WrinkleysRule Posted November 21, 2024 Posted November 21, 2024 The new GE editor and associated testing tools is now available here https://gdn.giants-software.com/downloads.php --Log in required Note: I will be updating the existing scripts/tutorials in due course. If you use any of the existing scripts you do so at your own risk. EDIT 1300 Z: This could take a time as the inbuilt GE 10 scripts don't appear to work eg not recognising terrain node and game installation path
Revelation215 Posted November 21, 2024 Posted November 21, 2024 Good morning Wrinkley, would you by any chance be doing tutorials on how to make DEMs work in 25? Seems like the FS22 DEMs arent working anymore and there are 2 different ones, DEM and unprocessed, and also I noticed there are no field dimension grles so this must be a whole new process? Thank you so much
WrinkleysRule Posted November 21, 2024 Author Posted November 21, 2024 For updates see my previous post also as this is a completely new editor it will take some time and experimentation(Giants are renowned for not providing documentation) to get things worked out so patience is required regarding new scripts and tutorials. The farmlands are created differently in FS25 they appera to have their own Farmlands Toolkit unfortunately this when selected in GE throws the following error Error: C:/Program Files/GIANTS Software/GIANTS_Editor_10.0.0/scripts/map/farmlandFields/fieldToolkit.lua:10: attempt to call a nil value which means the script cannot find the installed game even though the editor game install path is correct. However if you look in the data folder in the masks folder you will see a PG_acres.png which looks like the fields areas, there are several other masks in that folder whose creation is yet to be worked out. Regarding the unprocessed dem this only appears in the US map data folder so may be just a test that was not deleted before the game was released.
Revelation215 Posted November 21, 2024 Posted November 21, 2024 Awesome thank you man, ill keep a watch here and experiment myself.
WrinkleysRule Posted November 21, 2024 Author Posted November 21, 2024 Update New version of Editor 10.0.0.1 available https://gdn.giants-software.com/downloads.php --Log in required GIANTS Editor Changelog ======================= 10.0.1 (12.11.2024) ------------------ - Improved editor preferences migration from older editor versions (game installation path and include paths are correctly reset) When Scripts - Farmlands Toolkit selected it now brings up a new pop up menu to create Fields more experimention to come
Revelation215 Posted November 22, 2024 Posted November 22, 2024 Morning Wrinkley, Have you figured out how this new farmlands menu works? I experimented yesterday with it, its pretty neat but I wasnt able to make field dimensions with it.
WrinkleysRule Posted November 22, 2024 Author Posted November 22, 2024 I had a quick look at the field setup but haven't created anything with it (trying to correct scripts at the moment) however if you look at the fields transform in the scenegraph it no longer has corners just the Polygon points. Have you tried the repaint Fields option then checked the farmlands Info layer (Terrain editing - Info tab) to see if it has automatically painted over the existing area or select Toggle debug rendering which will bring up all the individual fields and Polygon points.
Revelation215 Posted November 22, 2024 Posted November 22, 2024 Yes, definitely need your spline scripts lol, I tried last night using the CSV and it wouldnt read the i3d, and ill have to mess around with the creator more today and let you know.
WrinkleysRule Posted November 27, 2024 Author Posted November 27, 2024 The scripts have been updated and are undergoing tests at the moment. They will not be released until after the new game patch as things are likely to change not only in game but in GE so it would be pointless to release them at this time. DEM's and Borders Tutorial On the whole the same method can still be used however the dem size is now 2048 x 2048 16 bit greyscale. If converting an existing 1024 x 1024 dem I suggest you select bilinear as the conversion this will minimise the 'steps', in my test case they appeared as shadows less than 0.2 m high. I am working on a new tutorial for the Dems using Google Earth/QGIS to extract the dem from a SRTM/Lidar image and crop (to chosen area) and export it to a 2048x2048 16bit png which will be ready in due course. 1
Tiinusen Posted November 27, 2024 Posted November 27, 2024 Hi Wrinkley (hi, new here), Just started going into modding of farming simulator (and ofcourse, I picked the 2025 as my first) so I've managed to do the QGIS (with SRTM) and it will work up to 4096x4096 (8192x8192 with margin terrain included) going above that will make the engine go bye bye (atleast on my late end computer) and the filesizes will be unresonable big. (tried it since I wanted to do my first map 1:1 scale 8x8km and it was a bad idea 😛) Just wanted to share my progress and praise the wait for the almighty script conversion, keep up good work !
