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WrinkleysRule last won the day on September 15

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  1. 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 several other good video's available on youtube as well. Unfortunately it does not open/save dds fies but only accepts/saves in the following formats BMP, JPG, PNG, TGA, TIFF and as GE accepts the PNG format it is best to set that as default by opening the Settings tab in the bottom right of the interface also while there set the Normal Map Style to Maya Style. The base image is one I took of some shingle on a little seaside trip recently and converted to seamless texture Below is an example, using the base image, of what can be achieved using the various types of image maps to create PBR/ POM textures and might help to understand the process and result In creating the following examples. This first image is of the base image on a cube with no enhancements Second is just with Height map created and applied (Show Full Material applied) Third is with a Normal Map created and both Height and Normal maps applied (Show Full Material applied) Fourth is with the Height Map removed and just the Normal map applied to give an indication of the difference a height map can make -- which is the case for most textures currently in FS19, also the FS19 terrain textures seem to use the height map in the alpha layer of the normal map to creat a PBR/POM image, downside of this method is the image needs to be saved as a DTX5 so is twice the bit size of a normal DXT1 image for the same image size (ie 512 512 DXT5 -5k--- 512 512 DXT1- 2.5k) so using more texture memory. Fifth is with all maps created and applied Height,Diffuse,Metallic,Smoothness, Edge and AO (Show Full Material applied) The following image illustrates what happens if Paralax Displacement is overdone in this case increased from 0.5 to 2 Finally this is the material in GE using the created Normal Map and a Specular map created using Smoothness,AO, Edge and Height maps in the relevant Specular Map channels---- Diffuse/Normal saved as DXT5 Specular as DXT1 with height map added to normal alpha channel As this programme has many editing functions for each image and also for final set up Post Proces (Bloom/Depth of field etc) getting the best results will require some experimentation with all the settings at first, so viewing the video's linked at the bottom along with the tutorial video's on the Materialize site is a must to understand all of the programmes capabilities. A quick intro to some of the operations P -- paste from Clipboard C -- copy to clipboard O -- open file S -- Save file Show Full Material when selected show the combined effect of all the currently created images The Property Map options in the Savings Options in the top left of the screens allow you to select which maps you want to select to create your specular map A Height map must be created first and each image is dependant on the previous one so if for example after creating all the images you redo the Metallic map you will have to recreate the maps following that one to get the correct result. https://www.youtube.com/watch?v=2DhLnl_-4RY https://www.youtube.com/watch?v=hHlZ1_9-TDE Note: Normal Maps for terrain textures in FS19 Here is one method that can be used to create the Normal Maps for the terrain images All images must be 512 x 512 Save the Height Map you created in Materialize and open it in Photoshop (or any image editor that allows display/editing of Colour/Alpha Channels) Open an exsisting terrain normal map in Photoshop, concrete01_normal is a good one to use as it already has the red channel black and blue channel white plus the Alpha Channel Copy paste the Height Map image into the Alpha andGreen Channels of the concrete01_normal image With only the Green Channel selected increase Brightness and contrast by 50% Ensure the Alpha Channel is deselected and image is selected as RGB and rename and save as DXT5 Should you wish a reflection either increase the brightness of the Red Channel which will give you reflection over all your texture or copy paste your Alpha Channel image to the Red Channel and adjust brightness to suit, this wil give a more targeted reflection You can also create a simulated height map by changing your custom terrain image mode to greyscale, reduce contrast by 50% and add a Gaussian blur with a radius of 1 and use that instead of the Height Map in the above method. Finally I know there are programmes out there that will probably do all this automatically but not everyone can get the Student freebie version or afford the exhorbitant subscriptions so for me FREE is best and yes even the photoshop version I use is a free legacy version (CS2) (available here https://www.techspot.com/downloads/3689-adobe-photoshop-cs2.html) which together with the free Nvidia dds plugins and the Stand alone Nvidia Texture tool is quite adequate for what I need regarding image creation/editing for Farming Simulator.
