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  5. Vid

    Ikonic Fieldliner

    Sorry, I thought I had replied to you. I wish I knew how to get the link, unfortunately I cant remember where I got the mod from, I know it is part of the Iconik Trailer Pack, but not sure where it came from. Thankyou for looking at it though
    there is no other tool in the game that is as reliable, trustworthy and useful as this mod. if you are cutting down trees for harvest, this is invaluable. and frankly, if you have trees in the map that you just can't seem to get to cut... this is the go to tool to attempt to get them. couple in the lumberjack mod for your chainsaw and you have an awesome ability to clear land and make profits! highly suggested for one-man farming... note: i do suggest you detach the unit and close the chute when not in use. otherwise, it will sit on your map auto scanning for an unloading source.
  6. god this headers is awesome! 🙂 one thing i really love is it's ability to harvest on uneven ground. you can really cook along using it and gather a massive amount of material!
    Thanks for that beautifull mods but the autoload fonction don't work with de flatbed truck 😪 !! Can you take a look at that problem . Sorry for my bad english but i'm french !
  7. bdbssb

    Ikonic Fieldliner

    It would be better if I could get a link to the full mod so I can test it though.
  8. bdbssb

    Ikonic Fieldliner

    Ok I’ll try to take a look. The turning radius can be changed as well I believe.
  9. Vid

    Ikonic Fieldliner

    Hi bdbssb thanks for getting back to me. The turning issue seems to be that the tractor pulling it, the wheel s tend to catch on the trailer and so makes it hard to turn. I copied the xml file, not sure if it will let me post it here or not, but I will try and will put it at the end of the message. Apologies for taking time to reply, I didnt have the notifications turned on. Thanks again. tipper7.xml
  10. bdbssb

    Ikonic Fieldliner

    If it has a capacity then density/mass can be disabled too. I would have to look at the xml. Do you have a link?
  11. bdbssb

    Ikonic Fieldliner

    And welcome to the site. Thank you for posting. We need to use the forum more.
  12. bdbssb

    Ikonic Fieldliner

    When you say turn better. You mean it’s just pulling hard? The down force can be lowered. That would be easier than adding a 3-point.
  13. Vid

