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  4. That number of trees will probably cause perfomance issues. what you could do to minimise the number of trees is use the treescape images used in some maps (Calmsden for example) for the furthest trees and LOD1 trees for the nearest. Or create your own treescape images. Out of curiosity how have you created your backround mesh ??
  5. Rita

    Background trees

    Yes, but I need thousands of them. I tried to use sets of background trees from the standard maps, but they don't suit my hills at all. 😄 And they cause collision errors. I don't know, maybe it's possible to somehow make the background part of terrain and then draw a forest on it using mesh paint mode or some other method? 🤔
  6. You could simply just use the ingame trees LOD1 and place that on the border.
  7. Rita

    Background trees

    Well, to be honest, I don't need any seasonal changes. I want to create a taiga, and it's mostly spruce and pine trees. 😀 And the rest of the trees can be green, too; no one even notices them. As long as they're there. Right now, I only have board trees, and then an ice rink. 😂
  8. Agame78

    Background trees

    Yes, i'm working on FS22. It uses a shader called treeBillboardShader.xml which does the same trick i believe (?) (Im using spruces which do not drop their leaves so i ignored the shader.) Now I added it to my trees and noticed that it makes the plane rotate towards you as you move so the trees wont become invisible from certain angle.
  9. Rita

    Background trees

    Guys, I understand the background is just a decoration, 👻 but maybe someone could write a little script that would take the LODs of the trees🌲 and a PNG file with the planting locations marked, and create a forest. Similar to how we create a forest on a map. Maybe we could temporarily convert the background to a rigid body or so. I just don't know how to write anything in lua yet. 🤷‍♂️ I know a polite word PLEASE! ❤️😄
  10. Last week
  11. Unfortunately that method only works properly in FS22 (which is what you are doing with GE 9.0.6). The background tree set up in FS25 is totally different, as it uses a different shader (backgroundTreesShader.xml) for the seasonal and leaf growth effects.
  12. Agame78

    Background trees

    Hello! I made some just a few days ago like this: -create a plane and resize it. 15 for Y and 60 for X was good for me. -then just add a texture on it, you can find the path just looking on what the normal trees use. -and there you have a few trees, keep duplicating the plane to make larger groups, put them behind of each other and so on. Set the clip distance to at least 800-1000. Maybe theres a better way to do it, i'm currently working on my second map ever and still figuring out things on my own. In the image: normal trees and 2d "faketrees" using the same texture.
  13. Thank you so much for your answer! ❤️ I'll try it. P.S. Since my poles have asymmetrical wire placement and different rotations relative to each other, and since I'm too lazy to re-draw long splines to change their beginning and end, 🤭 I simply decided to connect the last pole of the adjoining line to the nearest pole of the main line. I did it this way: 1. I drew a spline as precisely as possible from the center of one pole to the center of the other. 2. I placed it on the ground using CSV. 3. I set the distance between poles in the script equal to the length of this spline. Mine was 37.3. The wire length I used was 50 m. 4. When the script ran, the new poles practically matched the old ones, but new crossbars with insulators appeared on them, rotated in the required new directions. Sorry for my amateurish method,😆 but maybe someone will find it useful as an idea. Thanks once more.
  14. I presume the second set of wires in the 'Y' configuration are placed on different insulators to the first set, if so then I suggest you start the second line spline from the pole where they meet, run the script then delete the first pole of the second line. or you could try the method that @antler22 suggested which allows you to place the poles and wires separately. 1. Run the script with no. wires set to 0 2. Adjust posts/poles to preferences, --- Note: Problems will occur if the distance between the poles is increased by too much 3. Rename last post/pole unique so you know where pole placement starts over 4. Run script again with wires set at correct number (wire_FenceNode value), this will put wires against all previous posts as well as new ones 5. Delete second set of posts after renamed end, as these are now redundant
  15. Thanks for that - that's exactly what I was looking for, it saved me a lot of work - Thanks again.
  16. Thank you very much for your very useful script. I am still a beginner in mapping... Can you pls tell me how I can connect two poles from different power lines with the wires? These power lines meet at the angle like "Y".
  17. Have you read this topic, specifically the last section which shows the export options with the Nurbs Curves selected https://farmerboysmodding.com/index.php?/topic/2413-export-a-spline-from-giants-editor-into-blender-to-create-roadsrailways-updated/
  18. Cmodz