  2. You only need to copy the data itself and not the " X(Z) axis Y(X) axis Z(Y) axis" headings they are there as a guide. Just a reminder of the steps from the tutorial "Import CSV file Select “Point list containing X.Y,Z columns in File Type menu Select the folder icon at the end of the .csv File Path: selection box and browse to where you saved the CSV.txt file and click Accept (top left) Ensure that comma[,] is selected in the Delimiter section Click the Add Button and in the configuration box below Select Create vertices only and in the pop up box select “Create vertices and edges (single line)” The X,Y,Z column details can be left as is (the script has already allowed for the axis labelling). In Object Name put csvSplineRoad. Select import The csvRoadSpline mesh will appear in the Scene panel at the top as a mesh, select this and zoom out till you can see it (it will be at the same world location as it was in your map, hence the high camera clip distance ‘End 10km’ in the view menu). Do not change the location of this mesh as it will cause problems when aligning the finished road in GE."
  3. In your GE log you will have a section of data after running the script with the title of "CV HEIGHT for CSV File and TERRAIN ALIGNED i3d SPLINE" which has two parts the first part is the spline data headeed with --- "This section adjusts and aligns the spline to the terrain and can be used in the Terrain Height or Placement script inside a new Transform Group ----- Copy lines below into Notepad++ and save it as i3D " the second section of data is headed with- "This section changes the axis labels so it can be used in the CSV Mesh script in Blender so not needing to import terrain into Blender copy/paste data into notepad and save as CSVdata.txt. The axis in brackets are the equivalent ones in Giants Editor." Which is self explanatory.
  4. All you need to do is copy/paste the relevant details into notepad ++ and in notepad ++ File -- Save As, and enter in the File name box, spline.i3d and select Save (disregard the Save as type dropdown box entry), notepad will then save the file in the xml format as spline.i3d which you can then import into GE in the normal way.
  5. As far as I'm aware you can only change the dem map size by adjusting the pixel density in steps of 1 ie 1024 x1024 pixel density 2 = 2k x 2k, pixel density 3 = 3k x 3k etc The gdm/grle files however have to work to the power of two so when divided by the pixel density the result is a whole number to avoid distortion i.e gdm 4096 pixel density 2 = 2048 gdm 4096 pixel density 3 = 1365.3333 gdm 4096 pixel density 4 = 1024 in your case ----gdm 8192 pixel density 2.5 =3276.8 Hence the reason map sizes are normally 2k x2k, 4k x4k, 16k x 16k with 2pixel density
  6. Looks like you have got a problem with your Gdm files being the wrong size, what have you based your calculations on dem/gdm size as normally the following applies Normal map of 2k x 2k dem- 1024 with 2 pixel definition gdm -- 4096 x4096 tipCol 4096 x 4096 seasons mask 4096 x 4096 farmland.grle-1024x1024 an 8192 x 8192 gdm size normally equates to a 4k x 4k map with 2 pixel resoloution
  7. What do you mean by "correct location" when you open the CSV in Blender the mesh will be at the world location of your original GE spline , that is to say wherever your original spline translations X,Y.Z were in GE is where your CSV mesh will be in Blender, check Location in the transform cordinates box. From the Tutorial
  8. Not as far as I know, the following link is as much info as I have found regarding an update for this particular script https://blenderartists.org/t/a-script-to-import-a-csv-file-and-create-meshes-for-blender-2-5x-or-later/501410/83
  9. Usually with the new versions o f microdem you either slect the GooglEarth globe in the toolbar or right click on the map and select Export where you are given a choice between quick and deliberate export to Google Earth, however there seems to be a bug in the programme now that doesn't allow adjustment of opacity in Google Earth so you are left with a partially visible srtm and another bug, as you have found, id that it no longer saves as aGeoTiff but as a .tif image. The only soloution I can suggest at the moment is to find an earlier version of the Microdem programme which appear to work as normal or use QGIS (free full blown geospatial programme)
  10. Updated Scripts for Terrain height and Paint terrain available here at the end of the tutorial. https://farmerboysmodding.com/index.php?/topic/2360-export-a-spline-into-blender-as-a-csv-to-create-roadsrailways/
