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  3. bdbssb

    Configurations

    Thank you for the explaination.
  4. MkM

    Configurations

    but if i changed in viehcle xml what would happen ? well if something changed there that have connection to moddesc/l10n it would break if not also changed in there
  5. MkM

    Configurations

    Wumpscut here btw bdbssb 😉 the quick and dirty change that would not messup anything would be in the <l10n> for the config name itself , lets see if i can explain with a example so i have a edit of the cherry smartbox and have the addconfig script in that one. parts in moddesc: <specializations> <specialization name="addConfig" className="AddConfig" filename="specializations/AddConfig.lua"/> </specializations> <vehicleTypes> <type name="cherryBox" parent="implement" filename="$dataS/scripts/vehicles/Vehicle.lua"> <specialization name="addConfig"/> </type> </vehicleTypes> <newConfigurations> <newConfiguration configName="smartBoxDesign" isColorConfig="false" /> <newConfiguration configName="smartBoxWeight" isColorConfig="false" /> </newConfigurations> i use a separate file for the l10n but can ofcorse be in moddesc directly <l10n> <annotation></annotation> <texts> <text name="configuration_smartBoxDesign" text="Smartbox Design" /> <text name="configuration_claas" text="CLAAS" /> <text name="configuration_cherry" text="CHERRY" /> <text name="configuration_smartBoxWeight" text="Smartbox Weight" /> <text name="configuration_smartBoxWeight1600" text="Weight: 1600kg" /> <text name="configuration_smartBoxWeight1800" text="Weight: 1800kg" /> <text name="configuration_smartBoxWeight2000" text="Weight: 2000kg" /> <text name="configuration_smartBoxWeight2200" text="Weight: 2200kg" /> <text name="configuration_smartBoxWeight2400" text="Weight: 2400kg" /> </texts> </l10n> and last the vehicle xml part (yeah i was to lazy to make a new smaller example ) <smartBoxDesignConfigurations> <smartBoxDesignConfiguration name="$l10n_configuration_cherry" price="0"> <colorChanges> <colorChange materialName="weight_mat" shaderParameterName="colorMat0" materialId="0" color="SHARED_BLACK1" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat1" materialId="0" color="SHARED_RD1" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat2" materialId="0" color="SHARED_BLACK1" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat3" materialId="0" color="SHARED_RD1" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat4" materialId="0" color="SHARED_WHITE1" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat5" materialId="0" color="SHARED_WHITE1" /> </colorChanges> <objectChange node="cherryBigLogo" visibilityActive="true" /> <objectChange node="cherrySmallLogo" visibilityActive="true" /> <objectChange node="cherrySmartboxLogo" visibilityActive="true" /> <objectChange node="claasBig" visibilityActive="false" /> <objectChange node="turnLightLeftFront" visibilityActive="false" /> <objectChange node="turnLightRightFront" visibilityActive="false" /> <objectChange node="turnLightLeftStatic01" visibilityActive="false" /> <objectChange node="turnLightLeftStatic02" visibilityActive="false" /> <objectChange node="turnLightRightStatic01" visibilityActive="false" /> <objectChange node="turnLightRightStatic01" visibilityActive="false" /> </smartBoxDesignConfiguration> <smartBoxDesignConfiguration