured out how to use Procedural Placement (PP) on a 16x map without crashing the GE, I wonder if it is possible to also paint fields (or anything else) to the PP masks with code. I wasn't able to find anything to it but maybe here are some smart folks. Thanks in advance Knowen
  25. Bonjour, Et quand un mod possede un FillTypeConverter.lua (mod: FeedMixers FS19), ou mettre le script ? Le LUA dans le dossier script de la map, mais dans le modesc? Merci
  26. Die Scripte aus Älteren FS Versionen funktionieren ja im FS25 Darum sind die da drin wo die FS25 Scripte sind Weil es die Nicht für FS25 gibt
  1. Load more activity