  11. Apologise, the error is caused by this line "-- Icon:123" at the top of the script , for the moment just delete the 123 and save the script in the script editor. I will update the zip later
  12. This purpose of this tutorial is to show how to export a Spline from Giants Editor to Blender using a CSV (Comma Selected Variable) file created by the Spline CSV Creator script and the Blender Add On csv_mesh_importer v0_7alpha4. I will be using Blender 2.79 throughout this tutorial as that is the only version that supports the CSV mesh importer, however if you wish to use Blender 2.9 then I suggest you first open the CSV in a 2.79 version and save it then in Blender 2.9 append the csv object from the 2.79 file. Updated scripts for SetTerrainHeight by spline, PaintTerrain by spline and the new Spline CSV creator script are available at the end of this tutorial in a zip file. Spline CSV Creator script The script creates a new spline aligned to the terrain from an existing one in the form of an xml compatible layout for the new spline to create an i3d and a seperate CSV file (Comma Selected Variable) in the form of a text file for use with the csv_importer script in Blender (2.79 only at the moment) re-labelling the axis to convert the Giants Editor transform axis to the Blender format, X(Z) axis, Y(X) axis, Z(Y) axis, Giants in brackets. The script allows for the original spline to be created in 2d with less cv’s and away from the terrain, the new spline created can easily be used in any of the Spline Terrain/Paint/ Placement scripts. Open map in GE Create a spline and align it to the road network you wish to model. As you can see by the following image there are only 5 cv’s (including SE) on the spline to create the desired shape. Open the Spline CSV Creator script in the script editor and set the number of points on the new spline you want to create. These will depend 1. On the size of the mesh you are going to use for your road (rail), 2. On the slope of the railway if using the script to create a rail bed (higher number will give a more gentle slope) In this case I am using a 5m road section as an example, larger lengths can cause blockiness on tight corners to start with but this can be rectified later in Blender. In the above image you can see the 5m setting local mSplinePiece =5.0; the spline has been selected and the script executed it also shows part of the new log entry ( Windows(C:)---Users--Computer name---AppData--Local--GIANTS Editor64bit 8.2.2-- editor_log.txt) detailing the new spline parameters. If AppData folder not visible then Open File Explorer from the taskbar. Select View > Options > Change folder and search options. Select the View tab and, in Advanced settings, select Show hidden files, folders, and drives and OK. The next step is to open a new blank file in Notepad ++ and copy paste the new i3d coding from the editor log from, <?xml version="1.0" encoding="iso-8859-1"?> up to and including </NurbsCurve> </Shapes> <Scene> <Shape name="spline01" translation="0 0 0" nodeId="11" shapeId="11"/> </Scene> </i3D> then save as spline.i3d (not xml) Then copy/paste the csv data (data only not axis text) into a new blank file in notepad++ (or normal notepad) and save as CSV.txt Import the new spline. i3d into the map and it should appear at the location of the original spline but alligned to the terrain (I have named it spline01 for clarity) and as you can see by the following image the spline now contains cv’s at 5m spacing along its length aligned to the terrain. In the next image I have used the TerrainHeight by spline script to level the terrain ready for the road, as the road is on the side of a hill I have offset the height on the sides. To enable easier smoothing on the sides of the road a good rule of thumb is where possible to have the msideCount 1.5 times the size of the road texture width to alleviate any problems with the maps 2m terrain sections. BLENDER CSV 1 The first step is to download and install the csv_mesh_importer v0_7alpha.zip which is available along with the Installation instructions from here. https://blenderartists.org/t/a-script-to-import-a-csv-file-and-create-meshes-for-blender-2-5x-or-later/501410 There are also detailed instructions and examples of how use the Add On at that link. I have also included the Install and Importing instruction here. Install Plugin Download the csv_mesh_importer