WrinkleysRule
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Everything posted by WrinkleysRule
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This new update now contains a map toolkit with new scripts for almost all spline/field/ placeables implementation. requires the game to be updated to 1.19.0. I will endeavour to give this new setup a thorough test over the next week or so to see how it performs and post any findings
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You have set up the material properties as they are in the Riverbend map, also be aware vertex paint is required for snow on the road mesh
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"correct is 0 0 0" That is correct, splines must have have no rotation on any axis when selected in the Scenegraph.
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I say again splines should have NO Rotation on any Axis, having any rotation on a spline will cause errors in operation. If you need to rotate a spline then Select the spline and freeze transform the rotation -- Edit - Freeze Transformations -- Rotate --NOTE ONLY THE ROTATE LEAVE TRANSFORM AND SCALE OPTIONS DE_SELECTED
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The image doesn't clearly show the problem you are refering to , however check that your spline has NO rotations (Rotate X,Rotate Y,Rotate Z) set in the Transform panel as it appears in your image that there is a value showing in the Rotate Y but nothing in Rotate X or Rotate Z.
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Suprisingly similar to the one I posted on the gdn site on the 26/04/2025 https://gdn.giants-software.com/thread.php?categoryId=4&threadId=15948
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You don't have to use the Paint a farm grleconvert version, I only mentioned it because that was the version I remeber did convert the png back to the grle/gedm format. You will note that the files you listed in your first post cannot be changed in GE using the infoLayer panel Basically the files in the maps data folder will only be changed if the map has been edited and saved in GE all other ingame changes (terrain adjustments,weeds,plowing.lime etc) will be saved in the maps savegame folder
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Apologise I was thinking of the https://github.com/Paint-a-Farm/grleconvert version. Soloution is simple Open i3d navigate to the where the files are located and change the .png to grle and save the map.
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They should be grle files, use the grleConverter (https://gdn.giants-software.com/downloads.php) to convert them, if in doubt always check the base game files
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Well done, that is a good method providing your background is 4k x4k. In maps created using the maps4fs programme the background is 6k x 6k which means you cannot create a terrain in another map so you would need to edit the FULL.png in the background folder down to a 4096 x 4096 size. Simple resizing will not work as the terrain would be compressed (slopes would be steeper) so one method would be to open the FULLl.png in an image editor, create a new image of 4096 x 4096 and paste that into the FULL.png. and crop the FULL.png to the 4096 x 4096 size and save this as your dem in your auxillary map.
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That number of trees will probably cause perfomance issues. what you could do to minimise the number of trees is use the treescape images used in some maps (Calmsden for example) for the furthest trees and LOD1 trees for the nearest. Or create your own treescape images. Out of curiosity how have you created your backround mesh ??
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You could simply just use the ingame trees LOD1 and place that on the border.
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Unfortunately that method only works properly in FS22 (which is what you are doing with GE 9.0.6). The background tree set up in FS25 is totally different, as it uses a different shader (backgroundTreesShader.xml) for the seasonal and leaf growth effects.
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I presume the second set of wires in the 'Y' configuration are placed on different insulators to the first set, if so then I suggest you start the second line spline from the pole where they meet, run the script then delete the first pole of the second line. or you could try the method that @antler22 suggested which allows you to place the poles and wires separately. 1. Run the script with no. wires set to 0 2. Adjust posts/poles to preferences, --- Note: Problems will occur if the distance between the poles is increased by too much 3. Rename last post/pole unique so you know where pole placement starts over 4. Run script again with wires set at correct number (wire_FenceNode value), this will put wires against all previous posts as well as new ones 5. Delete second set of posts after renamed end, as these are now redundant
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Have you read this topic, specifically the last section which shows the export options with the Nurbs Curves selected https://farmerboysmodding.com/index.php?/topic/2413-export-a-spline-from-giants-editor-into-blender-to-create-roadsrailways-updated/
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First off update your Nvidia drivers to the latest version released on the 18th December 2025 Second you say "I often start a new savegame and the shader file deleted. It seems to me that I randomly get this error" Does the error only appear after you start a new game AND have deleted the shader cache ?
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With a bit of experimenting it is possible to smooth out the jagged edges. First using the FS25 Set Terrain Height by Spline script, set the centre width required (for example 6m ) and Distance beween points to 0.1 bear in mind that for long splines it will take a while to finish executing. Now open up the GE version (Scripts --Shared Scripts-- Maps --Terrain -- Set Terrain Height by Spline) and using the 6m as an example set the width to 2 and smoothing to 4 and execute, this will also take a while. The result isn't perfect but is a lot better. With FS25 script Then with the GE version
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Please post an image of your opened fence_powerObjects TG and the Fence Power Placement script settings. Also be aware every time you select the script in the Scripts folder it will create a new fence_powerObjects TG and this is the TG that has to be used so ensure you are using the correct transform group.
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Then you have an incorrect number of transform alignment nodes on your post. From the tutorial Points to Note before using this script. All posts/poles/wires/boards Must be scaled at 0,0,0 before use in the script Items to be placed Must be aligned along their ‘Z’ axis with the point of origin at one end. Number of Wire/Board alignment nodes Must be the same on all posts/poles used and in the same order top to bottom otherwise you will have crossovers between the posts.
