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WrinkleysRule

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Everything posted by WrinkleysRule

  1. Having done a bit of research and testing using the method in the video it would seem as long as it is done correctly there are no problems when using the AI or Courseplay as the following video and images show. AI Island.mp4 If modifying aan existing field then First select the field in the Scenegraph -- in the Clear Fields (Selected Field) and wait for the field to be cleared (back to underlying texture) then Clear Fruits(Selected Field) Debug Toggle Debug Rendering Select the last Polygon point (note first and last points share the same location) points have to be selected/created in order Ctrl 'D' to duplicate, Ctrl B to place continue until you have the desired shape and the last point is over the first duplicated point To get it aligned perfectly select the 'X' transform in the Attributes panel and Ctrl - Shift 'C' (to copy x,y,z translations) select the last point and then the 'X' translation panel and Ctrl - Shift -V to paste the copied coordinates into it. Select the field No TG - Align Polygon Points to Terrain (Selected Field) followed by Rename Polygon Points (Selected Field), Repaint Fields (Selected Field), Validate (Selected Field) In the console log you will see that the field size has been adjusted to suit the new layout The problem with the method in the video with lines all over the place appears to be not aligning the first and last duplicated point correcrtly Image below show the various steps
  2. Log.txt from C:\Users\your computer name\Documents\My Games\FarmingSimulator2025 would be helpful as information provided isn't enough to find any problems.
  3. Easiest way is to open map in game and use the landscaping tool Here's a video showing how to in GE https://www.youtube.com/watch?v=VVCabaREaaU
  4. The above post is correct splines when used for any purpose must have no rotation on the 'Y' axis, otherwise problems like yours will occur. This problem is highlighted in the spline tutorials on this site. From the Splines The spline can now be given any name as long as it includes the name ' spline ' in any part of it i.e. road1_Spline or roadspline01 etc. Problems will occur if the spline transform or the spline itself does not have the correct rotation, whether in the transform group of the spline or the spline itself . The rotation has to be set at 0,0,0 for any of the scripts to work correctly. There are a couple of ways of ensuring this, one is to set up your spline in the position you want and freeze transform only the rotation, the other is to select the S cv of the spline and delete it, this brings S to the centre (rotating point) of the spline, then just use the E cv to create the rest of the spline so lessening the chance of inadvertently rotating the start of the spline.
  5. F25 Spline Modifier Updated The script basically works the same as before with the following changes. New panel Layout Changes Set Offset Distance now allows decimal input Splines are now created directly into a Modified Splines TG in the Scenegraph Separate section in the lower section of the panel enables saving of any selected spline(s) and conversion of any single spline to an .OBJ file both are saved in a new Modified Splines folder in the same location as the the map.i3d. Tutorial updated to reflect changes
  6. 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.zip
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  7. For those who want fence/power layouts to be in straight lines you could try this, with the spline type set to Linear only the spline control points are created when inserting. some corners may have a slight bend but this shouldn't affect fence/poewer placement. another example
  8. This script can be modified by yourself to allow decimal entries to the offset by following these steps Open FS25 Spline Modifier.lua in GE script Editor and navigate to line 78 local offsetSlider = UIIntSlider.new(offsetSliderSizer, offset, -25, 25 ); replace with the following line local offsetSlider = UIFloatSlider.new(offsetSliderSizer, offset, -25, 25 ); Save and exit the Script editor Execute the script from the Script - Users Scripts menu you should now be able to enter a decimal value for the offset Offset max min values have been reduced to avoid distortion caused by inner and outer radius when setting high values. An updated script is currently being created and tested.
  9. Try the links in this post there maybe some useful information for you
  10. Comparison between my version and GE version of Set Terrain Height scripts with basically the same settings. My version GE version As you can see the GE version smooths the vertical drop and heights better
  11. The GE version of Set terrain Height will probably best in your case as my script only gives basic smoothing, go to Scripts -- Shared --Map--Terrain -- Set terrain Height by Spline and set the following settings Width 5 (this will give a 10m overall width) Smoothing Distance 20
  12. With those settings all you have done is create a flattened area 10m wide with no smoothing, with a 0 height setting the script assumes the area is already smooth.