v07_alpha4.zip from the download link in the above address save and unzip the file Close Blender if active Navigate to Windows(C:)—Programm Files—Blender Foundation—Blender—2.79 (or whichever version you have)—scripts—addons and copy paste the csv_mesh_importer.py into addons. The script cannot be installed from zip as there is no init file. Open Blender --Select File—User Preferences—import Export, locate and select the checkbox next to CSV Mesh Importer then Save as Default. Close Blender. Re-Open Blender and set up as shown in the following image Import CSV file Select “Point list containing X.Y,Z columns in File Type menu Select the folder icon at the end of the .csv File Path: selection box and browse to where you saved the CSV.txt file and click Accept (top left) Ensure that comma[,] is selected in the Delimiter section Click the Add Button and in the configuration box below Select Create vertices only and in the pop up box select “Create vertices and edges (single line)” The X,Y,Z column details can be left as is (the script has already allowed for the axis labelling). In Object Name put csvSplineRoad. Select import The csvRoadSpline mesh will appear in the Scene panel at the top as a mesh, select this and zoom out till you can see it (it will be at the same world location as it was in your map, hence the high camera clip distance ‘End 10km’ in the view menu). Do not change the location of this mesh as it will cause problems when aligning the finished road in GE. Import your road section. obj , to avoid any problems with alignment ensure your road section is aligned along the X axis, rotate and Ctrl-A Apply Rotation and Scale if necessary. Reselect csvSplineRoad and Alt –C Curve from Mesh Text Select edit mode – Vertex Select and select the end vertice of the csvSplineRoad mesh. (corresponding to the start of the spline in GE in this case “E)” -- Shift-S Cursor to selected Select Object mode – Shift-Ctrl-Alt-C set Origin -Origin to 3d cursor Select roadSection mesh - Shift-Ctrl-Alt-C set Origin -Origin to 3d cursor- Shift-Ctrl-Alt-C set Origin - Geometry to Origin And you should see the following Add Modifier –Array – Fit Type Fit Curve –select -csvSplineRoad – Relative Offset X 1.0 – select Merge adjust distance so all your sections are joined. Add Modifier—Curve – Object csvSplineRoad-- Deformation Axis X You should now have a road aligned to your csvSplineRoad Apply the Array Modifier and then the Curve Modifier. Add Modifier – Edge split and apply. Ctrl-A --Apply Rotation and Scale You can now delete the csvSplineRoad curve and ensuring the road section is selected File—Export – Giants i3d -the road section as Road_1.i3d Open the Road_1.i3d in notepad++ and correct the texture path if necessary and resave Open map in GE and import the Road_1.i3d, all that remains now is to reset the transform values to match Giants. Note the Translate X and Z values and just replace the X with the Z value (as a minus value) and the Z with the X value and set the Rotate Y to -90. The final Translate coordinates are also listed in the correct order and value in the last data line of the Spline1.i3d should you require a reference. You will also probably have to increase the Translate Y by 0.4 or 0.5 to further align the road with the terrain due to anomalies with the 2m terrain sections of Giants maps and the levelling process. Road junctions can be created in blender by importing all the various road sections as obj and aligning/texturing to suit, eventually exporting the road system as one mesh. There are times when despite everything appearing correct the transforms can go slightly wrong, the following image show how to correct any problems with rotation/ translation of the object. This needs to be done before applying any modifiers In the following image I have added a cube as guide to correct the road section rotation to zero (which is what the terrain would be in GE after you have flattened it). Then, with the roadSction selected adjust the rotation of the “X” axis, not as you would expect the Y , looking at the screen, this is because the modifiers have not been applied so the road section retains its original configuration (see the second image in this section). I find it better to adjust the value in the Transform Rotation panel as it gives better control over the movement. Always make sure the csvSplineRoad curve is in the centre of the object you are modifying as this will cause problems when aligning the object in GE Blender 