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  2. Could you supply a GE image of the InfoLayer_farmlands.grle of your map with the Terrain Info Layer Paint Mode selected and farmlands selected in the Terrain Editing Panel Info Layer Painting, Info Layer box Preferably of the farmland area's that appear to have not been painted by the script
  3. Hello, firstly, I am here first time so let me know if I send this reply correctly, second thing, I need some help with painting farmlands, the script. So it wont paint farmlands on fields that I created with script with these red dots, everything seems to work fine becouse in console appear INFO: Farmland id (for example 10) painted in farmlands.xml entry created- and in the xml file it appear too, but I cant see that any farmland was painted in giants editor. I can say too that it works fine with fields that I painted ,,by hand". What should I do
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  5. From the help menus in GE Help --Keyboard shortcuts Delete Delete spline control vertex Insert Insert new spline control vertex Left Previous spline control vertex Right Next spline control vertex Up or Down First spline control vertex S Stitch spline endpoints O Toggle spline open/close R Reverse spline ------------ Ctrl-L Create light
  6. Hi, just wondering if there’s any way to reverse a spline after using spline offset script as i need 2 directional traffic, thanks, marvvv
  7. https://farmerboysmodding.com/index.php?/topic/2373-creating-pbr-physically-based-rendering-pom-paralax-occlusion-maptextures/
  8. Hi guys. Im hoping someone is able to point me in the right direction. i am currently stuck with a placeable ive created. i have my diffuse and normal maps down. but im struggling with creating a specular map. the one i have created makes the placeable texture shiny. if someone is able to point me in the right direction, it would be greatly apreciated. Cheers Death
  9. A problem has ben highlighted regarding the FieldUtil.onCreate attribute set by the script, it appears sometimes GE doesn't recognise some script set User Attributes leading to problems in game To overcome any problems I have amended the fieldsNew section of the tutorial to the following, fieldsNew -- containing a fields transform although this will have the FieldUtil.onCreate attribute set by the script I suggest deleting the attributes and reassigning them by Add New Attribute --Type --scriptcallback -- onCreate -- Add and in the new onCreate box enter FieldUtil.onCreate as some times GE doesn't recognise some script set User Attributes. This only applies to the field TG in the fieldsNew TG. The relevant entries created in this fields TG must be copy/pasted in to the gameplay –fields TG replacing originals before using in game If just copy/pasting the individual fields TG's (i.e field01,field02 etc) into the original gameplay -- fields TG then this amendment isn't necessary as the original fields TG should have the correct format.
  10. (GER) Danke Dir (ENG) THANKS YOU
  11. Import Placeables This script is for those people who want to modify/edit existing maps and want to load all the placeables in taht map in one hit. However any modification/deleting of any of the loaded placeables will still require manual changes to the placeables.xml. The script will import all the placeables listed in the placeables.xml into the map at the location set in the xml and with any User Attributes that are assigned to each placeable. 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. Any file not loaded automatically will have to be manually added to the placeholders TG. 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. Installation and Use To use the script unzip the Import Placeables.zip (available at the end of this tutorial) and copy/paste the folder to the location of your GIANTS Editor 64bit 9.0.6/scripts folder in this case it is, C:/Users/*****/AppData/Local/GIANTS Editor 64bit 9.0.6/scripts (replacing the *** with your computer name) Open GE and open the Script Editor , Window -- Script Editor and select Import Placables Check and amend the following lines as necessary : - Line 50 local gInst = "C:/Program Files (x86)/Farming Simulator 2022/" --change to your Farming Simulator 2022 Installation Path if different. Line 52 local pathModDir = "C:/Users/ccrjs/Documents/My Games/FarmingSimulator2022/mods/" --change to your mod directory path if different. Line 54 local placePath ={"placeables.xml","xml/placeables.xml","xmls/placeables.xml","maps/mapUS/placeables.xml"} The 'placePath' array contains the various paths that the placeables xml can normally be found, if your placeables are in a different place/folder then add the path to the list. When done save the script, the Script Editor can now be closed. In GE create a new transform group and name it 'placeholders' with the new placeholders transform group selected, in the User Attributes Panel of GE add a new attribute Type 'script callback' with the name 'onCreate' select Add and in the new onCreate box type 'Placeholders.onCreate' (correct Font and spelling required). This will allow the placables to be seen in GE, the new placeholders TG will be ignored when the map is opened in game and the placeables will be loaded as normal from the placeables.xml. Select -- Scripts --Import Placeables A pop up panel will appear with a button marked Import Placeables Image below shows the Scenegraph and User Attributes entries together with the pop up panel With the placeholders Transform Group selected, select the Import Placeables button. All the placeables listed in maps placeables.xml will be loaded into the map together with any User Attributes assigned 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. The script will continue running until all placeables listed (including error messages) in the placeables.xml have been loaded An example of the console log print out showing normal and error path print outs is shown below, I have tested the script on several maps inc FS22_Maypole_Farm FS22_BucksCounty FS22_FrontierMap FS22_Calmsden FS22_Monette_Farms however there maybe other maps on which the script may/may nort work as expected but I'm sure you will tell me about them. Import Placeables.zip
  12. well, so far, painting in that one section is the only issue I've noticed. I guess (and I'm gonna use a big word I never get to use) the quandary is, what else is it or will it affect? Either way, it is what it is at this point. Thanks for all your help.