    Jagged edges

    Thank. Ill give it a try. I really struggle with roadbeds with jagged edges and my spline causing the terrain to do a weird tilt.
  19. Hi I have made a 4x4 map as an extension of riverSpring, and I am now going to make traffic splines, and I know how to make them in GE, but is there a possibility that when I have made the road in Bender and can take points from the road in blender, that these points can be exported to GE as a spline?
  20. Earlier
  21. Rita

    Background trees

    Hello everyone! Could you please tell me how to create a forest of flat trees on the background?
  22. Thank you for helping me and Happy New Year. - Nvidia update: done, same errors - errors "failed to create shader program..." and "shader archive ... not found" : only appear after I deleted the shader file no matter whether I start with a new savegame or not - errors "failed to create Graphics Pipeline..." : they always appear on any log Log_new_shader_existing_savegame_01_01_26.txt Log_existing_shader and existing _savegame_01.01.26.lnk
  23. First off update your Nvidia drivers to the latest version released on the 18th December 2025 Second you say "I often start a new savegame and the shader file deleted. It seems to me that I randomly get this error" Does the error only appear after you start a new game AND have deleted the shader cache ?
  24. Errore one: While working on modding my map I often start a new savegame and the shader file deleted. It seems to me that I randomly get this error. Starting vanilla or oder custom maps (including all my downloaded mods) no errors occure. In many days of work tried to insulate the responsible transfergroup in the GE. No success. Staring the game with the existing shader and savegame, these errors disapeer. My questions: Are these errors matter playing the game? Is there a connetion with the error "Shader archive 'shared/shader_dx12_q3_sb1_s16_sf0_t3_ao1_bn0_r1_v1_sr0_v60_f60_sg.sharc' cannot be found." ? Is there any adwise how t corret his errors ? Errore two: Sice a few weeks I'm getting this error as in error one only with my onwn map. Same quetion as above: What are the implicaton on the game? If sinnificant, how do I correct this errors? Since I have invested month of work on my map, and I spent many weeks on solving these errors, I would be very thankfull of your help. log_new_savegame_and _shader.txt log_existing_savegame_and _shader.txt
  25. With a bit of experimenting it is possible to smooth out the jagged edges. First using the FS25 Set Terrain Height by Spline script, set the centre width required (for example 6m ) and Distance beween points to 0.1 bear in mind that for long splines it will take a while to finish executing. Now open up the GE version (Scripts --Shared Scripts-- Maps --Terrain -- Set Terrain Height by Spline) and using the 6m as an example set the width to 2 and smoothing to 4 and execute, this will also take a while. The result isn't perfect but is a lot better. With FS25 script Then with the GE version
  26. Cmodz

    Jagged edges

    What is the best settings to avoid these jagged edges but still have the road area flat and smooth like in the picture? https://i.ibb.co/QvRGLLhc/jagged.png
  27. Salut à tous. Je souhaite personnaliser le grainMill de la map EU. (C:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 25\data\placeables\brandless\productionPointsGeneric\grainMill) J'ai copié/collé le dossier dans le dossier de ma map, j'ai ouvert l'i3d avec GE 10, supprimer les visuals, pour pouvoir le placer sur un modele i3d deja sur ma map. Les XML ont bien été modifié. Quand je suis en jeu, tout est correct. Mais je voudrais modifier la position des triggers SELLING POINT, PRODUCTION POINT ET PALLET TRIGGER. Une fois que j'ai modifié les positionnements dans GE 10 pour les placer selon ma map, j'ai exporté l'i3d pour remplacer l'ancien. Et là,
  28. in the onion.xml take the filltype area out and add to the filltype,xml and disable the hidethehud option and the error is fixed!
  29. Please post an image of your opened fence_powerObjects TG and the Fence Power Placement script settings. Also be aware every time you select the script in the Scripts folder it will create a new fence_powerObjects TG and this is the TG that has to be used so ensure you are using the correct transform group.
  30. Hello, trying this script for the first time but i can't get it to work. (it worked once kinda but now i can't even repeat that.) I'm trying to make a powerline but keep getting ERROR No Wire/Panel in the wire_FenceNode while there IS a wire object. I don't understand why it doesn't accept the object. Even tried to make a simple cylinder but still get the same error. Using GE 9.0.4, map is for FS22 =============================================================================== EDIT: Got it to work now. The problem was if i re-run the script, it will create a new fence_powerObjects transformGroup and i had to move the objects there. I kept deleting the new one... Thanks for the script, makes things so much easier!
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