  13. An image of your terrain height panel with your settings would be helpful.
  14. There is an update version of the parallel spline script available here
  15. If you are referring to CSV distance then select the Set CSV Distance Box (left click select when cursor changes to <-->) and enter your chosen value. Set Offset Distance currently only Integer (whole number) entry changing to decimal entry can be done in a later update if required
  16. Sorry I am a bit confused here as the script name in the lua file is FS25 Spline Modifier and displays as such in GE and the script editor -- Author:W_R -- Name:FS25 Spline Modifier -- Namespace: local -- Description: -- Icon: -- Hide: no -- AlwaysLoaded: no Also I would have thought it sensible to have the older versions in one folder and the FS25 versions in another instead of mixing the two together.
  17. You will note that the scripts that are specifically for FS25 in your image are already annotated with FS25 or 25 so I don't see a problem. The other scripts mentioned ( three of which were definitely not created by me) may work with other versions
  18. Sorry I should have been more explicit, this script is for FS 25.
  19. All I can suggest is the what I have previously told you in answer to your PM's on this subject. Note: This is for FS19 Unzip the placeable mod Place the complete unzipped mods folder in your maps placeable folder. In the maps modDesc.xml add the placeables fie location to the storeItems section of the xml, check the file paths to existing placeables in the modDesc to confirm the correct path. I will use the pigsty as an an example with a normal placeables folder location. i.e <storeItem xmlFilename="placeables/pigsty/pigsty.xml"/> and save the modDesc.xml Open the mods xml file (pigsty.xml) and change the file path to <filename>placeables/pigsty/pigsty.i3d</filename> and save. the pigsty.xml file Open the map in GE and import the 'pigsty' i3d into the map and place it at the desired location, once happy note the translation/rotaions values in the attributes panel (do not save the map at this point) Open the maps defaultItems.xml in notepad++( or a similiar editor) and enter the following line changing the position and rotation values to the ones noted previously <item className="AnimalHusbandry" filename="$mapdir$/placeables/pigstyg/pigsty.xml" position="0 0 0" rotation="0 0 0" farmId="1" /> and save the defaultItems.xml Delete the pigsty from the map in GE, open map ingame and check the pigsty is in the correct location and there are no errors in the log. Note: If custom scripts are used in the mod then these will have to be placed in the map folder in a suitably named folder and the relevant path added to the modDes.xml in the <extraSourceFiles> tag The modDesc can be deleted from the placeables/barn folder and also the icon.png referenced in the iconFilename tag
  20. FS25 Spline Modifier Script (Updated) This script allows for the creation of several types of duplicate modified spline’s from a single or multiple splines It will also reverse the direction of the duplicate spline(s) align them to the terrain and join several splines together to form one new spline depending on the option(s) selected. Whilst individual splines can be selected and converted, if multiple splines are selected they must all be in the same direction starting from the first splines ‘S’ cv, this is also a prerequisite when joining splines using the Combine Splines option. Installation Unzip the FS25_splineModifier_Updated.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) New Spline Modifier Panel Overview Set CSV Distance --- Allows for the distance between spline cv’s to be adjusted in the duplicate spline(s) (5m set as default) Set Offset Distance --- This value is the distance a parallel spline will be placed away from the original, positive value (+) will place the duplicate to the left of the spline when viewed from the ‘S’ cv negative value (-) to the right. Value limited to -25m to +25 to minimise placement problems though some adjustment/deletion of Spline cv’s may be necessary depending on the inner/outer curve radius of the original spline. Note left/right (+/-) values are viewed from the 'S' cv so if a modified reversed spline is selected the left/right (+/-) position is also reversed. Align to Terrain --- When selected will create a duplicate of the original spline(s) aligned to the terrain. Select Reverse --- If selected will create a duplicate spline in the reverse direction of the selected spline cv’s i.e S to E converted to E to S Combine Splines --- This selection will combine multiple splines into one single spline. NOTE: Splines must all be in the same direction (S to E) and selected in order i.e Spline_1 S E, Spline_2 S E etc otherwise it will not work correctly. Spline ends must be in reasonable proximity of each other but might