    Ikonic Fieldliner

    Hi, I have just joined and was wondering if anyone could help. I currently use the Ikonic Fieldliner with a capacity of 1 million, but it doesn't turn very well and I was wondering if anyone has a version with a 3 point hitch please and with the same or more capacity. I'm not a modder at all so have no idea how to make a 3 point hitch, and thats why I was hoping somone might have made a modded version already. Any help would be appreciated. Thanks.
  14. Yeah it’s because it’s acting like an actual cultivator so it takes out the seed unfortunately.
  15. just a quick note that this planter is fantastic. pulls great and the AI is really working well with it. other than that issue with the 'Y' select seeds conflict when running the creative fields with cultivators mod, the only other issue i have seen is the planter, when lifted at the end of a row, will create a "blank" unplanted area. i would imagine this has something to do with the cultivator region being a little large?
  16. Ahh yes that make sense now. Rebecca from discord had mentioned she was getting complaints about them creating fields. I didn’t even know there was a cultivator create fields mod. That will do it since the seeder is setup to be a cultivator.
  17. i would agree with the conflict mod issue. my guess is that the "creative fields with cultivators" mod is creating the issue.
  18. Usually with the new versions o f microdem you either slect the GooglEarth globe in the toolbar or right click on the map and select Export where you are given a choice between quick and deliberate export to Google Earth, however there seems to be a bug in the programme now that doesn't allow adjustment of opacity in Google Earth so you are left with a partially visible srtm and another bug, as you have found, id that it no longer saves as aGeoTiff but as a .tif image. The only soloution I can suggest at the moment is to find an earlier version of the Microdem programme which appear to work as normal or use QGIS (free full blown geospatial programme)
  19. I've got my SRTM in Microdem, have made the zRange adjustment, changed from color to grayscale. But that's where I run aground. File>Save DEM/Grid > Geotiff -- When I drag the file into Google Earth it is just a dumb overlay file. As soon as I move anything on the map, it just floats out of place. Ideally I would use the Quick to Google Earth and let the 2 programs handle the intermediate details, but I do not know where to find that option. I don't see EXPORT anywhere under FILE or any other menu. Help?
  20. So I have had a couple of people working with vehicle type and specialization and I wanted to pass on how the game engine handles these attributes. So every vehicle has a type name at the top of the xml. Example below. <?xml version="1.0" encoding="utf-8" standalone="no" ?> <vehicle type="carFillable"> <annotation>Copyright (C) GIANTS Software GmbH, All Rights Reserved.</annotation> The "carFillable" tells the game engine to look for specific attributes in the xml. I do not know the specific name however this is how I refer to this process. I will attach a file called FS19_vehicleTypes.xml that will come in helpful and what I will be referring to. So when I search "carFillable" in the file we will see this <type name="carFillable" parent="baseDrivable"> <specialization name="fillVolume" /> <specialization name="dischargeable" /> <specialization name="trailer" /> <specialization name="tensionBelts" /> <specialization name="foldable" /> </type> The xml is telling the game load vehicle type "carFillable" which has the specializations listed below of fillVolume, dischargeable, trailer, tensionBelts, foldable. But then you see parent with the name "baseDrivable" so we need to search the xml for "baseDrivable", be sure to go to the top of the document to find the actual type "baseDrivable" not a listing of a parent like above. You want to see this <type name="baseDrivable" parent="base"> <specialization name="ikChains" /> <specialization name="wheels" /> <specialization name="crawlers" /> <specialization name="slopeCompensation" /> <specialization name="speedRotatingParts" /> <specialization name="enterable" /> <specialization name="fillUnit" /> <specialization name="motorized" /> <specialization name="drivable" /> <specialization name="aiVehicle" /> <specialization name="aiImplement" /> <specialization name="articulatedAxis" /> <specialization name="lights" /> <specialization name="attacherJoints" /> <specialization name="powerTakeOffs" /> <specialization name="suspensions" /> <specialization name="connectionHoses" /> <specialization name="honk" /> <specialization name="wipers" /> <specialization name="frontloaderAttacher" /> <specialization name="bunkerSiloCompacter" /> </type> As you can see there are many more specializations in this vehicle type but we also have a parent of "base" so lets search for base. <type name="base" className="Vehicle" filename="dataS/scripts/vehicles/Vehicle.lua" > <specialization name="baseMaterial" /> <specialization name="tipOccluder" /> <specialization name="foliageBending" /> <specialization name="washable" /> <specialization name="wearable" /> <specialization name="dynamicallyLoadedParts" /> <specialization name="animatedVehicle" /> <specialization name="dashboard" /> <specialization name="cylindered" /> <specialization name="mountable" /> </type> As you can see there is no parent listed so there is no need to reference any further. Now if we simply look at all the referenced specializations we have this list. <specialization name="baseMaterial" /> <specialization name="tipOccluder" /> <specialization name="foliageBending" /> <specialization name="washable" /> <specialization name="wearable" /> <specialization name="dynamicallyLoadedParts" /> <specialization name="animatedVehicle" /> <specialization