name="$l10n_configuration_claas" price="1000"> <colorChanges> <colorChange materialName="weight_mat" shaderParameterName="colorMat0" materialId="0" color="CLAAS_DARKGREY2" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat1" materialId="0" color="CLAAS_GREEN1" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat2" materialId="0" color="CLAAS_GREEN1" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat3" materialId="0" color="CLAAS_RED1" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat4" materialId="0" color="CLAAS_RED1" /> <colorChange materialName="weight_mat" shaderParameterName="colorMat5" materialId="0" color="CLAAS_RED1" /> </colorChanges> <objectChange node="cherryBigLogo" visibilityActive="false" /> <objectChange node="cherrySmallLogo" visibilityActive="false" /> <objectChange node="cherrySmartboxLogo" visibilityActive="false" /> <objectChange node="claasBig" visibilityActive="true" /> <objectChange node="turnLightLeftFront" visibilityActive="true" /> <objectChange node="turnLightRightFront" visibilityActive="true" /> <objectChange node="turnLightLeftStatic01" visibilityActive="true" /> <objectChange node="turnLightLeftStatic02" visibilityActive="true" /> <objectChange node="turnLightRightStatic01" visibilityActive="true" /> <objectChange node="turnLightRightStatic02" visibilityActive="true" /> </smartBoxDesignConfiguration> </smartBoxDesignConfigurations> <smartBoxWeightConfigurations> <smartBoxWeightConfiguration name="$l10n_configuration_smartBoxWeight1600" price="0"> <objectChange node="cherry_main_component1" massActive="1600" /> <objectChange node="cherry_main_component1" centerOfMassActive="0 0.2 0" /> </smartBoxWeightConfiguration> <smartBoxWeightConfiguration name="$l10n_configuration_smartBoxWeight1800" price="1000"> <objectChange node="cherry_main_component1" massActive="1800" /> <objectChange node="cherry_main_component1" centerOfMassActive="0 0.2 0" /> </smartBoxWeightConfiguration> <smartBoxWeightConfiguration name="$l10n_configuration_smartBoxWeight2000" price="2000"> <objectChange node="cherry_main_component1" massActive="2000" /> <objectChange node="cherry_main_component1" centerOfMassActive="0 0.2 0" /> </smartBoxWeightConfiguration> <smartBoxWeightConfiguration name="$l10n_configuration_smartBoxWeight2200" price="3000"> <objectChange node="cherry_main_component1" massActive="2200" /> <objectChange node="cherry_main_component1" centerOfMassActive="0 0.2 0" /> </smartBoxWeightConfiguration> <smartBoxWeightConfiguration name="$l10n_configuration_smartBoxWeight2400" price="4000"> <objectChange node="cherry_main_component1" massActive="2400" /> <objectChange node="cherry_main_component1" centerOfMassActive="0 0.2 0" /> </smartBoxWeightConfiguration> </smartBoxWeightConfigurations> Ok now when when have all the part to make it work lets say i wanted the menu in the shop say Cherry Design instead of smartbox design i would just change this line in l10n <text name="configuration_smartBoxDesign" text="Smartbox Design" /> to <text name="configuration_smartBoxDesign" text="Cherry Design" /> and that is applicable on all parts referenced in l10n, you can change everting to have a new name but that can be a lot of work and really not needed as long you don't lose track of what is what 😉
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  8. MkM

