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FS25 Import Placeables This is an updated version of the FS22 script which allowed the import into a map of all the placeable items in the placeables.xml (placeables.xml can be from a save game or another map) Original available here https://farmerboysmodding.com/index.php?/topic/2480-import-placeables/ With the changes made to placeables in FS25 the script will only import placeables that are not already in the map i.e. those who have not been preplaced using the placeables.xml <placeable isPreplaced="true" , any subsequent changes made to position/user attribute etc will still have to entered manually in the placeables.xml or by the Placeables Toolkit. However it will list all preplaced items in alphabetical order with their corresponding nodeId's for reference after the filepaths of the non preplaced items are printed in the console log. There are no requirements for setting any filepaths using the Script Editor. Installation and Use To use the script unzip the FS25_Import_Placeables.zip (available at the end of this tutorial) and copy/paste the folder to the location of your GIANTS Editor 64bit 10.0.4/scripts folder in this case it is, C:/Users/*****/AppData/Local/GIANTS Editor 64bit 10.0.4/scripts (replacing the *** with your computer name) Open GE and Select -- Scripts --FS25 Import Placeables When the script is first executed a check will be made to see if a 'placeholders' TG already exisits and if there is one or more instances of 'placeholders' TG's then a Warning will appear in the log with the duplicate 'placeholders' TG nodes for reference and investigation (if needed). A new placeholders TG will also have been created in the Scenegraph complete with the correct User Attributes (Placeholders.onCreate) With the Placeholders.onCreate added it will allow the placables to be seen in GE, the new placeable imports will be ignored when the map is opened in game and the placeables/preplaceables will be loaded as normal from the placeables.xml The script treats the preplaced placeables and normal placeables (those not preplaced and with a filename) in different ways. Normal placeables are loaded into placeholders TG in the Scenegraph 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. Preplaced placeables (if listed in the placeables.xml) are listed in the console log in alphabetical order together with their name and node Id's for reference (after the normal placeables filepaths). The following popup panel will also appear. Mod Folder Select the folder icon at the end of the Mod Folder line a file browser will appear navigate to where the folder containing any mods required by the map. For example if the map uses any external mods ( Required Mods ) in the normal My Games folder then the path would be :- C:/Users/****/Documents/My Games/FarmingSimulator2025/mods (obviously *** would be replaced by your computers name) Or if the mods folder is located elsewhere then something like this D:/Farming Simulator/FS25_mods Or if just importing from a map with no Required Mods D:/Farming Simulator/FS25_mods/FS25_SuperMap Basically the Mod Folder is the map/mods path where the placeables to be imported into the map are located. Note: All mods/maps must be unzipped for this to work correctly. Map Placeables XML Path Opening the file browser as before (selecting the relevant folder Icon) navigate to where the maps placeables.xml is located and select it. With the placeholders TG selected in the Scenegraph, select the Import Placeables button (move mouse away from the popup panel and wait for the Import Placeables button to turn back to white). The placeables will have been imported into the map at their relevant positions and a print out will appear in the consol log detailing the placeables file paths and also any preplaced placeables with their corresponding nodeId’s for reference. Some examples below the first using the default EU map (Zielonka) and the second using the Alma Missouri map EU map (Zielonka) Alma Missouri 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. The script relies on the placeables.xml being created correctly either by the Placeholders Toolkit or manually using the correct FS25 format (preplaced items must be created using the Placeables Toolkit to get the correct uniqueId) 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. The script will continue running until all placeables/preplaced types listed (including error messages) in the placeables.xml have been loaded It is possible to import all the placeables from one map into another (or even from a savegame) by opening the map in GE that is to receive the placeables and setting the Mod Folder to the donor maps filepath and Map Placeables XML Path to the donor maps placeables.xml then with the placeholders TG selected, select Import Placeables, placeables will be imported into the new map at their original positions. Placeables filepaths will still refer to the original map so adjustment will be needed if items kept. FS25 Import Placeables.zip1 point