name="dashboard" /> <specialization name="cylindered" /> <specialization name="mountable" /> <specialization name="ikChains" /> <specialization name="wheels" /> <specialization name="crawlers" /> <specialization name="slopeCompensation" /> <specialization name="speedRotatingParts" /> <specialization name="enterable" /> <specialization name="fillUnit" /> <specialization name="motorized" /> <specialization name="drivable" /> <specialization name="aiVehicle" /> <specialization name="aiImplement" /> <specialization name="articulatedAxis" /> <specialization name="lights" /> <specialization name="attacherJoints" /> <specialization name="powerTakeOffs" /> <specialization name="suspensions" /> <specialization name="connectionHoses" /> <specialization name="honk" /> <specialization name="wipers" /> <specialization name="frontloaderAttacher" /> <specialization name="bunkerSiloCompacter" /> <specialization name="fillVolume" /> <specialization name="dischargeable" /> <specialization name="trailer" /> <specialization name="tensionBelts" /> <specialization name="foldable" /> This seems like a lot to take in but honestly just take the time to search and follow the names. Now if you have a vehicle you are building and you cannot find a default vehicle with the specializations you want then you need to add a custom vehicle type in your modDesc. You would add these lines in your modDesc file. I use a customized vehicle type in my Factory pack but below is an example of the lines you would need to add. <vehicleTypes> <type name="fuelTrailer2" parent="baseFillable" filename="$dataS/scripts/vehicles/Vehicle.lua"> <specialization name="fillTriggerVehicle" /> <specialization name="dischargeable" /> <specialization name="waterTrailer" /> </type> </vehicleTypes> It is important that you use a type name that is not used as a default type or the game will simply load the default vehicle type. The easiest way to do this is to search for your new name in the FS19_vehicleTypes.xml and be sure it is not found. Next you would put "fuelTrailer2" in the vehicle's xml type name and it would be adding the 3 specialization's listed along with every specialization loaded from parent "baseFillable" as I showed how to do above. Hope this helped and please feel free to respond with any questions or suggestions. FS19_vehicleTypes.xml
  21. If you have ever added a wheel to a part that folds then you have probably ran in to the issue of the wheel moving but the wheel collision not? If you figured it out great, if not here ya go. The issue is the wheel has to be called out in the moving tool area. I am going to copy some lines in from a plow that thumper was having issues with. I helped him via a dm in discord. So the key here is to know the part that is moving in the animation and the wheels that are in that part. If you are using cylinder parts or not it will matter as well. In the example the first 2 parts have cylinder parts (parts that move with a reference). The last part is just a moving part with the wheels inside it. It matters because the lines are closed off differently. As a guide I used the krone forager to figure out how move the collisions. They are invisible wheels. The forage heads will pivot, they don't lock like a harvester header. So here is the animation lines I looked at. <animations> <animation name="folding"> <part node="leftWing" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 114.4"/> <part node="rightWing" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 -114.4"/> <part node="leftArm" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 -114.4"/> <part node="rightArm" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 114.4"/> <part node="leftSupport" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 114.4"/> <part node="rightSupport" endTime="15" startTime="0" startRot="0 0 0" endRot="0 0 -114.4"/> </animation> <animation name="lowerAnimation"> <part node="bottomSupport" startTime="0" endTime="2.5" endRot="-20 0 0" startRot="0 0 0"/> <part node="topSupport" startTime="0" endTime="2.5" endRot="-20 0 0" startRot="0 0 0"/> <part node="swivel" startTime="0" endTime="2.5" endRot="20 0 0" startRot="0 0 0"/> <part node="assistCylinder" startTime="0" endTime="2.5" endRot="-16.5 0 0" startRot="0 0 0"/> <part node="assistRam" startTime="0" endTime="2.5" endTrans="0 0 -0.978" startTrans="0 0 -0.894"/> </animation> </animations> The leftWing and rightWing are where the first and second set of wheels are. The second set are in the swivel. <cylindered> <movingTools> <movingTool node="leftWing" playSound="true" wheelIndices="1"> <dependentPart node="leftCylinder"/> </movingTool> <movingTool node="rightWing" playSound="true" wheelIndices="2"> <dependentPart node="rightCylinder"/> </movingTool> <movingTool node="swivel" wheelIndices="7 8 9 10"/> </movingTools> <movingParts> <movingPart node="leftCylinder" referencePoint="leftJointHyd" referenceFrame="0" isActiveDirty="true"> <translatingPart node="leftRam"/> </movingPart> <movingPart node="rightCylinder" referencePoint="rightJointHyd" referenceFrame="0" isActiveDirty="true"> <translatingPart node="rightRam"/> </movingPart> </movingParts> <sounds> <hydraulic template="DEFAULT_HYDRAULIC_SOUND"/> </sounds> </cylindered> As you can see the leftWing and rightWing have cylinder parts, the swivel does not. That is why they are closed off differently. The swivel line would not normally be there but it had to be added to call out the wheel indices. As you can see all that had to be done was to add the wheelIndices comand in so that the game engine knows that there are wheels inside the moving part. When indexing indices you start with 1. So simply wheel 1 is in the leftWing, wheel 2 is in the rightWing, and wheels 7 8 9 10 are in the swivel. I know this would probably be better explained in a video however I wanted to add it here quick to help those that may have had an issue.