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Looks like its one of GIants own errors as it appears in the log for all maps along with 2025-11-10 11:58:38.391 Warning: not enough tiles for core LOD at configured texture resolution 2025-11-10 11:58:38.391 Warning: increasing resolution to 16384 x 8192, allowing for 31 x 15 = 465 tiles out of 50073/318 2025-11-10 11:58:38.570 Warning (beltMeshes_materialHolder|beltOnionDirt_materialHolder (7)): Unknown fillType "ONION" in user attribute 'fillType' for "MaterialUtil.onCreateMaterial" 2025-11-10 11:58:38.570 Warning (beltMeshes_materialHolder|beltOnionClean_materialHolder (8)): Unknown fillType "ONION" in user attribute 'fillType' for "MaterialUtil.onCreateMaterial" and 2025-11-10 11:58:29.642 Warning (performance): Foliage lod 1 mesh 'meadow' 'cutRolled' 'roller' is much larger than lod 0 mesh (min/maxY (-0.011/0.104 vs -0.030/0.054) 2025-11-10 11:58:29.958 Warning (performance): Foliage lod 1 mesh 'grass' 'cutRolled' 'roller' is much larger than lod 0 mesh (min/maxY (0.016/0.128 vs -0.127/0.044). 2025-11-10 11:58:33.251 Warning (D:/Farming Simulator/FS25_mods/FS25_precisionFarming/PrecisionFarming.xml): Invalid fruit type 'onion' for crop sensor 'precisionFarming.nitrogenMap' 2025-11-10 11:58:33.790 Warning: Could not retrieve GUI profile 'ingameMenuAILimitReached'. Using base reference profile instead. 2025-11-10 11:58:34.727 Warning: UvUsage texture 'mLedPanelMaskMap' not found in custom shader 'D:/Farming Simulator/FS25_mods/FS25_RealisticLivestock/animals/domesticated/offsetUV.xml'. I to do not have the Highlands DLC
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I take it the warning is from the game log if so it would appear that the item (unknown) giving the warning does not have ONION in its fill type .
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Farmer Bob has a couple of videos on navmeshes that might help https://www.youtube.com/watch?v=9TyiKABUhPw https://www.youtube.com/watch?v=ZxZ7ISL7Sso
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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 savegame or joining multiplayer. Fixed large wheel shapes abruptly stopping on small collision geometry. (e.g. street curbs on Zielonka). Fixed terrain rendering appearing overly sharpened at a distance. Fixed terrain rendering showing purple artifacts at close-up camera angles. Fixed uneven terrain deformation resistance in certain cardinal directions. Fixed unintended lateral forces acting on vehicles in certain cardinal directions. Improved texture streaming resilience for non-compliant textures. Göweil VARIO-Master V140 fixed decal Kramer KT557 fixed frontloader attacher Mack Superliner 1979 fixed transparent brand logo New Machines & Items John Deere 6M Series (95-125) tractor John Deere 623R frontloader John Deere v452R round baler Modding Added log warning for non 2^n compliant textures Known Issues Wheels may rotate irraticly for multiplayer clients if the server FPS is above 60FPS Info As with all major updates to Farming Simulator, you may experience stuttering on the first game launch after the update when using mods or custom graphics settings due to shaders being recompiled. GE 10.0.12 Update 10.0.12 (27.05.2026) ------------------ - Added MapToolkit to scripts - Fixed applying "Runtime Loaded" property on I3D references - Added warning when opening assets from within zip archives without extracting them first - Added option to use node index paths in the scenegraph search bar - Extended scriptable UI function set - Various performance and stability improvements - Various localization corrections - Various UI improvements as usual GE update available on https://gdn.giants-software.com/downloads.php Blender Exporter PLig in v 10.0.2 Test Runner V0.9.17 Log in required Change log ---------- 10.0.2 (04.05.2026) -Fixed crash when using "Export Selected" -Increased minimum supported Blender version to 3.2 Game Changelog Patch 1.18.0.0 Changes & ImprovemChanges & Improvements Fixed crashes on PlayStation 5 when viewing Precision Farming menus with certain mod combinations. Fixed 3-point connection on UNIA ARES XL disc harrow Fixed connecting meshes on several fences. Fixed fence gate synchronization on modified terrain. Fixed fishing ponds becoming desynchronized for multiplayer clients after rejoining. Fixed ground textures becoming very blurry, mostly in multiplayer but also sometimes in singleplayer. Fixed lights profile not updating correctly when the light quality setting was changed during gameplay. Fixed lime setting not visible with Vredo DLC active. Fixed MacDon mower not working correctly with AI helpers on canola fields Fixed misaligned glass on Kotte PQ 32,000 slurry tank. Fixed volumetric sky displaying slight noise. Improved Kramer KT577 telehandler handling Updated Nvidia DLSS Library Updated Intel XeSS Library New Machines & Items Added placeable methane refueling station. Info As with all major updates to Farming Simulator, you may experience stuttering on the first game launch after the update when using mods or custom graphics settings due to shaders being recompiled. Editor now version 10.0.11 --Changelog -- Not Currently updated to patch 1.18.0.0 10.0.11 (02.12.2025) ------------------ - Compatibility with Farming Simulator 25 Patch 1.15 - Fixed depth clipping of selection wireframe display Studio now version 10.0.2 - Not currently Updated Icon Generator now version 10.0.3 - Not Currently Updated Test Runner now version 0.9.16 --Updated 14/0412026 download from https://gdn.giants-software.com/downloads.php --log in required for download
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Ask for questions about Farming Simulator2025 bitmap fonts
WrinkleysRule replied to wangdafa's topic in Others
As your problem relates to the game files themselves and may require modification of the default font coding, I suggest you post your question on the main Giants forum at :- https://forum.giants-software.com/index.php Note that any changes you make to the game files will be changed when any new updates are released. I see you have already posted this question on the ls-modcompany site