2 Another method is to use the Curve tools in blender Select the csvSplineRoad then Alt –C mesh to curve In object mode (for clarity) Select curve section and set the values as shown in the following pic (bearing in mind the values will be half the final width) Then go into edit mode Ctrl T (Tilt) 90 and finaly in object mode Alt C – mesh from curve and texture as required, some fiddling about may be necessary when importing into GE but it should align in the same way as the the previous road section (the Translate X and Z values and just replace the X with the Z value (as a minus value) and the Z with the X value and set the Rotate Y to -90.) Once you have the csv data in blender then it can be used for all sorts of other things like stream/river planes walls/fences anything that a spline can be used for. Example workflow for a railway set up. Create the train loop spline in GE (do not connect it at the moment) export as i3d/csv (SplineCSV Creator) Create new spline (xml) and import into GE (do not move it once imported) Flatten terrain (setTerrainbyHeight) Import csv data into blender, create track layout with a new object or use existing model, also any other items you want to follow the track (poles/fence etc) Export as an i3d and import into GE and position Add ground textures (Paint Terrain by spline) Add trees bushes etc (Spline placement) Finally use the new spline you created at the start as the train spline (suitable closed) Updated and new scripts1.zip
  13. Sooner or later you are going to want to change or make some items to suit your maps so you will need to get into 3d modelling and Blender is free with loads of tutorials available. (Horsey wind pump maybe) Before using any of the scripts I recommend you practise on a blank map to see just what can be achieved as some changes can't be readily undone, especially terrain height, With the paint terrain script to get the relevant numbers for the textures I suggest you open the map i3d in notepad and copy all the <Layer name= and <CombinedLayer name= entrys in one go and paste them into a new notepad file, this will give you a numerical list of all the textures to use in the script, remember of course to minus 1 each time as textures start from 0.
  14. Sorry I can't help you with the Spline street constructor as I have never used it, I create roads either by importing the whole terrain into belnder and working on it there or use a spline exported in GE (seperate spline script ) as a csv file (csv importer only works in blender 2.79) and imported into blender converted to a curve then use the array modifier to create the road. For country lanes I just use the paint terrain by spline script, another method I've seen used is using the spline placement script , with this you create your spline in GE then for the placed object you Create-Primitive -plane and export the resultant placed objects as an obj file into blender (set plane size to final road section size) to work on. The GE rotation always cause problems which I believe may be due to the conversion to radians for the game. I also find it useful to move the console window to another part of the screen (or seperate monitor if available)
  15. First off would I be right in assuming the dem is of a rather flat area of GB. Make sure ALL your current weight .png's are blank (all Black) There is a problem when using paint net to do the weight files, paint net saves the file as an index colour not in a greyscale or rgb format so has to be changed to greyscale in Gimp or Photoshop. I hope you are not physically tracing the outlines of the fields/roads etc The way I do the relevant weight files is to open the GE pic in paint.net then use Effects --Artistic-- Ink Sketdh (or linoCut) and adjust the sliders to give the best results, then save the file as a png and reopen in photoshop (or Gimp) and resave as the relevant weight file. This is a link to a free legacy edition of PhotoShop (CS2) that I use and find it more than adequate for editing all the textures in FS19 (with the Nvidia dds plugin ) https://www.techspot.com/downloads/3689-adobe-photoshop-cs2.html and a another link for Gimp. https://www.gimp.org/downloads/ Depending on how far you have got into your map creation it may be worthwhile redoing the DEM using this tutorial if you want a realistic border Any indepth problems with the tutorial or advice with Dem or using the splines/placements scripts just pm me
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