Cmodz Posted March 14, 2023 Posted March 14, 2023 i have used this script a million times but all of a sudden i get this error now "CSV Distance Error"
WrinkleysRule Posted March 15, 2023 Author Posted March 15, 2023 That error will occur if the distance you set in the (c).CSV Distance entry is 0 or less than 0, this can sometimes happen when entering a number and it not being registered, best way to ensure is to enter the no and press enter on the keyboard or just right click any where in GE Applies to all User Attribute entries.
WrinkleysRule Posted March 16, 2023 Author Posted March 16, 2023 Here is a little tip, if you just want to paint one edge for example the right hand edge use the following settings in the Paint Terrain User attributes Set Centre Width --0 Set Edge Texture width -- to your desired size Set Edge Texture Left -- -1 Set Centre Texture -- -1 Set Edge Texture Right -- to your desired texture leaving the rest as set execute the script Unfortunately at the moment if Random Paint is selected the random paint still paints over the Set Random Width but that could change.
Legion Posted March 23, 2023 Posted March 23, 2023 habe mir mal zum test die spline von west nach ost und dann von norden nach süden verlegt alles in einer spline alles im rechten winkel wen ich das script ausführe verschiebt sich die textur in von norden nach süden bei etwa der mitte der map muss man ja in einer spline durch ziehen von west nach ost funktioniert die spline aber wen man die spline von norden nach süden verlegt wird die dspline dann von west nach ost gezeichnet
WrinkleysRule Posted March 23, 2023 Author Posted March 23, 2023 Did you rotate the spline from EW to NS ? If so you MUST freeze rotate transformtions ( Edit --Freeze Transformations--- and just select Rotate then Apply ) before running script otherwise you will get some strange results. Quote From the Tutorial 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. 1
Legion Posted March 23, 2023 Posted March 23, 2023 31 minutes ago, WrinkleysRule said: Hast du den Spline von EW nach NS gedreht? Wenn dies der Fall ist, MÜSSEN Sie Rotationstransformationen einfrieren ( Bearbeiten --Transformationen einfrieren--- und wählen Sie einfach Drehen und dann Anwenden ), bevor Sie das Skript ausführen, da Sie sonst einige seltsame Ergebnisse erhalten. Super das hat funktionier Danke Schön wieder was dazu gelernt 👍
WrinkleysRule Posted March 23, 2023 Author Posted March 23, 2023 To avoid problems with spline rotation do the following Create -- spline then zoom in and delete the 'S' cv this will move the rotation point ans the 'S' cv to the spline transform settings then create your spline layout by just using the 'E' cv Again from the Tutorial Quote 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. 1
kelv83 Posted November 19, 2024 Posted November 19, 2024 I'm having an issue with Spline placement script. All objects are placed on the spline in the same direction and not following the curve of the spline. This is the warnings i am getting. Warning (script): 'setRotation': Argument 1 has wrong type. Expected: Int. Actual: Nil D:\auto_builder\cache\svn\ebac29df05e8259ab65b77112f6766d3\src\base\scripting\lua\LuaScriptSystem.cpp (903): expectedType == Value::VoidType || expectedType == Value::ClassType LUA call stack: =C:/Users/kelvi/AppData/Local/GIANTS Editor 64bit 9.0.6/scripts/splinePlacement.lua (174) : setRotation Warning (script): 'setTranslation': Argument 1 has wrong type. Expected: Int. Actual: Nil D:\auto_builder\cache\svn\ebac29df05e8259ab65b77112f6766d3\src\base\scripting\lua\LuaScriptSystem.cpp (903): expectedType == Value::VoidType || expectedType == Value::ClassType LUA call stack: =C:/Users/kelvi/AppData/Local/GIANTS Editor 64bit 9.0.6/scripts/splinePlacement.lua (173) : setTranslation Warning (script): 'setRotation': Argument 1 has wrong type. Expected: Int. Actual: Nil D:\auto_builder\cache\svn\ebac29df05e8259ab65b77112f6766d3\src\base\scripting\lua\LuaScriptSystem.cpp (903): expectedType == Value::VoidType || expectedType == Value::ClassType Many thanks
kelv83 Posted November 19, 2024 Posted November 19, 2024 I have sort the issue. There was an issue in my script. I'm still having some issues tho. The objects are now following the curve of the spline, but they are 180 deg out in the y rotation. Which mean i cant use it for spline street constructor. I have tried rotating the object to be placed and freezing the rotation but still no luck.
WrinkleysRule Posted November 20, 2024 Author Posted November 20, 2024 The answer to your rotation problem is in the post above your first post about the problem Quote 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.
WrinkleysRule Posted November 24, 2024 Author Posted November 24, 2024 Which particular script and what version of Giants Editor are you using as some scripts do not currently work in GE 10 (scripts being updated at the moment).
HAFFI4 Posted November 24, 2024 Posted November 24, 2024 giant 9.0.6 splinePlacement_v1.3.lua from maxtrack
WrinkleysRule Posted November 24, 2024 Author Posted November 24, 2024 Quote giant 9.0.6 splinePlacement_v1.3.lua from maxtrack You should be using Version 1.5 (2022-06-18) which is available in the Updated Spline Scripts_18_12_2022.zip at the end of the tutorial. Also the Spline PacementUser attributes will not appear until you select the splinePlacement transform group in the splineObjects transform group.
HAFFI4 Posted November 24, 2024 Posted November 24, 2024 34 minutes ago, WrinkleysRule said: Вы должны использовать версию 1.5 (2022-06-18), которая доступна в Scripts_18_12_2022.zip Обновленный сплайн в конце урока. Кроме того, атрибуты Spline PacementUser не будут отображаться до тех пор, пока вы не выберете преобразование splinePlacement group в группе преобразований splineObjects. no file spline placement execute !
HAFFI4 Posted November 24, 2024 Posted November 24, 2024 why are some other cubes being created instead of my post
HAFFI4 Posted November 24, 2024 Posted November 24, 2024 I downloaded splime execute v 3 from another guy, but he has a different one and creates some nonsense. I used all the necessary files and scripts earlier, I made all the roads using the same method as yours. but then I abandoned the project and lost all the necessary scripts. Just give them to me.
HAFFI4 Posted November 24, 2024 Posted November 24, 2024 you said that you would post this script on the site, but I still haven't found it.
WrinkleysRule Posted November 24, 2024 Author Posted November 24, 2024 If you use scripts from another site I suggest you contact the creator on that site as I cannot help you I don't believe I have said I will post that script on this site (which appears to be an original TracMax script) any I have modified would be annotated as such) script on this site I have given you a link to the correct zip file (which you appear to have downloaded) Now I suggest you read the tutorial on how to use the scripts which can be found here https://farmerboysmodding.com/index.php?/topic/2414-terrain-height-paint-terrain-and-spline-placement-scripts-tutorials/
HAFFI4 Posted November 24, 2024 Posted November 24, 2024 I've figured it all out. Now there will be beautiful roads on the map
WrinkleysRule Posted November 24, 2024 Author Posted November 24, 2024 Glad you have got it all sorted
icolinmeiklem Posted November 27, 2024 Posted November 27, 2024 will this be getting updated for GE10?
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