Mister Laptop Posted November 28, 2024 Posted November 28, 2024 Hallo Gibt es das Script auch für den FS25 irgendwan ? Import Placeables Ist kein drängeln oder so Ist nur eine einfache Nachfrage
WrinkleysRule Posted November 28, 2024 Author Posted November 28, 2024 I think you will find that the base maps pre-placed placeables (from the cofig/placeables xml) are already shown in the Giants editor if you use the Newmod From Game option. For example search for preplaced_farmShedSmallOld and select it then check the User Attributes and it will give a list of attribues including AI splines/onCreate/uniqueId/xmlFilename I don't know at the moment how FS25 deals with custom placeables, it may not need a custon script just adding the correct user attributes may work.
Mister Laptop Posted November 28, 2024 Posted November 28, 2024 2 hours ago, WrinkleysRule said: Ich denke, Sie werden feststellen, dass die vorab platzierten Placeables der Basiskarten (aus der XML-Datei „cofig/placeables“) bereits im Giants-Editor angezeigt werden, wenn Sie die Option „Newmod From Game“ verwenden. Suchen Sie beispielsweise nach „preplaced_farmShedSmallOld“ und wählen Sie es aus. Überprüfen Sie dann die Benutzerattribute. Es wird eine Liste mit Attributen angezeigt, darunter „AI splines/onCreate/uniqueId/xmlFilename“. Ich weiß derzeit nicht, wie FS25 mit benutzerdefinierten platzierbaren Objekten umgeht. Möglicherweise ist kein benutzerdefiniertes Skript erforderlich, es reicht möglicherweise aus, einfach die richtigen Benutzerattribute hinzuzufügen. Ok werde Ich mal probieren was da geht War immer schon meine Placable mit einmal aus mein Ordner zu laden beim Map Bau
Tiinusen Posted December 1, 2024 Posted December 1, 2024 On 11/21/2024 at 8:10 PM, WrinkleysRule said: Update New version of Editor 10.0.0.1 available https://gdn.giants-software.com/downloads.php --Log in required GIANTS Editor Changelog ======================= 10.0.1 (12.11.2024) ------------------ - Improved editor preferences migration from older editor versions (game installation path and include paths are correctly reset) When Scripts - Farmlands Toolkit selected it now brings up a new pop up menu to create Fields more experimention to come I have tested this Toolkit extensivly now, it is quite straight forward and it does update the info layers aswell when using it, one thing to keep in mind is that the TransformGroup named "fields" must exists in the i3d file and if not then you get an error when pressing "Create field" But once you are passed that and successfully pressed the "Create field" button a field with a badly iterated number will appear, (do not move the field## node) instead open it, three sub transform groups should appear (polygonPoints, nameIndicator and teleportIndicator) do not re arrange their order since they are constrainted in the User Attributes, What you can do now is simply move the points (by selecting them individually and CTRL + B) and place them in the corners of your field, CTRL + C, CTRL + V (copy paste) the last point to add more, once all that is done and your field now has defined points, then you select the nameIndicator and move it (CTRL + B) to where you want the label of the field to be, do the same thing with the teleportIndicator. Then do the following to finalize the process Clear Fields -> All Fields Adjust Field Pivots -> All Fields Align Polygon Points To Terrain -> All Fields Rename Polygon Points -> All Fields Rename Fields -> All Fields Repaint Fields -> All Fields Repaint Fields to Farmland -> All Fields Validate -> All Fields If you do not do these steps in order you can get certain unwanted side-effects, in my case when not clearing fields before doing the rest sometimes two or more fields gets the same numerical indexes and then the validator complains about intersecting fields (even tho they don't) but all these steps in general has been harmless when I have done misstakes (by using Clear Fields afterwards and adjusting)
Tiinusen Posted December 5, 2024 Posted December 5, 2024 I have created a Discord for assistance and debunking of the new features in FS2025 and Giant Editor, currently working on figuring out the Procedural Placement. Anyone is welcome: https://discord.gg/zFMBpJX94q
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