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I have now updated the following scripts for FS25 (zip file containing all scripts listed available at the bottom of this post) To avoid confusion all future Updates to any of the scripts will require the complete FS 25 Script Versions.zip to be downloaded Fence Power Placement --Updated 07/01/2025 Stay Upright Option removed fence/poles now automatically placed upright --15/06/25 Problem with upright position and placement when spline has a tight curve solved. Paint Foliage by Spline Panel Spline CSV Creator Panel - Updated 15/06/25 see changelog below Spline Height Panel Spline Paint Panel --- Updated 20/01/2025 Random value problem fixed and UI Changes -- see note in Spline Paint Panel below Spline Placement Panel Combined --Updated 02/01/2025 Interim fix to first object placement problem --15/06/2025 Rotation/Placement problem fixed Fence Power Placement Fence Power Placement Script updated to cure problem with pole's not remaining upright and pole placement not following spline correctly when spline has a tight curve, refer to tutorial for operation Tutorial https://farmerboysmodding.com/index.php?/topic/2452-fence-power-placement-script/ Spline CSV Creator Panel Spline CSV Creator Panel OBJ_25 ChangeLog Script operation is the same output has changed slightly A new CSVSpline transform group is automatically created in the Scenegraph and the new CSV spline is created in this TG. The new CSV spline ,spline.obj and csvData.txt are still added to the CSVData folder in the maps folder (same place as the map.i3d )which now has Paint Foliage by Spline Panel Operation of the script is still the same but the Panel Layout has changed. Note: Random Foliage Paint will paint all states of a selected foliage. Variable Foliage state When selected along with Random Foliage Paint option allows only the states entered in Set Foliage State and Set Second Foliage State to be painted. Random Foliage Distance seed can be adjusted by changing the Set Distance Between Foliage value Spline Height Panel Script just updated refer to tutorial for operation Spline Paint Panel Script just updated refer to tutorial for operation For further information on the above scripts refer to the tutorial https://farmerboysmodding.com/index.php?/topic/2439-new-spline-paint-height-csv-field-creationdimension-panel-scripts/ Note: Random Width (Max) this is the max distance the texture will be painted either side of the spline (0 to Random Width (Max)) Random Distance (Max) this value is used by the RND function for the random distance the texture will be painted along the spline (0 to Random Distance (Max)) In both cases texture will be painted randomly at a distance between 0 and Random value entered at each point along the spline Random distance bewteen textures can also be adjusted using the Set Texture Distance Value Spline Placement Panel Combined Script update with some Panel Layout changes and addition Unfortunately the Use Distance Table values still have to be entered in the User Attributes panel. (now in seperate tab in the Attributes Panel) I hope to combine them into the main panel at a later date. Addition Fixed Distance -- is the distance away from the spline (both + and -) you want the placement to start (Look at it like a duplicate spline at the Fixed Distance value) Changes Select Random Spline Order – now uses the number of objects in the objectsTo Place TG as a random seed If only one item in the objectsToPlace TG then I suggest adding a empty TG to the objectsToPlace TG before selecting Select Random Placement -- is the max distance around the spline (inc any Fixed Distance values) Select Random Distance -- uses the Object Distance as seed to generate the random distance If Use Distance Table Selected then Select Random Spline Order and Select Random Distance is disabled. See the tutorial for further information. https://farmerboysmodding.com/index.php?/topic/2469-spline-placement-combined-panel/ There seems to be some confusion on where these scripts should be placed they should be placed here C:/Users/*****/AppData/Local\GIANTS Editor 64bit 10.0.3/scripts -- replace ***** with your computers user name not in the C:/Program Files/GIANTS Sosftware/GIANTS_Editor_10.0.3 folder as the scripts in this folder will be overwritten/updated when a new version is available. To avoid confusion all future Updates to any of the scripts will require the complete FS 25 Script Versions.zip to be downloaded and unzipped replacing any existing scripts in the GE scripts folder. FS25 Script Versions Updated.zip1 point
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Apologise I have added the wrong version to the zip file will upload a new zip file tomorrow (09/08/25) as I have updated some of the other FS25 Scripts. Whilst testing the script I have come across a slight problem where the poles may not rotate enough (usually caused by a tight curve in a cubic spline ,sharp angle if using a linear spline) so causing the wires to crossover The soloution ( with thanks to @antler22) is to 1. Run the script with no. wires set to 0 2. Rotatet posts/poles so a better angle is created between the preceding and following posts 3. Rename last post/pole unique so you know where pole placement starts over (for examlpe pole1_A) 4. Run script again with wires set at desired level, this will put wires against all previous posts as well as new ones Delete second set of posts after marked end, as these are now redundant Works for fences as well Edit 15/06/25 This problem along with the upright problem has been solved in the latest version of this script 15/06/25 and is available at the beginning of this topic1 point
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Added updated FS25 Script Versions Zip This contains an updated Fence Power PLacement script (fixed some bugs) and a new Spline CSV Creator Panel OBJ_25 Spline CSV Creator Panel OBJ_25 ChangeLog Script operation is the same output has changed slightly A new CSVSpline transform group is automatically created in the Scenegraph and the new CSV spline is created in this TG. The new CSV spline ,spline.obj and csvData.txt are still added to the CSVData folder in the maps folder (same place as the map.i3d )which now has1 point