  13. The only way I can replicate your 'problem' is to put the spline into a seperate transform group as shown below, when a spline inside a TG roup is selected it will always show the position of its parent TG as well as the spline cv's. even dragging one of the points north as you suggest makes no difference as the you can still only select the 'S' or 'E' cv's not any other point To be honest we seem to going round in circles with this and I don't have any answers (at the moment, somebody else may be able to shed light on this) to your specific problem, so all I can suggest is to start from scratch either using the default GE scripts or using the latest scripts/tutorials.
  14. The "index path 10>" shows that it is not.
  15. You do not need to put the spline in a seperate transform group (which is what you appear to be doing ) unless using the spline Placement script. See PM for futher details
  16. scratch that.... it did it again.. It has to be an unrelated bug. I'm convinced it has nothing to do with the scripts.
  17. Either way, must have been a bug in the spline. You can see there's no cp where the gizmo is if you zoom. I replaced it and it's working as intended. place spline, move S, delete E. That is all I ever do. Unless I'm dragging it around to make a shape, of course.
  18. grab one of those points and move it north.
  19. Bit confused here, if there are onlty two points on that spline I would expect to see the gizomo on either the 'E' or 'S' not in the middle.
  20. There are only two points on that short spline. I generally delete the E as it has an inherent curve
  21. If the spline hasn't been rotated and instead the S and E points have been moved to align with the first spline you will still get a distortion as the script paints along the 'X' axis and either side using the 'Z' axis so what you have done is create a curve by moving the 'S' point down and the 'E point up. Any deviation from the straight 'X' axiis will be seen as a curve. One way of avoiding this is to select the 'S' cv and delete it this will move the rotation point to the centre of the spline and create a new 'S' cv so any futher adjustment is done by just the 'E' cv
  22. That answer threw me enough that I got out of bed and went and checked. Wasn't the case though. It's almost 5am and I need sleep so I'll mess with it tomorrow. Pm inbound
  23. You have rotation on the spline which is a definite no no all slpines if rotated MUST be freeze transformwed before use. Pm is the best way if you want to discuss anything.
  24. Hey guys, I have a long, winding spline I'm trying to paint and I'm using a short spline overlaid to test settings. Both have identical settings in the TP ua but the results are quite different as the short spline paints wider than the longer. Is there something I'm missing? Also, @WrinkleysRule, I have an idea I'd like to bounce off of you, is pm here the best way to contact you?
  25. Does this only happen on corners ? If so it could be a result of any adjustment made to the road mesh to smooth blocky curves/bends in Blender remember any changes to the mesh profile in Blender will need a change to the terrain height in GE Also you will not be able to place the road at the exact same height as the terrain without textures flashing (hence the reason most road meshes include an edge mesh as shown in the relevant tutorial ) https://farmerboysmodding.com/index.php?/topic/2413-export-a-spline-from-giants-editor-into-blender-to-create-roadsrailways-updated/ I believe the ingame roads have approximately 0.1 difference between the height of the terrain and the road to avoid any texture problems
  26. my immediate goal is to get the terrain to contour 100% and as of now its not as seen here:
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