General Talk
27 topics in this forum
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Unfortunately it appears that some of the images used in early tutorials is no longer available to UK users of this site The following article on the BBC website explains the reason https://www.bbc.co.uk/news/articles/c4gzxv5gy3qo I shall endeavour to try and find these images from my archives and repost directly into the site
Last reply by WrinkleysRule, -
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- 113 views
I am working this for a project for some land I have recently bought. I want to learn the modding but would enjoy a playable area that uses sat data of my future farm in the meantime. If interested I will be happy to pay for someone to get me started with a basic area in Giants Editor. Im sure some of you could make a close replicat to the playable area much faster than I. I have the terrain and sat data generated already just cant get the foliage and roads part.
Last reply by Farmer Ozzy, -
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How can I fix this issue with my Painted Textures looking super blurry and the base layer texture of the terrain being a blurry grey. I have imported this from MapsToPlay and it looks great. Just cant get the normal FS terrain to be the normal base layer that isnt blurry. My foliage appears fine. For whatever reason its just the base texture and any textures I try to paint that are all blurry
Last reply by Garrison_D, -
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- 2k views
Game Update 1.19.0 Changelog Patch 1.19.0.0 Changes & Improvements Various technical changes to improve performance PC and Mac: Added a storage space check to mod downloads to prevent out-of-memory issues. Case IH Patriot improved resolution of stars and stripes design. Case Quadtrac fixed missing left window Fixed corrupt and broken mods causing the game to get stuck while loading into the main menu. Fixed fill planes becoming invisible after repeated filling/emptying operations. Fixed fence 14 to visually not connect. Fixed gates not being properly aligned to the terrain height upon reloading the save…
Last reply by WrinkleysRule, -
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This new GRLE Converter is available from the normal site (login required for download) https://gdn.giants-software.com/downloads.php Changelog --------- 7.0.2 (09.10.2025) ------------------ - Added support for gdm files with specified type index channels (as used by Farming Simulator 25 1.13.0.0) Explanation by Stegi in the German nodding section on the main forum Stegei GIANTS Software | CTO Posts: 1841 Joined: Sat Jun 09, 2007 10:51 am Been thanked: 14 times Re: grle Converter no longer opens gdm post by Stegei »Thu Oct 09, 2025 5:08 pm The GIANTS Editor 10.0.8 (FS25 Patch 1.13) now saves a newer GDM ve…
Last reply by WrinkleysRule, -
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- 1.8k views
Editor update available on the GDN site requires login https://gdn.giants-software.com/downloads.php Updated to be compatible with latest FS25 update 1.13.0.0 --- 07/10/2025
Last reply by WrinkleysRule, -
- 1 follower
- 8 replies
- 5.8k views
So I have had a couple of my viewers mention they are unable to create an account and I had a quick look my self and it seems as thought the captcha section has an error, I wasn't sure who to try and contact for this matter! I direct people here from one of my videos so they can get the Spline Scripts, I don't like sharing things that aren't mine or I don't have persmission to do so, I always like to direct them to the original source where possible. Would it be ok to share these scripts within my discord?
Last reply by Ceebur, -
- 2 followers
- 2 replies
- 3.8k views
Dogface FS25 Modhub mods ☝🏻 link should take you to all @Dogface mods on modhub
Last reply by Dogface, -
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- 0 replies
- 2.5k views
Bdbssb FS25 Modhub Mods
Last reply by bdbssb, -
- 1 follower
- 14 replies
- 13.4k views
The new GE editor and associated testing tools is now available here https://gdn.giants-software.com/downloads.php --Log in required Note: I will be updating the existing scripts/tutorials in due course. If you use any of the existing scripts you do so at your own risk. EDIT 1300 Z: This could take a time as the inbuilt GE 10 scripts don't appear to work eg not recognising terrain node and game installation path
Last reply by Tiinusen, -
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i am curious if its possible to make a silo or some factory that accepts all fruit types but then can set it to distribute to all factories that need that crop. like the factories are set up now to store, sell, or distribute. would love to see something like that for FS22 thanks bigpapa
Last reply by darkdemon, -
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Hi I was hoping someone here might know more about this topic. I'm looking to upgrade my cpu to either the 5800x or the 5800X3D. The problem is that I don't know if FS22 profits from the 3D cache of the 5800X3D. The 5800X brings higher frequency which FS22 seems to like but if it uses the cache I expect the 5800X3D would outperform. Does anyone know more about this? Thank you.
