Mapping
43 topics in this forum
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This is an updated version of the old spline placement script and uses a popup panel to input some permissions/values for the script to use its various functions. It combines the old splinePlacementTransform/splinePlacement/splinePlacement Delete scripts into one panel. Installation Download the Spline Placement Panel.zip (available at the end of this tutorial) , unzip and copy/paste the Spline Placement Panel.lua into the following directory, C:/Users/******/AppData/Local/GIANTS Editor 64bit 9.0.6/scripts or C:/Users/******/AppData/Local/GIANTS Editor 64bit 10.0.3/scripts Replacing ***** with your computer name. Using the script …
Last reply by WrinkleysRule, -
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Paint Foliage by Spline Panel This script is slightly different to the previous version in that it only paints in one area whereas the previous script painted in two independent area’s, this has been done to increase the stability of the script and also improve the Random Foliage Paint option. The script now automatically reads the map.i3d to list in the UI drop downs, all the Foliage Type’s associated with your map so there is no longer any need to add any extra foliage/crop to the script. However the Foliage State for each Foliage Type still requires a number value (position in the Layer State dropdown in GE) To assist with this the script now reads …
Last reply by WrinkleysRule, -
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- 16 replies
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With the advent of FS22 and its new texture regime I thought I would post this as a way of creating all the necessary image textures from a diffuse image (Height, Normal, Metallic, Smoothness, Edge, AO and Specular) that will (maybe) be required. For this I am using a FREE texture programme called Materialize available here http://boundingboxsoftware.com/materialize/ The programm allows the creation of PBR (Physically Based Rendering) POM (Paralax Occlusion Map) and Seamless texture's from a suitable image and has many editing functions so many in fact that I have put a couple of youtube links at the end should you wish to learn more about the programme, there are …
Last reply by Farm-Sim_brisco, -
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I've been mucking around redoing some of the foliage on my map, and using this script. I'm noticing an odd thing, that the foliage I'm getting is "shifted" or offset to where I'm actually painting by what appears to be a single pixel. This is the masked area, I run the script and it puts grass here You can see on the left that it appears to be outside the masked area, but on the right edge it seems to have respected it better. Now If I then run a different "creator" to remove the foliage from the areas covered by the indoor mask, you'll see it's shifted even more. Before After You can see that none of the grass on the bottom l…
Last reply by WrinkleysRule, -
- 2 replies
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Hello, I installed the new foliage script as directed, I ran it in GE and it worked twice, but now im getting this error.. I have checked filepaths and all are correct...my file id#is 2410000 but I noticed that when I paint a layer and save, when I execute the script it changed the file id back to "241" I have searched the forum and I have found nothing about other thansomeone said " file definitely not correct in GE" Could someone please help or expound on this issue? Or how you may have fixed it yourself? Thank you. Error: C:/Users/bizku/AppDa…
Last reply by OldIronAdddicts, -
- 11 replies
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Hi Guys please help, i have a high end pc and runs everything just fine and fast, only thing i have a problem with is the "terrain height by spline" it takes over 42 minits to execute the command on a small 1km piece and no hectic levels just a small piece to come up to meet road height. what am i missing, if this takes that long then i will not be able to use it 😞 its faster to just level ground manually lol
Last reply by Blizzardstorms, -
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SNOW MASK This is just a follow on from a previous post regarding the Scripts -Generate Mask script that automatically creates an indoor snow mask (infoLayer_indoorMask.grle) by mapping the collision footprint of objects in the map roads, buildings etc (placeables should have their own mask already created in the i3d). The Generate Mask script originally worked by using the water plane height (inputted manually into the script)as a base for calculations as this was normally the lowest point on the map, however this is sometimes no longer the case. The problem highlighted by Dickieboy in his post (https://farmerboysmodding.com/index.php?/topic/2446-i…
Last reply by WrinkleysRule, -
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I really don't want to have to do the indoor mask by hand as I find the painting tools in GE tedious to say the least. I have written a script which will take a start, width and height parameter from transform groups in the same way as you'd define them for a single placeable, and paint the area for you. Just set the TG's in the corners of buildings you want to be excluded from the snow fall. This works create for buildings/objects that are square, but won't work for roads or different shaped buildings particularly easily. However, I see there's a script shipped with the GE which creates a mask for you, using raycasts to find the objects and so on. However, if I run …
Last reply by WrinkleysRule, -
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The past Year I have been teaching myself Houdini, which I thought would be the ultimate "do it all" tool for maps. 🙂 With the toolkit I've made I can create roads which will adapt to and adjust the heightmap (including AI and traffic splines) create railway tracks which will adapt to and adjust the heightmap, and create the required spline for the train system create road barriers create cascading rivers with flowmaps create field dimensions which at the same time will smooth the rough terrain beneath, and export helper objects to create all the field dimensions in one click in GE texture the map using different selectors such …
Last reply by HaVoK, -
- 1 reply
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How do i go about changing the rotation? (new placement spline script)
Last reply by WrinkleysRule, -
- 11 replies
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what method is everyone using for creating roads in blender? i tried the spline tutorial from here but doesn't work as good when doing a uk map due to how awkward our road systems are over here or maybe i'm just not very good at it lol (probs that), i'm currently importing terrain into blender and making a path with a road section and using the face project snapping but doesn't turn out as good.
