Search found 547 matches

by TheSuBBie
Wed May 15, 2024 12:46 pm
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 19
Views: 659

Re: Keeping track of rain in mm

Didn't we have butterflys in a previous version of FS think it was 13
by TheSuBBie
Tue May 14, 2024 7:39 pm
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 19
Views: 659

Re: Keeping track of rain in mm

Looking at the enviroment.xml if you want to be accurate you will have to also take into account the variation used by the game at that time (weight,time min/max,temperature,dropScale etc). I suppose a general way of doing it would be dropScale x duration (maxHours-minHours) for example using a drop...
by TheSuBBie
Tue May 14, 2024 3:59 pm
Forum: [EN] Modding
Topic: Add Texture
Replies: 2
Views: 241

Re: Add Texture

Might help if you select the Combined layers tab which is the texture that is selected when painting groundTypeMapping.
If you want a waterPuddle then create a new combined layer using just the waterPuddle texture.
by TheSuBBie
Tue May 14, 2024 12:50 pm
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 19
Views: 659

Re: Keeping track of rain in mm

Further to the above post the higher the preciptation the heavier the rain. But for your premise to work you will have to assign a value in mm to the precipitation value Liquid precipitation Rainfall (including drizzle and rain) is usually measured using a rain gauge and expressed in units of millim...
by TheSuBBie
Tue May 14, 2024 12:07 pm
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 19
Views: 659

Re: Keeping track of rain in mm

This might help

rainScale = g_currentMission.environment.weather:getRainFallScale()
by TheSuBBie
Sun May 05, 2024 3:29 pm
Forum: [EN] General Discussion
Topic: AI
Replies: 40
Views: 2504

Re: AI

by TheSuBBie
Fri May 03, 2024 1:51 pm
Forum: [EN] Modding
Topic: How are people making normal maps?
Replies: 16
Views: 2547

Re: How are people making normal maps?

The app Materialize mentioned in previous post is free.
by TheSuBBie
Thu Apr 18, 2024 1:17 pm
Forum: [EN] General Discussion
Topic: Geforceexperience
Replies: 12
Views: 1320

Re: Geforceexperience

I have the same problem with Geforce experience

Image below shows the scan settings and the inset shows the 2 apps games found after scanning makes no difference if Scan location Setting individually selected prior to scan

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by TheSuBBie
Sat Mar 30, 2024 8:33 pm
Forum: [EN] General Discussion
Topic: Welker farms shop trigger
Replies: 7
Views: 4052

Re: Welker farms shop trigger

Will check double check map as version I have shows trigger in dealership

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by TheSuBBie
Sat Mar 09, 2024 1:15 pm
Forum: [EN] General Discussion
Topic: Texturing quality request: Please make the simple grass texture more gradient/smooth (Increase Immersion)
Replies: 4
Views: 625

Re: Texturing quality request: Please make the simple grass texture more gradient/smooth (Increase Immersion)

It is possible to reduce the effect by creating custom distance textures so that there is not such a marked change along the edge.
Some maps have already done this I beleive Calmsden grass texture is one of these.
by TheSuBBie
Tue Feb 20, 2024 12:30 pm
Forum: [EN] Modding
Topic: TerrainDetailHeight --> Stone Channel???
Replies: 5
Views: 1651

Re: TerrainDetailHeight --> Stone Channel???

Further to this would anyone have the correct values for the foliage channels when using the terranDetailHeight.
As I seem to be having problems with the values corresponding to the position of the fill type in the maps_densityMapHeightTypes.xml
by TheSuBBie
Sun Feb 18, 2024 6:59 pm
Forum: [EN] Modding
Topic: TerrainDetailHeight --> Stone Channel???
Replies: 5
Views: 1651

Re: TerrainDetailHeight --> Stone Channel???

The wheat texture is always there regardless of any settings and as you say the correct texture will appear in game. However the maps_densityMapHeightTypes.xml in the game data/maps/folder does not take into account the new fill types added with the DLC so there is some confusion on the position of ...
by TheSuBBie
Sun Feb 18, 2024 4:17 pm
Forum: [EN] Modding
Topic: TerrainDetailHeight --> Stone Channel???
Replies: 5
Views: 1651

Re: TerrainDetailHeight --> Stone Channel???

He is trying to add a fill type heap of stones to a map using the Foliage Layer Painting Panel in GE set to terrainDetailHeight a completely different stone set up to the Foliage Layer stones. The heap is created using the Foliage Channels 0-7 are for the fill type 8-11 are for the height The channe...
by TheSuBBie
Tue Feb 13, 2024 3:39 pm
Forum: [EN] General Discussion
Topic: Malicious lua and giants testrunner?
Replies: 1
Views: 510

Re: Malicious lua and giants testrunner?

I don't see this as a Giants problem more a user problem. Test runner tool is designed for modHub submissions and only deals with shaders/i3d/textures etc Giants Remote Debugger deals with scripts The answer is only download mods from modHub if you download from anywhere else then its up to the down...
by TheSuBBie
Fri Feb 02, 2024 12:55 pm
Forum: [EN] General Discussion
Topic: Names
Replies: 57
Views: 3568

Re: Names

You seem to have forgotten something

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