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Then describe in separate steps (1,2 etc) exactly what you are doing.
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Good question ... it doesn't work for me I tried them all with and without setting of the road including height and painting but nothing is wrong it seems that there is something that makes interference but it is not going. it reads coordinates and everything but it does not appear to me the zero mesh the total void
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Aussie_Gaming joined the community
- Yesterday
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Just tried the method detailed previously works perfectly.
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Starting from the beginning Download the Spline Panels zip and unzip and install into C:/Users/Your Computer Name/AppData/Local/GIANTS Editor 64bit 9.0.4/scripts Download the Blender plugin for SplineCsv data and install into BLender in the normal manner (Tutorial will show operation if unsure) Open GE and create a spline, adjust to the roadway shape you want, then select Scripts --Panel Scripts --Spline CSV Creator Panel with the spline selected Set Csv Distance to 5 and select Create CSV, a splineCSVdata.txt file and a new splineCSV.i3d will be created in a CSVData folder in the same folder as your map.i3d Open Blender 3.2 (or above) Select File Import-- Import Spline data (txt) In the pop up File Browser navigate to where the splineCSV.Data.txt file is located with the file selected, select Import CSV After importing the splineCSV data into Blender, Is there a splineCsv mesh in Blender (bear in mind the spline mesh will be at the world location it is in GE so it is imperative the view setting clipEnd is set to 10000m)
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yes...in fact I started with blender 3.4 and downloaded everything I needed from the forum but no mesh...I tried to use previous versions of blender but no results were always the same (no mesh)I also found that the download.zip( csvimport) is valid from version 3.2 and later or at least 3.2 then I tried to follow the part of version 2.79 and downloaded everything necessary but also no mesh. So I was wondering if I did something wrong and where or if there was some other program/method.if you can help me I would be grateful. spline constructor already tried but there must be some error in the script because it keeps reading me the positions of the splines in error(false)
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yes...in fact I started with blender 3.4 and downloaded everything I needed from the forum but no mesh...I tried to use previous versions of blender but no results were always the same (no mesh)I also found that the download.zip( csvimport) is valid from version 3.2 and later or at least 3.2 then I tried to follow the part of version 2.79 and downloaded everything necessary but also no mesh. So I was wondering if I did something wrong and where or if there was some other program/method.if you can help me I would be grateful.spline constructor already tried but there must be some error in the script because it keeps reading me the positions of the splines in error(false)
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Fuzzy joined the community
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One of the other ways is to use Spline Street Constructor for which it is best to look on youTube for tutorials etc. You say you can't create the road mesh using any of the tutorials, as the road mesh in 2.79 is based on the spline and in later versions uses the spline does this mean you are having problems with creating the spline itstself
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danny985 started following street mapping
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hello everyone, I recently joined because I had and still need to remap a new road on fs 22 I tried to follow all the tutorials highlighted but I can't create the mesh needed for road construction even following the tutorial for blender 2.79. can anyone tell me if there are other ways to build roads?
