Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


WrinkleysRule last won the day on July 19

WrinkleysRule had the most liked content!


21 Excellent


Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. In the current version of the script the spline must be named "spline" (without the quotes) otherwise that "ERROR: Please select 'spline'" error will be generated Forthcoming new version (hopefully this coming week) will allow the spline to be called any name as long as it has the word "spline" in any part of it i.e road1_spline or roadspline01 etc. Paint Terrain and Place terrain scripts will also be updated at this time.
  2. Blender 2.93 and later Mapping-- Coordinates --Generated---- now part of the Displacement setting Influence --Deselct Color Select –Intensity -- now part of the BSDF shader color/specul;ar etc However I am using another method in Blender 3.1 that seems to give reasonable result Blender 3.1 (make sure the Render Engine is set to Cycles), 8kBorderGE image and 8kBorderDem4096 were both created using the snipping tool in Google Earth both saved as RGB pngs In the first image I have created a mesh (Import Image as Plane) with the 8k RGB border texture and added the 8kBorderDem4096 texture I will use for the displacement Main settings are Mapping -- Extension --Extend --this gives a clean edge to the border by extending the edge pixels Clamp -- Deselected -- this allows the full colour range to be used in the displacement All other settings can be left as default though it may be necessary, depending on the dem to set the Color Space to Linear to get better results. Next the 8k border mesh has been subdivided 20 times and Displacment modifier added, Texture coordinates must be set to UV although no UV map is required. and lastly the final settings for alignment to the terrain In the Item pop out you will notice that the Z Location value is different to the Z value in the Dimensions -134.69 and 138 respectively this is to show the GE border area more clearly otherwise it would be mixed in with the border image. Regarding the Dimension Z value (138 in this case) this is normally the highest point of your terrain over the whole border area but can differ due to monitor colour settings and displacement strengths so it is always best to adjust to imported GE terrain. Highest point can easily be found by running cursor over the area in Google Earth and checking the elev figure in the bottom right Don't forget to set shading to smooth (Object-Shade Smooth) and Ctrl-A (Set Scale and location if mesh reset to 0) before exporting i3d When time permits I will be overhauling/updating all the tutorials to reflect the latest updates to links and software.
  3. Just tested script and have no problems using it, creates curves without any problem. Suggest you post a copy of your .csv created using the Spline CSV Creator Script for me to test and try to work out why you are having problems. Regarding later versions of blender it states in the tutorial "for use with the csv_importer script in Blender (2.79 only at the moment)" and the script hasn't been updated so this situation hasn't changed.
  4. Just tried both, https://www.usna.edu/Users/oceano/pguth/website/microdem/microdem.htm and https://www.usna.edu/Users/oceano/pguth/md_help/html/download_md.htm downloaded setup.exe with no problem If you need to use another programme I suggest QGIS (free at https://www.qgis.org/en/site/ ) but be warned it is a fully fledged Geospatial programm so will require a bit of familarisation.
  5. From the description of your Dem problem it sounds like a 2k dem that has been resized/enlarged to fit a 4k map thereby stretching all the contours. Also check the unitsPerPixel in your 4k template they should be 2 for correct rendition
  6. Given your previous "problems" and as you haven't bothered to give any translation settings for that road I would suggest A. Incorrect terran height adjustment B. Incorrect road translation/rotation adjustment (in GE or Blender) C. Both of the above. Edit : In your image it would appear you have an aerial roadway in the distance which appears to slope in the same direction as your road over the 'flat terrain'.
  7. Create a suitable junction in Blender
  8. How conversant are you with GE and creating mod from game, as one way of increasing the pickup width is to increase the size of the work area in GE this will increase the pick up area but leave the implement the same size. Another way although not recommended is to modify the workAreaStart/ WorkAreaHeight(actually length) positions in GE of an ingame vehicle i3d such as the scorpio550 in GE (will be reset on any game update) Otherwise a google search might turn up one already modified to a wider pickup area
  9. How wide do you want to go, the ingame ELHO has a working width of 5.5m ( approx 18ft)
  10. Did you first set the terrain height for your roads and then use that spline to create the road system in Blender ? As you are now trying to use a spline to adjust your terrain after creating the roads then it appears you didn't, I suggest you align your spline to the roadway correctly and then use the script or use the terrain sculpt tool to correct your mistakes From the tutorial "In the next image I have used the TerrainHeight by spline script to level the terrain ready for the road," Another point, you have set the spline to -0.1 in the scenegraph but what settings have you put for mHeightOffset in the script (if using the modified Set Terrain Height script not the editor default one)
  11. Attached is the updated Paint Terrain by Spline script adjusted to allow the inclusion of the Terrain Layers script which prints the texture number and name in the GE Console Log in numerical order for easy reference when using the script. To use, NOTE: To function correctly the the spline must be named just "spline" with no other letters or numerals attached. First select the terrain transform group and execute the script, this will print the texture number and name in the GE Console Log in numerical order when done the prompt "SELECT SPLINE" will appear, it is only required to do this step once subsequent spline(s) painting in an editing session will carry on as normal. Choose whether you require multiple texture or just single texture Enter relevant texture number into the script at the designated locations (see script for details) Select the spline and execute the script when done a log entry will appear confirming painting done and detailing the number of the texture used in Left, Centre, Right area's. Further spline painting can be carried out by just selecting the new spline and editing the settings if required. Finally I will be updating this script further to make it more user friendly in the coming weeks (time permitting) paintTerrainbySpline5.lua
  12. Thanks to Stegei over on the Giants forum for this little script to print out the Layer Texture list. Place the attached script in the following file C:/Users/YourComputerName/AppData/Local/GIANTS Editor 64bit 9.0.2/scripts folder Select the terrain transform and run this script before using the Paint Terrain by Spline Script It will be incorparated into the Paint Terrain by Spline at a later date. terrainLayers.lua
  13. Create your own in Blender, I gave you some links in a previous post and you said "thank you for the refresher" so I presume you will have no problems creating and texturing a roadway to your own specifications.
  14. There is a problem with the PaintTerrain by Spline scripts working correctly in the new FS22 games It stems from the fact Giants have inserted the new <OverlayLayer type="groundDetail" section between the <Layer name="texture" and <CombinedLayer name="texture" so the texture numbers do not run in numerical order The way round this is to copy the whole <Layer>/<OverlayLayer>/<CombinedLayer section in the map i3d and paste it into a new notepad++ file, then delete the <OverlayLayer> section the numbers will then run correctly and can be used in the scripts. The editor script starts at the number 0 so a texture at no 5 in the list will be no 4 in the script (minus 1 on all texture list numbers).
  15. Where something like that would work very well is in the multiplayer mode where one player is in charge of the ditribution centre and sells the produce on behalf of the farmer(s) getting the best price and paying the farmer after deductions (storage,transport and the distributers profit). Also as this would only be a paper excersise (extra production models would create to many slots for console players) you could have multiple, say grain mills all competing on price for the farmers goods and the player in charge of distribution sells to the highest bidder. At the moment the farmer only has the direct sell option i.e transport his own goods to the production facility (cutting out the middleman "distibution"). C'mon bdbssb I'm sure you have some thoughts on this idea