require adjustment when splines combined. Combined spline name will be the first selected spline name. Separate section in the lower section of the panel enables saving of any selected spline(s) and conversion of any single spline to an .OBJ file both are saved in a new Modified Splines folder in the same location as the the map.i3d. Save Splines -- Saves the selected spline(s) to the Modified Splines Folder. Create OBJ --- Creates/Saves an .obj file of the selected (single) spline to the Modified Splines Folder. Create?Save Spline(s)/OBJ --- Select this button to execute the script. When first executed the script will create a new transform group in the Scenegraph called Modified_Splines, any splines created will be automatically loaded into the Scenegraph into this TG and a Modified Splines folder in the same folder as the map.i3d When the duplicate splines are created they will have the following suffixes for reference depending on option selection Suffix 'C' combined spline 'T' aligned to terrain 'R' Reversed So spline with an offset of 8 aligned to the terrain and reversed will be splineName _8,T,R A combined spline with no offset aligned to the terrain will be splineName,C_0,T. If a modified spline is selected for further offset then the spline name will contain the first offset value followed by the second offset value i.e splineName,C_-10,T_20,T would be a combined spline whose first offset is -10 from original spline and second offset 20 from the -10 offset. Using the script Create the spline(s) Select the spline(s) – To select multiple splines, select the first spline and holding shift select the others in order remembering to do it in the correct order if combining them Select the relevant options Select Create/Save Spline(s)/OBJ Saving splines and converting to an .obj file –For splines -- Select the spline(s) (multiple splines may be saved) -- Select Create/Save Spline(s)/OBJ For .obj file select a spline (only single splines can be converted at one time) -- Select Create/Save Spline(s)/OBJ Both the splines and .obj will be saved to a Modified Splines folder located in the same folder as the maps.i3d. Examples FS25_splineModifier_Updated.zip
  21. Added FS22 version
  22. 4x map Mask size ??
  23. You are going to have to supply a bit more information like Is it a mod you have created or something else regarding placeables ?? Also do your xml entries (nodes) agree with the i3d nodes
  24. Here is a new way of creating roads in GE 10, still in pre release but worth keeping an eye on, in german but easily translatable. https://www.youtube.com/watch?v=e2_4s4y_dGY https://www.modding-welt.com/mods/file/3289-roadcreator-scriptpack-fs25-pre-release/ I seem to remember something similiar before in FS15/17 but it was never released.
  25. By not having collisions assigned to objects vehicles/players will be able to drive/walk/fall through all other objects buildings/gates etc The texture issue is caused by having the wrong texture/gdm/grle size for the map, The following is a list of the grle/gdm sizes required for each map size, (dem sizes are the size after saving in map GE) Normal 2k x2k map size 1. densityMap_fruits: 4096x4096 2. densityMap_ground: 4096x4096 3. densityMap_height: 4096x4096 4. densityMap_stones: 4096x4096 5. densityMap_weed: 4096x4096 6. infoLayer_farmland: 1024x1024 7. infoLayer_indoorMask: 4096x4096 8. infoLayer_navigationCollision: 2048x2048 9. infoLayer_placementCollisionGenerated: 1024x1024 10. infoLayer_tipCollision: 4096x4096 11. infoLayer_tipCollisionGenerated: 4096x4096 12. map_dem: 2049x2049 4kx4k map size 1. densityMap_fruits: 8192x8192 2. densityMap_ground: 8192x8192 3. densityMap_height: 8192x8192 4. densityMap_stones: 8192x8192 5. densityMap_weed: 8192x8192 6. infoLayer_farmland: 2048x2048 7. infoLayer_indoorMask: 8192x8192 8. infoLayer_navigationCollision: 4096x4096 9. infoLayer_placementCollisionGenerated: 2048x2048 10. infoLayer_tipCollision: 8192x8192 11. infoLayer_tipCollisionGenerated: 8192x8192 12. map_dem: 4097x4097 weight files 4096 x 4096 16kx16k map size 1. densityMap_fruits: 16384x16384 2. densityMap_ground: 16384x16384 3. densityMap_height: 16384x16384 4. densityMap_stones: 16384x16384 5. densityMap_weed: 16384x16384 6. infoLayer_farmland: 4096x4096 7. infoLayer_indoorMask: 16384x16384 8. infoLayer_navigationCollision: 8192x8192 9. infoLayer_placementCollisionGenerated: 4096x4096 10. infoLayer_tipCollision: 16384x16384 11. infoLayer_tipCollisionGenerated: 16384x16384 12. map_dem:8193x8193 weight files 8192x8192 There is a lot of confusion over map sizes it all depends on how you refer to them if by the number of times anormal 2k x2k (4 square kilometers), 4kx4k (16 square kilometres) Looking at a 16kx16k map then total area =256 sqK therefore the number of times a basic 2kx2k map will fit into that area is 64 times so in effect that is an 8kx8k map.