  22. Updated Scripts for Terrain height and Paint terrain available here at the end of the tutorial. https://farmerboysmodding.com/index.php?/topic/2360-export-a-spline-into-blender-as-a-csv-to-create-roadsrailways/
  23. Apologise, the error is caused by this line "-- Icon:123" at the top of the script , for the moment just delete the 123 and save the script in the script editor. I will update the zip later
  24. thanks for tutorial and updated scripts i was just searching for this yesterday. one note i get editor error this is not a png. it comes from setTerrainHeightbySpline4 script.
  25. This purpose of this tutorial is to show how to export a Spline from Giants Editor to Blender using a CSV (Comma Selected Variable) file created by the Spline CSV Creator script and the Blender Add On csv_mesh_importer v0_7alpha4. I will be using Blender 2.79 throughout this tutorial as that is the only version that supports the CSV mesh importer, however if you wish to use Blender 2.9 then I suggest you first open the CSV in a 2.79 version and save it then in Blender 2.9 append the csv object from the 2.79 file. Updated scripts for SetTerrainHeight by spline, PaintTerrain by spline and the new Spline CSV creator script are available at the end of this tutorial in a zip file. Spline CSV Creator script The script creates a new spline aligned to the terrain from an existing one in the form of an xml compatible layout for the new spline to create an i3d and a seperate CSV file (Comma Selected Variable) in the form of a text file for use with the csv_importer script in Blender (2.79 only at the moment) re-labelling the axis to convert the Giants Editor transform axis to the Blender format, X(Z) axis, Y(X) axis, Z(Y) axis, Giants in brackets. The script allows for the original spline to be created in 2d with less cv’s and away from the terrain, the new spline created can easily be used in any of the Spline Terrain/Paint/ Placement scripts. Open map in GE Create a spline and align it to the road network you wish to model. As you can see by the following image there are only 5 cv’s (including SE) on the spline to create the desired shape. Open the Spline CSV Creator script in the script editor and set the number of points on the new spline you want to create. These will depend 1. On the size of the mesh you are going to use for your road (rail), 2. On the slope of the railway if using the script to create a rail bed (higher number will give a more gentle slope) In this case I am using a 5m road section as an example, larger lengths can cause blockiness on tight corners to start with but this can be rectified later in Blender. In the above image you can see the 5m setting local mSplinePiece =5.0; the spline has been selected and the script executed it also shows part of the new log entry ( Windows(C:)---Users--Computer name---AppData--Local--GIANTS Editor64bit 8.2.2-- editor_log.txt) detailing the new spline parameters. If AppData folder not visible then Open File Explorer from the taskbar. Select View > Options > Change folder and search options. Select the View tab and, in Advanced settings, select Show hidden files, folders, and drives and OK. The next step is to open a new blank file in Notepad ++ and copy paste the new i3d coding from the editor log from, <?xml version="1.0" encoding="iso-8859-1"?> up to and including </NurbsCurve> </Shapes> <Scene> <Shape name="spline01" translation="0 0 0" nodeId="11" shapeId="11"/> </Scene> </i3D> then save as spline.i3d (not xml) Then copy/paste the csv data (data only not axis text) into a new blank file in notepad++ (or normal notepad) and save as CSV.txt Import the new spline. i3d into the map and it should appear at the location of the original spline but alligned to the terrain (I have named it spline01 for clarity) and as you can see by the following image the spline now contains cv’s at 5m spacing along its length aligned to the terrain. In the next image I have used the TerrainHeight by spline script to level the terrain ready for the road, as the road is on the side of a hill I have offset the height on the sides. To enable easier smoothing on the sides of the road a good rule of thumb is where possible to have the msideCount 1.5 times the size of the road texture width to alleviate any problems with the maps 2m terrain sections. BLENDER CSV 1 The first step is to download and install the csv_mesh_importer v0_7alpha.zip which is available along with the Installation instructions from here. https://blenderartists.org/t/a-script-to-import-a-csv-file-and-create-meshes-for-blender-2-5x-or-later/501410 There are also detailed instructions and examples of how use the Add On at that link. I have also included the Install and Importing instruction here. Install Plugin Download the csv_mesh_importer v07_alpha4.zip from the download link in the above address save and unzip the file Close Blender if active Navigate to Windows(C:)—Programm Files—Blender Foundation—Blender—2.79 (or whichever version you have)—scripts—addons and copy paste the csv_mesh_importer.py into addons. The script cannot be installed from zip as there is no init file. Open Blender --Select File—User Preferences—import Export, locate and select the checkbox next to CSV Mesh Importer then Save as Default. Close Blender. Re-Open Blender and set up as shown in the following image Import CSV file Select “Point list containing X.Y,Z columns in File Type menu Select the folder icon at the end of the .csv File Path: selection box and browse to where you saved the CSV.txt file and click Accept (top left) Ensure that comma[,] is selected in the Delimiter section Click the Add Button and in the configuration box below Select Create vertices only and in the pop up box select “Create