Last reply by Cmodz, -
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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. NOTE: The latest version of the CSV script (available here https://farmerboysmodding.com/index.php?/topic/2495-fs-25-updated-scripts/ ) creates an .obj file of the spline in the CSVdata folder that can be directly imported into Blender without the need for any CSV conversion Installation Download the spline_csv_importer.zip file at the bottom of this topic. Open Blender (3.0.0 and above) …
Last reply by WrinkleysRule, -
- 1 follower
- 10 replies
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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?
Last reply by WrinkleysRule, -
- 12 replies
- 3.3k views
After testing all the scripts it seems that they all still work with the new editor. However there is a new GUI set up for scripts in Giants Editor (user attributes no longer used for variables) so I will be updating all the scripts to use this new system along with some slight coding changes for better perfomance, You can check out the new GUI system by selecting Scripts --Terrain --Painy Terrain By Spline also the Giants Editor version of the Set Terrain Height by Spline now has a smoothing option. The new editor itself seems to be a lot better regarding terrain/ foliage painting with more masking options and less jagged edges. IMPORTANT: Make s…
Last reply by WrinkleysRule, -
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This is an updated standalone version of the original script by Stegei (Giants CEO) that prints the Layer Data to a text file (Layer_Data.txt) in the map root folder Handy easy reference for scripts that require texture layer data such as the FoliageCreator script (https://ls-modcompany.com/forum/thread/6525-fs19-ge-script-foliagecreator/) and the Terrain Paint R scripts ( Installation Unzip the file and copy paste the contents into C:/Users/Your Computer Name/AppData/Local/GIANTS Editor 64bit 9.0.3/scripts folder To use, Open map in Giants Editor , open Script Editor (Wnidow-Script Editor) and select the Terrain Layers 2 script and inser…
Last reply by WrinkleysRule, -
- 2 replies
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Given the interest shown in the pothole example and the problems when textures are aligned to terrain sections (North/South, East/West) I have redone the Terrain Paint Scripts to include a separate section which allows the painting of a texture at random distances around/either side of a spline which can simulate a pothole effect or just add a random texture to others i.e path texture GRAVEL random texture GRAVELGRASS The new scripts Terrain Paint R Set Up and Terrain Paint_R are described below and are available in the Terrain Paint R zip at the end of this tutorial to install just copy/ paste the scripts directly into C:\Users\YOUR COMPUTER NAME\AppData\Loca…
Last reply by WrinkleysRule, -
- 2 replies
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Hi guys, my name is Wilson and I'm new in this community, I need help. I started a map and today I was editing it and the exact same moment I clicked to save the game the power went off and my PC turned off without completing the saving, when I rebooted it the map don't open anymore, it opens the Giants Editor and right after that closes, the only backup I have is old, I have made a lot of changes, is there any way to recover the previous save? Thank you.
Last reply by Flywilson, -
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All of my trees can no longer be seen on my GE map. If the parent is selected it highlights all of them and you can see where they should be, however they are not showing. Note: visibility is on
Last reply by bdbssb,