    Configurations

    did you change the word in the vehicle xml or in moddesc/<l10n> ?
  9. Hello. The question is why I can't save the map base created in Blender 2.78 to the i3d file. Farmingsimulator19 I want real terrain with Google Eart, which I recorded earlier. Last time you had to save an export to i3d, Blender didn’t. Please help
  10. bdbssb

    Configurations

    Even though I’m not familiar I may be able to look at the lines you edited and see if I see an issue. Either copy the lines here or share the mod in a private message and I can always take a look. That and looking at your log would be a start as well.
  11. bdbssb

    Configurations

    I have not used the configuration script itself I have only added config options used in default equipment. I will point someone here that is familiar with it. Sorry for the delay. I keep urging individuals to use this forum however we are all stuck in our comfort zone of using discord.
  12. Earlier
  13. Dawsonsa

    Configurations

    Hey, wondering if u can give some guidance on configurations , I know how to do the 1 simple one from giants but I want to use the add configuration script, I got a mod that already had it working ect and in the coding all I changed was the keyword so instead of bar it said plate , to name it but it completely broke the mod lol, was wondering why it’s not working? Cheers!
  14. Version 11.01.21.00

    62 downloads

    This is simply my fermenter pack (please click link for full details if you are not familiar) edited to take alfalfa and clover. Per request I also upped the capacity to 10Mil instead of 5 Mil. FYI if you put this palceable pack on a map that doesn't have alfalfa or clover you will simply receive a warning in the gc panel. I don't believe it will cause any other issues, just wanted users to beware. This was specifically made per request by Amata316 to use on Landownuda. Just updated this placeable so that the Global Company warnings are fixed. I forgot when I changed the folder name it would need the language file updated. Thanks to Rebecca for letting me know about the issue.
    First of all Good day and thank you for adding me! I downloaded the imperator and tried it on Medicine Creek Farms. I loaded up with fertilizer and lime. I am using precision farming and found it would only spray the fertilizer and not the lime. It would not work with precision farming. I loved the idea of doing two applications at same time. Can someone look into this and get back to me please and thank you!
  15. I did not change the bga I simply edited and added a deferent fermenter pack to accept the filltypes and upped the capacity per request. Hope that does what you’re looking for.
  16. This has been asked multiple times in discord so I thought I would add the subject here. To add a collision inside a vehicle the parent component in the rigid settings compound has to be checked. Also in the child collision part compound child has to be activated. Like shywizard has commented these settings can be applied while exporting a model in the new exporter for blender 2.9 or you can add the following example to the par by editing the i3d via notepad. Refer to the compoundChild part below. After saving the i3d in notepad and opening it back up in ge the grayed out box will be check like in the image below. ```xml <Scene> <Shape shapeId="1" name="colPart01" translation="0.000757065 1.00552 -1.00853" compoundChild="true" collisionMask="8194" density="0.001" nodeId="166" materialIds="4" castsShadows="true" receiveShadows="true" nonRenderable="true"/> </Scene> ```
  17. Version 4.12.20_15.30

    18 downloads

    Hello Farmers, 1st of all i wish u all a healty 2021. Here i present to u my Flat edit of West Bridge Hills, by using the "place objects on terrain script build in to Giants Editor after making the the entire map flat. - NO traffic on this map. - deleted Drive-in theater, base-ball field and more unusefull stuff to get more useable land wich is buyable. - updated the Bga bunkers and placed a roof over them, Big Thank U to Bdbssb for deleting the concrete blocks from the shed i used. upped the capacity of the sell point to 1million silage, do not put more in becauze the Randomat will block u to pick up spilled silage. - all old red gas pump are gone and replaced with 1 feul station in town. - updated fields and farmlands so that u can own the whole map. - seasons compatibel as far i know , did not messed with that. no error or warning in the map. - other minor fixes and painted in more grass arround the fields and now open spaces, ready for u to place down placeables. have fun with this edit
  18. hi there, is there any way to add, clover silage, instead of sugar beets? and possibly increase the amount of capacity it can take , and let out. if so that would be great.
  19. Huge thanks to fscommando for getting the site setup to add this video.
  20. Shywizard did this awesome video, I wanted to be sure to share it here so he doesn't have to use his personal file space. 2020-12-07_18-38-39.mp4
  21. Correct @Poorboy good find. For those of you who aren’t aware if you make a new map from a previous one it will usually have an existing tip collision mask. You need to paint a new one because the original map will have all the road areas and buildings painted so that material can’t be dumped on those areas. What will happen is when you mow grass or even for example straw windrowed will not appear in those areas but then mound up as soon as you hit a spot that doesn’t have the painted area. You have to remove all tip collision area and re paint then run the script.
  22. i figured it out, it was the i3d.colMap.
  23. Hello i've been making my first map, now that its almost done ive started testing it. im having and issue where when i cut a field the grass isnt showing up cut it works in some areas and others it dont and all the sudden itll shoot out a huge pile. ive never had this to happen before, any and all insight or help id be very thankful thanks for your time
  24. Or you can back the modDesc version back a few. Change to to maybe 49 and try.
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