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MaZeBaNk joined the community
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someusername joined the community
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Mister Laptop started following DEM's and Borders the Easy Way
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Some images would have helped, but it would appear you have a texture problem, ensure that your border texture files (diffuse/spec/normal) are saved as DXT1 dds files
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Hi, thank you for this great tutorial and time spent to write it. I have a question related to the border; I did many time the full workflow but the results is very bad. I am working on a 2k map with a hilly border. I get the correct shape and adjust the texture to get a full continuity with the map, but when I load the results in GE or in game, the faces of the mesh are visible. I have tried to play with the metalness to mask it but it remains visible and the result is awful. Any idea how to fix that, adding subdivisions? but it will generate a massive file or is it a problem of UV? thank you in advance
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I have updated these scripts to use the new pop up panel format currently in GE 9.0.4. The original scripts will still be available should you prefer to use them as sometimes the operation of these new versions may seem a little slower. Refer to the relevant tutorials on ways of using these new scripts Terrain Height,Paint Terrain and Spline Placement scripts (Tutorials) Create Field Dimensions and Farmlands Tutorial Spline Panels.zip available at the end of this topic Installation, copy paste the Spline Panel folder into the C:/Users/Your Computer Name/AppData/Local/GIANTS Editor 64bit 9.0.4/scripts Folder. Spline Paint Panel This is the updated version of the Spline Paint script and no longer needs a separate Set Up script to create User Attributes or a separate Terrain Layers script to print the terrain Layer no as a reference. The script itself works roughly the same way as the previous version so parts of the tutorial are still relevant regarding operation. Texture’s are now automatically read from the map.i3d and selected by using the relevant drop down arrows, any additional textures created and added to the map.i3d will also be automatically added to the drop down selections. The script only needs to be activated once further execution is done via the Paint Button. To activate the Paint Terrain by Spline pop up, in GE -- Scripts—Spline Paint Panel the following panel will it appear. Measurements can be inputted manually (recommended) or by using the sliders <> next to the relevant boxes. Example image showing texture drop down with DIRT Selected Once you have made your selections ensure the spline is selected (if no spline selected a warning will appear in the console log) and select the Paint button at the bottom. Other splines can be used simply by selecting them adding any new settings and selecting Paint. Random Paint is carried out the same as before, this time by selecting Selected in the drop down then add your settings and select the Paint Button. Individual sides of random paint(left or right) can also be selected by selecting -1 (at the bottom of the drop down list) in the non painting edge texture drop down. Spline Height Panel This updated script no longer requires a separate Set Up script or use User Attributes to work. Activate the Set Terrain Height by Spline pop up in GE by selecting Script—Spline Height Panel this only needs to be done once in each session as the Panel can be used with other splines without further activation, execution of any new settings being carried out by selecting the Set Height button The settings can be set either manually or by using the slider <>. A spline can be selected before or after filling in the various settings, if a spline is not selected a warning will appear in the console log prompting you to select a spline When happy with values and with a spline selected, select the Set Height button at the bottom of the panel to activate the script. There are some restrictions on minimum/maximum values, Set Centre Width – 0 to 255m Set Spline Height -- -50 to 255m (-50 to allow for spline transformations on higher terrain) Set Edge Width -- 0 to 50m Set Edge Height Left/right -- -20 to 20 Set Edge Smooth Left/Right – 1 to 20 Set Distance Between Points – 0.5 to 100 The existing tutorial on Spline Height can still be used for reference. Spline CSV Creator Panel This updated script again no longer needs a Set Up script to initialise User Attributes to work. It now does not need a map name inputted as the script automatically puts the CSVdata folder created by the script and containing the new spline.i3d and splineCsvData.txt files in the same folder as the map.i3d Activate the CSV Creator pop up by selecting Scripts – Spline CSV Creator Panel in Select a spline, enter the distance required between CSV points and select the Create CSV button. Other splines can also be used by repeating the above ensuring that any new splines have a different name. Used in conjunction with the Blender Plugin for CSV Data Field Creation(Dimension) Scripts These are in a separate folder called Field Creation Scripts and consist of three separate scripts that are needed to perform a complete field creation. Create_FieldDimensions Panel The pop up Create Field Dimensions is activated in GE by selecting Scripts—Field Creation Scripts - Create Field Dimensions Panel No further activation is required as further script execution is now done by the Create Field Dimension button The FieldDimension_SetUp script is no longer required as the Create Field Dimensions Panel script when activated now automatically creates a new transform Group in the scenegraph 'Field_Creation_Transform' with all the required transform groups. Create_Field_Dimension pop up The Main Fields transform to create the fieldDimensions will be the fieldsNew –fields transform group and Markers transform newFieldMarkers – Markers. Field dimensions created for the Paint Farmland Field xml Panel will use the farmlandDimensions –fields transform group and the same Markers TG (once the markers have been reset to suit) Once the markers are created select the relevant fields transform enter the field no and select the Create Field Dimension button