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WrinkleysRule

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Posts posted by WrinkleysRule

  1. 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

     

     

  2. 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

    SplineModifier.png.692aa18c5cbacd0244f9378871e64b8b.png

     

    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

    1.thumb.png.23e27635f9c3a0a57871def295992aaf.png

     

    2.thumb.png.2f90dad301e9add040cb52313feba094.png

     

    3.thumb.png.6e2737bda724cf24779879a306c29adc.png

     

     

     

     

     

     

    FS25_splineModifier_Updated.zip

     

  3. Quote

    The mesh cooking warning appears anytime I apply a collision to an object regardless of what it is, but it never has any negative effects

    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.

     

     

     

     

     

  4. Two things spring to mind, first is the Error shown in your log (Warning i3d contains non indexed triangles, Warning Mesh Cooking BackRoad_Used_031 and possibly several others which cannot be seen on your image) that points to incorrectly created (I presume road) meshes, second is the use of One Drive its not recommended for either GE or for the Main Game as can lead to  problems.

    Another point as there is no shader details shown in the image what shader settings have you set.

    Quote

    A similar thing happens with the terrain deformation when driving around in game on this map.

    I don't uderstand what you mean by the above statement, are you saying that you are having problems with deforming the terrain in GE ??

  5. You could try this modified from this post

    https://gdn.giants-software.com/thread.php?categoryId=4&threadId=15656

     

    setAudioCullingWorldProperties(-8192, -100, -8192, 8192, 500, 8192, 16, 0, 0);
    setLightCullingWorldProperties(-8192, -100, -8192, 8192, 500, 8192, 16, 0, 0);
    setShapeCullingWorldProperties(-8192, -100, -8192, 8192, 500, 8192, 16, 0, 0);

    or

    setAudioCullingWorldProperties(-8192, -100, -8192, 8192, 500, 8192, 16, 0, 9000)
    setLightCullingWorldProperties(-8192, -100, -8192, 8192, 500, 8192, 16, 0, 9000)
    setShapeCullingWorldProperties(-8192, -100, -8192, 8192, 500, 8192, 16, 0, 9000)

    from

    https://gdn.giants-software.com/thread.php?categoryId=4&threadId=15658

    or this one for 16x maps

    -- Author:jcalv
    -- name:JuotcaX16RandSolved
    -- Namespace: local
    -- Description:
    -- Icon:
    -- Hide: no
    -- AlwaysLoaded: yes
    setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 200, 1000)
    setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 200, 1000)
    setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 64, 200, 1000)

     

    • Like 1
  6. As stated at the beginning of the tutorial Paint.net is not recommended as it only saves greyscale images as index color which cause GE to throw errors.

    Gimp is highly suitable as it can save in all the necessary formats.

    Regarding photoshop, there is no need to pay for the app, there is a free legacy version of Photoshop CS2 which does almost everything needed for Giants Editor/Farming Simulator creations with just a couple of free plugins (Nvidia dds plugin,Super PNG)

    https://www.techspot.com/downloads/3689-adobe-photoshop-cs2.html

    If you are creating a map for FS25 I suggest you have a look at the DEM Creation using QGIS Tutorial which describes how to align the overlay GE image directly onto and follow the the terrain contour so the sand and grass overlays only need to be created if you require them

     

  7. I don't have that problem

    problem.png.c25ff12fd292f50a8b338826659d43ea.png

    You have of course updated the scripts,

    Any new script update requires ALL the scripts to be downloaded again from the zip file at the bottom of the first post replacing any previous versions.

     

  8. Don't think so (then again FS25 is a strange bird) main criteria is to double the size of all the files in the map data folder (grlr/gdm/info/weight).

    There are several premade Blank 4x maps available on line which would save you time

  9. There are many reasons why this happens,

    1. the textures are not solid but are partial (alpha layer controlled) and it depends on what position the  editor places the texture (in your cas you are using a single texture not a combined one)

    2. When painting the terrain using a spline it depends on where the spline is placed relative to the terrain mesh as painting is only done on a full terrain mesh section.

    The following image shows two identical splines painting identical textures and widths the two cubes are 2m wide to give a width reference

    Left hand spline is using the editors inbuilt Paint Terrain by Spline script

    Right hand is using the FS25 version

    paintSpline.thumb.png.57e3d3d39744fd8701b697c371657f87.png

     

    You will also notice that when painting the terrain either by script or brush you will never get a straight edge this is due restrictions detailed above.

    If you wish to have a path with straight edges then you have to create a mesh in  a 3d modelling programme (Blender )texture and texture and import it as an i3d then after positioning select the terrain decal option in the Shapes tab.

    There are many prebuilt roads/path kits available on line with straights and curves.

     

  10. Animations for placeables are normally done in the placeables xml, raising lowering bollards is basically the same as opening/closing doors just uses a different axis.

    Check the  <animatedObjects> section of say the barn01 placeable in the US map for reference.

  11. The spikes could be caused by enlargement of the dem in QGIS caused by the point cloud data.

    There is a problem in the gdal translation between different data types and CRS's so it might have been bettwer to source something other that Point Cloud data.

    As I mentioned in the tutorial I had the same sort of 'terracing' when changeing CRS.

  12. Not to sure what you mean by discharges, unless you are refering to creating the fields parallelogram in which case there may be (as they are both painted into an infolayer or mask).