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Everything posted by Dogface

  1. @bdbssb made a video tutorial of Array creation on his YouTube channel.
  2. Downloads101 πŸ˜ƒπŸ’―πŸ’₯ BOOM Confetti! 🎊
  3. I would like to give credit to Scooter’s Workbench for taking the time to explain the Blender Exporter process. And @bdbssb gets credit for doing a deep dive and figuring out the Numbers section. Thanks guys! πŸ™‚
  4. Arrays are used quite extensively in FS22. Arrays are used for a variety of elements in FS22, such as effects and crawler tracks. Arrays are a collection of paths stored as a relatively small DDS file (example below). Arrays can be created in Blender using Keyframes and then exported with the GIANTS Exporter. sharedArray.dds KEYFRAMES If you do not already know about Keyframes, I recommend watching the video below. It is a bit more detailed than you will need, so just watch it and come back to it for the details you need. You will not be animating objects, just points. Keyframes - Blender 2.80 Fundamentals https://youtu.be/SZJswvw9wEs You will add one Empty in Blender for each of the paths in your array*. You then set Keyframes along the path you want for your array. Note that in the video below there is a straight path, if you want a curved path you need to set the Keyframes in a curved path. *see the Numbers section below for how many empties to create. Step-by-step Blender Guide > select 'Add' > select 'Empty' > select 'Plain Axes' > on 'Timeline', move blue slider to the desired time (start at zero) > move the 'Empty' to the desired location > press 'I' on keyboard to get the pop-up 'Insert Keyframe Menu' > select 'Location' to set a Keyframe at that location > repeat moving the Empty and setting Keyframes until you have created the desired path > clicking the 'Play Animation' button on the top of the 'Timeline' will animate the path you have created VIDEO - Blender Keyframes FS22ArrayTutorialKeyframes.mp4 REFERENCE In order to create the path, I recommend that you first import any object into Blender that could be used as a scale reference. Also if you can create an in-game reference photo of a path similar the path you want to create, you could add that as a reference photo in Blender. EXAMPLE: in the video above, I was making an array for a spreader and I imported the spreader into Blender. Also I took a picture of a similar spreader effect and imported that reference picture into Blender. EXPORTING Step-by-step Blender Guide > open 'GIANTS I3D Exporter' > select 'Tools' tab > select 'Object Data from Animations' this will open 'GIANTS MOTION PATH FROM OBJECT TOOL' > highlight all Empties > select 'Load Selected' > set AmountRel & AmountFix (see numbers section below) > enter the name you want the output file saved as in the 'Group Name' box > select 'Create' > select 'Export Object Data Texture' > the array DDS will be saved in the folder that the .blend file was saved You're done, congratulations on your graduation into the secret society of array creators. VIDEO - Blender Exporting FS22ArrayTutorialExporting.mp4 NUMBERS Effects are controlled by an effects xml. Find the xml for your effect. Here is the path to the cultivator xml: C:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 22\data\effects\cultivatorEffects.xml In the xml, under <effectMeshes>, you will see a number of lines with 'numRows' and 'rowLength'. 1) The number of Empties you create should be equal to one of the 'numRows' numbers. 2) Set AmountRel & AmountFix to one of the 'rowLength' numbers. πŸ™‚ good luck!
    Excellent way to remove those troublesome stones. I like that you can change the colors to the standard palette. The AI works well and the effects look good. I like the dog logo on the side.
  5. Trailer With Beet Cutter | ModHub | Farming Simulator (farming-simulator.com) screenshot1.jpg (1024Γ—576) (giants-software.com)
  6. "The stock Rockpicker has a work area of 6.46 ft (1.97m), this modded version has a workarea of 26.25 ft (8m)."
  7. Version 1.0.1


    This mod is the Degelman RockPicker, modded to have a wider work area. The stock Rockpicker has a work area of 6.46 ft (1.97m), this modded version has a workarea of 26.25 ft (8m). This mod is painted green in order to distinguish it from the stock version. The addition of stones to the game adds realism, but it takes way too long to clear a field. This mod retains the job of removing stones, while creating a more enjoyable time frame.
  8. Version 1.0.1


    This is purely a cosmetic mod. The Case Magnum is the cheapest horsepower per dollar in the game. But I have played it so much in past games that I am bored with it. So, I freshened it up a bit by painting it, changing the beacons and replacing that tired 80's "Pro" decal. I like it and thought I would share it with anyone who is interested.
    Excellent mod. Everything in one place. Very clean user interface. And a custom diesel icon.
    Great mod. Not only is it huge, it is also fast!
    IT'S HUGE! and it runs very fast, considering its size. You would need three mowers to keep up.
  9. Excellent. No error messages. All the effects look very good. Nice job bdbssb!
    Very nice. One of everything you could want. πŸ™‚