to execute the script. Any duplicate field numbers will activate a warning text in the console log. Paint Farmland Field xml Panel This panel is activated in GE by selecting Scripts—Field Creation Scripts – Paint Farmland Field xml Panels Panel. As is the case with the other scripts no further activation is required as all execution is done by the Create Farmlands button Set Path to XML – gives two choices farmlands.xml, if your farmlands.xml is in the same folder as your map.i3d or xml/farmlands.xml if you farmland.xml is in a separate xml folder in your map.i3d folder. These two paths are the most commonly used by map makers if you have the farmlands.xml elsewhere then I suggest moving it temporarily to the map.i3d folder. Set Total Fields – this is adjustable either by manual entry (recommended) or by the slider <> between 1 and 255 the 130 is an arbitrary figure farmlands.xml entries will still only show your actual field numbers. Set Land Price – is the multiplier applied to any land prices adjustable either by manual entry (recommended) or by the slider <> between 0 and 10 Set NPC Area – Allows choosing of an NPC area "ALPINE","US","FR" from the drop down selection can be different for each field if required. Number of Different NPC’s -- This is the number of different NPC’s available in the base scripts a number between 1 and 15 is randomly chosen by the script or can be selected manually for each field ownership created. Number can be increased if map maker has added extra NPC’s. Show on Farmlands Screen – If Yes then the field is shown on the games Farmlands screen, No the field will not be shown, used in cases where the farmland is bought with a placeable i.e. BGA Default Farm Property – Yes assigns that field to the ownership of the default (player) farm, No field is then buyable in the normal manner. Once all the relevant details have been entered select the farmlandDimensions –fields –field01 for example and select the Create Farmlands button. The infoLayer_farmlands.grle will have been painted (can be checked in GE by selecting the Terrain Info Layer Paint Mode together with the Info Layer –farmland and the Lands Farmlands number) and an entry for that field created in the farmlands.xml the field number being obtained from the field name i.e field01 will be Field01 in the farmlands.xml Warnings will appear in the log if a field number already exists in the farmlands.xml Subsequent fields can be created by selecting the next field number in the farmlandDimensions –fields transform and selecting Create Farmlands I have included the Paint Field Ground Foliage script (although not yet updated, WIP) together with its reference image, in this folder to keep all the scripts for Field Creation together. A little tip for speedily resetting the markers to create the new field dimensions for the Paint Farmland Farmlands xml script is to scale the X and Z axis by a factor of 0.1/2 depending on size required, (marker size has no effect on actual position) but bear in mind the scaling will be done with reference to the Markers TG (fieldmapIndicator position) so could appear distorted depending on position Spline Place and Spline Foliage scripts will also be updated to use the new pop up panel system in due course. Further information and guidance can be currently found in the Create Field Dimensions and Farmlands Tutorial, though this will also be updated in due course to reflect the changes. Spline Panels.zip
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al2truck started following FS_19_kuhnFBP3135WW and FS19_rapide8400Windrow
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This plugin is for Blender version 3.0.0 and above. It allows the SplineCSV data created in the Spline CSV Creator script to be directly imported into Blender instead of having to use an earlier version of Blender and exporting/importing as an obj. Installation Download the spline_csv_importer.zip file at the bottom of this topic. Open Blender (3.0.0 and above) Select –Edit—Preferences –Install and in the file browser navigate to where you saved the spline_csv_importer.zip file, Select and Install the Add-on. Once installed Activate it by selecting the check box (a single Left click usually brings up the Activation and Information panel) The Add-on can also be found in the Blender Preferences panel under Import-Export: Spline CSV Importer. To use the spline_csv_importer add on; Select File –Import – Import_Spline Data (*txt) A file Browser Panel will pop up, (an undocumented operator panel appear but this can be ignored it just means I haven’t documented it with Blender), Navigate to where your CSVdata folder has been created in your map root directory, double click to open the folder and select the required spline_Csvdata.txt file and select Import CSV . on the file browser. The spline_CSVdata will have been placed in a separate Collection named SplineCSV , retaining the original name,converted to an edge mesh and placed at the same location the spline in your map was, see image below for reference. All subsequent spline_CSVdata when added will be placed in this new Collection. Note: This Add-on will only create an single edge mesh (no other type of mesh) from a txt file created in the same format as the spline_CSVdata.txt file (i.e. no header), coordinates in the spline_CSVdata.tx have already been converted to the Blender format in the CSV Creator script and can be exported as an i3d or Nurbs curves (spline)directly back into Giants Editor. This new method will be placed in the relevant tutorial (along with a second copy of the spline_csv_importer.zip) https://farmerboysmodding.com/index.php?/topic/2413-export-a-spline-from-giants-editor-into-blender-to-create-roadsrailways-updated/ replacing the old method spline_csv_importer.zip
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abutts4282 started following FS22 CP690WHBD
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There is another problem with the 9.0.4 version of Giants Editor that occurs when exporting terrain as an obj file. Previously when exporting you could limit what section of terrain you wanted to export by just using the viewport window a sort of what you see is what you get. Unfortunately wth this current version when you export the terrain you export the WHOLE terrain regardless of the viewport settings./position which can lead to problems with low spec computers.
