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.
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()
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
- 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
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
- 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
- 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.
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
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