vertices and edges (single line)” The X,Y,Z column details can be left as is (the script has already allowed for the axis labelling). In Object Name put csvSplineRoad. Select import The csvRoadSpline mesh will appear in the Scene panel at the top as a mesh, select this and zoom out till you can see it (it will be at the same world location as it was in your map, hence the high camera clip distance ‘End 10km’ in the view menu). Do not change the location of this mesh as it will cause problems when aligning the finished road in GE. Import your road section. obj , to avoid any problems with alignment ensure your road section is aligned along the X axis, rotate and Ctrl-A Apply Rotation and Scale if necessary. Reselect csvSplineRoad and Alt –C Curve from Mesh Text Select edit mode – Vertex Select and select the end vertice of the csvSplineRoad mesh. (corresponding to the start of the spline in GE in this case “E)” -- Shift-S Cursor to selected Select Object mode – Shift-Ctrl-Alt-C set Origin -Origin to 3d cursor Select roadSection mesh - Shift-Ctrl-Alt-C set Origin -Origin to 3d cursor- Shift-Ctrl-Alt-C set Origin - Geometry to Origin And you should see the following Add Modifier –Array – Fit Type Fit Curve –select -csvSplineRoad – Relative Offset X 1.0 – select Merge adjust distance so all your sections are joined. Add Modifier—Curve – Object csvSplineRoad-- Deformation Axis X You should now have a road aligned to your csvSplineRoad Apply the Array Modifier and then the Curve Modifier. Add Modifier – Edge split and apply. Ctrl-A --Apply Rotation and Scale You can now delete the csvSplineRoad curve and ensuring the road section is selected File—Export – Giants i3d -the road section as Road_1.i3d Open the Road_1.i3d in notepad++ and correct the texture path if necessary and resave Open map in GE and import the Road_1.i3d, all that remains now is to reset the transform values to match Giants. Note the Translate X and Z values and just replace the X with the Z value (as a minus value) and the Z with the X value and set the Rotate Y to -90. The final Translate coordinates are also listed in the correct order and value in the last data line of the Spline1.i3d should you require a reference. You will also probably have to increase the Translate Y by 0.4 or 0.5 to further align the road with the terrain due to anomalies with the 2m terrain sections of Giants maps and the levelling process. Road junctions can be created in blender by importing all the various road sections as obj and aligning/texturing to suit, eventually exporting the road system as one mesh. There are times when despite everything appearing correct the transforms can go slightly wrong, the following image show how to correct any problems with rotation/ translation of the object. This needs to be done before applying any modifiers In the following image I have added a cube as guide to correct the road section rotation to zero (which is what the terrain would be in GE after you have flattened it). Then, with the roadSction selected adjust the rotation of the “X” axis, not as you would expect the Y , looking at the screen, this is because the modifiers have not been applied so the road section retains its original configuration (see the second image in this section). I find it better to adjust the value in the Transform Rotation panel as it gives better control over the movement. Always make sure the csvSplineRoad curve is in the centre of the object you are modifying as this will cause problems when aligning the object in GE Blender 2 Another method is to use the Curve tools in blender Select the csvSplineRoad then Alt –C mesh to curve In object mode (for clarity) Select curve section and set the values as shown in the following pic (bearing in mind the values will be half the final width) Then go into edit mode Ctrl T (Tilt) 90 and finaly in object mode Alt C – mesh from curve and texture as required, some fiddling about may be necessary when importing into GE but it should align in the same way as the the previous road section (the Translate X and Z values and just replace the X with the Z value (as a minus value) and the Z with the X value and set the Rotate Y to -90.) Once you have the csv data in blender then it can be used for all sorts of other things like stream/river planes walls/fences anything that a spline can be used for. Example workflow for a railway set up. Create the train loop spline in GE (do not connect it at the moment) export as i3d/csv (SplineCSV Creator) Create new spline (xml) and import into GE (do not move it once imported) Flatten terrain (setTerrainbyHeight) Import csv data into blender, create track layout with a new object or use existing model, also any other items you want to follow the track (poles/fence etc) Export as an i3d and import into GE and position Add ground textures (Paint Terrain by spline) Add trees bushes etc (Spline placement) Finally use the new spline you created at the start as the train spline (suitable closed) Updated and new scripts1.zip
  26. Sooner or later you are going to want to change or make some items to suit your maps so you will need to get into 3d modelling and Blender is free with loads of tutorials available. (Horsey wind pump maybe) Before using any of the scripts I recommend you practise on a blank map to see just what can be achieved as some changes can't be readily undone, especially terrain height, With the paint terrain script to get the relevant numbers for the textures I suggest you open the map i3d in notepad and copy all the <Layer name= and <CombinedLayer name= entrys in one go and paste them into a new notepad file, this will give you a numerical list of all the textures to use in the script, remember of course to minus 1 each time as textures start from 0.
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