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With thanks to OldIronAddicts for raising a query which resulted in me finding this error. The error is in the current Spline Placement script and it creates an extra rotation on objects placed along the spline. I will update the main scripts in due course but in the meantime here is a quick fix that can be easily carried out Open SplinePLacement lua in giants editor Script Editor insert the following lines at line 180 setTranslation(myId, x, y, z); setRotation(myId, rx, ry, rz); so the section looks like this 177 if placeId then -- place object 178 local myId = clone(getChildAt(objectsToPlace,iObject), false, true) 179 link(placedObjects,myId) 180 setTranslation(myId, x, y, z); 181 setRotation(myId, rx, ry, rz); 190 local mDirX, mDirY, mDirZ = worldDirectionToLocal( mySpline, getSplineDirection (mySpline, splinePos) ); 191 local mVecDx, mVecDy, mVecDz = crossProduct( mDirX, mDirY, mDirZ, 0, 1, 0); scroll down to line 205 205 setRotation(myId, rx, ry, rz); comment it out by putting two minus signs in front of it 205 --setRotation(myId, rx, ry, rz); it will turn green when deactivated. Save the script
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View File FS22 CP690WHBD Update 07.05.23.01 Added Rivet and decals to the wings, reworked the dirt. This is the John Deere CP690 cotton harvester with an added foldable header, sped up, motor upgrade, and color options. I will add a usage video soon. Once the unit is unfolded you can unfold and fold the header with the lift/lower button. Submitter bdbssb Submitted 05/01/2023 Category FS22 Harvesters CREDITS bdbssb, Giants
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Version 10.05.23.01
53 downloads
Update 10.05.23.01 Sped up bale unloading by 4x and fixed issues with the bale not dropping to the ground. Please let me know if you have any issues with bale unloading. Update 07.05.23.01 Added Rivet and decals to the wings, reworked the dirt. This is the John Deere CP690 cotton harvester with an added foldable header, sped up, motor upgrade, and color options. I will add a usage video soon. Once the unit is unfolded you can unfold and fold the header with the lift/lower button. -
LOTTISEN76 changed their profile photo
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Answered query by PM but for anyone else with this problem all I can suggest is save your work and re boot Giants Editor. I have had this happen several times using the inbuilt scripts on the previous version of Giants Editor and it looks like it is also happening with this version.
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Its the field dimensions script I use
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What scripts are you trying to save as none of the scripts require saving before execution in the Script Editor in Giants Editor all are created and executed using User Attributes (Set up script) for Entry and selecting the main script for execution. For example with the CSV script Select ---Spline CSV Creator Set Up --User attributes created Enter your Map name Enter the distance you want between the cv's Select --- Spline CSV Creator script The script will have been executed the relevant folder placed in your map root folder.
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mache ich schon immer so bei giants orginal scripten zb. paintTerrainBySpline.lua geht am besten da breite und layer einstellen
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Good morning, thank you for the reply, thats where my scripts are file pathed, yet they still wont save when I execute them now.
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die sripte von giants am besten immer da bearbeiten und speichern wo der giants editor installiert ist zb.hier C:\Program Files\GIANTS Software\GIANTS_Editor_9.0.4_64-bit\scripts