Thank you for your tutorials. They helped so much with 22. Now to learn 25. What I'm finding the hardest is the sell points. I know there is a Placeable tab in the scripts now but getting them to actually work in game is where I'm having trouble. But back to the current video, thank you for this one. I looked everywhere and couldn't find the layer manager.
Great Video, you are so incredible helpful in making maps. We need a good Video about placeables, referencing i3d models and how to change the triggerpoints. That would be awesome
Yeah, I saw that one. Occasionally they do release various documents through their forums and such, but rarely do they cover things on the map making end and almost never are they instructional detailing changes, etc. to the maps, editor, and the overall process. Sometimes you can be lucky enough to pick up some info on their FarmCon videos, but that's generally hit and miss.
When you are adding things manually in the i3d file, instead of changing the numbers to 9999, etc. , you can just add something like 3 zeros to the end of each of the new id numbers. That way you don’t have to keep checking what you changed the number to.
Thanks for the video. I have one question. When I draw some texture, for example concreate gravel, in game its bumpy, even if terrain perfectly straight. Some textures like asphalt are smooth. Is there some number which defines how bumpy certain texture is? I dont want my tractor to jump on concrete more than on field😄
In your brush attributes, make sure that "enable noise" is not checked. Other than that, I'm not familiar of any other attribute associated with the texture that will cause that (although it's possible). You could always use the Layer Manager to adjust some of the textures attributes and see what they do for you.
@@bauerbrown So I found the solution, what makes layer bumpy is displacment map. I copied asphalt map, which is soft one from the game into my map, renamed it and linked it in layer editor and now its smooth!
I was wondering what happened to the Layer Manager... In fs22 I used to import custom textures for the weight files and rotate each one by 90 degrees. Now there are only 2, how would that be possible, do you rotate by 180 instead?
Procedural generation is a way to put down textures and items procedurally using mask layers and lua scripts however it's incomplete since FS22. Procedural Placement is missing the Lua scripts which is needed to fully understand how they are utilizing all the components of the PP. This is the reason you don't see any videos on PP, because nobody fully understands it at this point in time. With that being said, I do know of a few guys who are making great progress with it and you can expect a full explanation sometime in the hopefully near future.
No, I haven't tried. Black artifacts sound like it could have something to do with the Alpha channel, but I could be completely wrong on that. I'll have to check it out and see what's going on. Any texture in particular, or are they all giving you issues?
Good stuff, once again. Thanks Bauer
Thank you for your tutorials. They helped so much with 22. Now to learn 25. What I'm finding the hardest is the sell points. I know there is a Placeable tab in the scripts now but getting them to actually work in game is where I'm having trouble. But back to the current video, thank you for this one. I looked everywhere and couldn't find the layer manager.
Don't feel bad, I didn't see it either!! LOL! I haven't tried any placeables in-game yet, I'll do some testing and see what I get.
Great Video, you are so incredible helpful in making maps. We need a good Video about placeables, referencing i3d models and how to change the triggerpoints. That would be awesome
We'll eventually get into all of that and more. A video on placeable basics should be coming soon. I'm a bit behind at the moment.
Super Funktioniert Danke
Danke
Well, GIANTS added a PDF at GDN labelled as a PowerPoint presentation. That one was for vehicles in FS25.
Yeah, I saw that one. Occasionally they do release various documents through their forums and such, but rarely do they cover things on the map making end and almost never are they instructional detailing changes, etc. to the maps, editor, and the overall process. Sometimes you can be lucky enough to pick up some info on their FarmCon videos, but that's generally hit and miss.
When you are adding things manually in the i3d file, instead of changing the numbers to 9999, etc. , you can just add something like 3 zeros to the end of each of the new id numbers. That way you don’t have to keep checking what you changed the number to.
Good tip! That could certainly speed things up a bit. It seems so obvious now, but yet my brain is wired to do things the hard way :) Thanks!
Thanks for the video. I have one question. When I draw some texture, for example concreate gravel, in game its bumpy, even if terrain perfectly straight. Some textures like asphalt are smooth. Is there some number which defines how bumpy certain texture is? I dont want my tractor to jump on concrete more than on field😄
In your brush attributes, make sure that "enable noise" is not checked. Other than that, I'm not familiar of any other attribute associated with the texture that will cause that (although it's possible). You could always use the Layer Manager to adjust some of the textures attributes and see what they do for you.
@@bauerbrown Thanks a lot for your help, I will do some testing.
@@bauerbrown So I found the solution, what makes layer bumpy is displacment map. I copied asphalt map, which is soft one from the game into my map, renamed it and linked it in layer editor and now its smooth!
@@r0tten609 I figured displacement would have that effect, but I assumed it worked with tire tracks once you drive over it.
I was wondering what happened to the Layer Manager... In fs22 I used to import custom textures for the weight files and rotate each one by 90 degrees. Now there are only 2, how would that be possible, do you rotate by 180 instead?
Sounds logical, I don't see any other way with only two textures.
hi, what does procedural generation do in giant? Can you explain this point in more detail?
Procedural generation is a way to put down textures and items procedurally using mask layers and lua scripts however it's incomplete since FS22. Procedural Placement is missing the Lua scripts which is needed to fully understand how they are utilizing all the components of the PP. This is the reason you don't see any videos on PP, because nobody fully understands it at this point in time. With that being said, I do know of a few guys who are making great progress with it and you can expect a full explanation sometime in the hopefully near future.
Thanks BB, have you tried editing the color of an in game texture, i used the old method but now i get black artifacts in the texture.
No, I haven't tried. Black artifacts sound like it could have something to do with the Alpha channel, but I could be completely wrong on that. I'll have to check it out and see what's going on. Any texture in particular, or are they all giving you issues?
I wandered where the firsy one went! 😋
LOL, yeah ... I couldn't leave it the way it was!