Last reply by WrinkleysRule, -
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Some useful information for map makers implementing AI paths by The SuBBie over on the main Giants forum https://forum.giants-software.com/viewtopic.php?f=895&t=196704
Last reply by WrinkleysRule, -
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I have updated these scripts together with new tutoirials, unfortunately due to restrictions on lenght of posts on this forum I am unable to post them until this problem can be sorted.
Last reply by WrinkleysRule, -
- 1 reply
- 4k views
Hello. I come here to ask about a way to make editor use all of my cores? Now he use 100% of one of 6 of my cores and its pain in the ass because i made 121km blank map and any of change of this map is connected to wait ... Saving map takes 140s approx. Use of any script of terrain edit is logarytmic increase time waist. I am making a map for FS17 with GE 7.1.0. Any clues will be useful. Cya
Last reply by WrinkleysRule, -
- 1 follower
- 3 replies
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Grabby La Toosh setting speed Set the "maxForwardSpeed" to the speed you want to achieve. Then with no load test if you can reach that speed. If not, then decrease the "minForwardGearRatio" number in small steps until you can reach that speed but no more. Doing this will cause you to loose pulling power. If you loose too much pulling power then increase the "torqueScale" until you have enough to get the job done but no more. You can use my Horsepower chart to determine how much HP you would have at that Torque setting, and finally place that "hp" number in the "hp" attribute. NEVER change the RPM value!, that will disrupt the "Torque Curve" values,…
Last reply by bdbssb, -
- 1 follower
- 1 reply
- 4.2k views
can't get the map and mods to show up in game again text log says invalid name it was agood map trying to do it again
Last reply by bdbssb, -
- 1 follower
- 5 replies
- 6.2k views
does anyone know of a stone picker that has a wider pickup
Last reply by bdbssb, -
- 31 replies
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I am trying to access this in Blender and can't figure it out. I've the CSV script installed but I don't know how to access it from there.
Last reply by WrinkleysRule, -
- 1 follower
- 1 reply
- 5k views
i think i've now used most of the mods from this site and i have to say... they are incredibly under rated. they all offer some unique offering and they all help make playing FS19 a whole not more enjoyable. if you are new to this site or the mods, i strongly encourage anyone to take the time to download and try them out on your farming adventures. the tree maverick is exceptional 🙂 i wish the modders all the best and am always looking forward to new and exciting mods they release!
Last reply by bdbssb, -
- 1 follower
- 1 reply
- 4.8k views
https://anchor.fm/gordoismyname/episodes/Farming-Simulator-19-Mod-Minute-PLUS-es3chd just wanted to share this here. love the mods and the quality/effort you guys are putting forth!
Last reply by bdbssb, -
- 1 follower
- 1 reply
- 4.9k views
I added this in to tutorials.
Last reply by bdbssb, -
- 1 follower
- 0 replies
- 4.6k views
Last reply by bdbssb, -
- 1 follower
- 1 reply
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Shywizard shared the image below on where to place your uv to work correctly for static (emissive) lighting. Also be sure to use vertex paint in blender for the color you want to be emitted when the light is activated. If you don’t paint in vertex mode you will get an error when applying the static variable in the vehicle shader. Materials and color can be edited like typical udim settings in the shader as well. Below is an image explaining what the U,V stands for. Basically in blender U = X and V = Y.
Last reply by bdbssb, -
- 1 follower
- 0 replies
- 4.8k views
<hubs> <color0 useBaseColor="true" /> <color1 useBaseColor ="true" /> <color2 useBaseColor ="true" /> <hub linkNode="wheelFrontLeft" filename="$data/shared/wheels/hubs/hub_n18_1.xml" isLeft="true" scale="0.4 0.4 0.4" /> <hub linkNode="wheelFrontRight" filename="$data/shared/wheels/hubs/hub_n18_1.xml" isLeft="false" scale="0.4 0.4 0.4" /> <hub linkNode="wheelBackLeft" filename="wheels/hub_n8_4Custom.xml" isLeft="true" scale="0.285 0.285 0.285" /> <hub linkNode="wheelBackRight" filename="wheels/hub_n8_4C…
Last reply by bdbssb,