Search found 540 matches

by TheSuBBie
Thu Apr 18, 2024 1:17 pm
Forum: [EN] General Discussion
Topic: Geforceexperience
Replies: 12
Views: 1119

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
by TheSuBBie
Sat Mar 30, 2024 8:33 pm
Forum: [EN] General Discussion
Topic: Welker farms shop trigger
Replies: 7
Views: 3842

Re: Welker farms shop trigger

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

Image
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: 537

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: 1539

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: 1539

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: 1539

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: 502

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: 3528

Re: Names

You seem to have forgotten something

Image
by TheSuBBie
Wed Jan 31, 2024 2:01 pm
Forum: [EN] General Discussion
Topic: Names
Replies: 57
Views: 3528

Re: Names

by blue_painted » Tue Jan 30, 2024 6:26 pm
I'm neither Blue nor Painted . . .
No Woad, ok how about smurf ??
by TheSuBBie
Wed Jan 31, 2024 1:08 pm
Forum: [EN] Modding
Topic: Giants Editor not loading sub components
Replies: 12
Views: 1692

Re: Giants Editor not loading sub components

The best thing you can do is to learn GE and Blender by watching video's For GE there are some of Giants own that are out of date but do cover the basics https://gdn.giants-software.com/videoTutorials2.php --Modding Video Tutorials 3.0 (Farming Simulator 17) --free Blender wise there are many many t...
by TheSuBBie
Tue Jan 30, 2024 8:34 pm
Forum: [EN] Modding
Topic: Giants Editor not loading sub components
Replies: 12
Views: 1692

Re: Giants Editor not loading sub components

Furthermore if you are intent on modding for FS22 then I suggest you buy this

https://www.farming-simulator.com/dlc-d ... d=fs22mt50

at E 4.99 they are well worth it and can solve a lot problems first time modders find themselves in
by TheSuBBie
Tue Jan 30, 2024 7:33 pm
Forum: [EN] General Discussion
Topic: Names
Replies: 57
Views: 3528

Re: Names

by blue_painted » Tue Jan 30, 2024 6:26 pm
I'm neither Blue nor Painted . . .
Woad ??
by TheSuBBie
Tue Jan 30, 2024 7:25 pm
Forum: [EN] Modding
Topic: Giants Editor not loading sub components
Replies: 12
Views: 1692

Re: Giants Editor not loading sub components

The wheels and lights are loaded from the mhal4320.xml so will not appear in GE as GE only loads the i3d and does not reference the vehicle xml lights/wheels are shown only as refrernce points in the scenegraph and the light i3d is called from the <lights> section of the mhal4320.xml <sharedLight li...
by TheSuBBie
Tue Jan 30, 2024 6:32 pm
Forum: [EN] Modding
Topic: Giants Editor not loading sub components
Replies: 12
Views: 1692

Re: Giants Editor not loading sub components

Post details of the mod
by TheSuBBie
Tue Jan 30, 2024 3:55 pm
Forum: [EN] Modding
Topic: Giants Editor not loading sub components
Replies: 12
Views: 1692

Re: Giants Editor not loading sub components

Its your filenames that are wrong. As Eiche said you have the wrong file file Paths for the i3d's you are trying to load with reference to the sideMarker referenced above your file path should be C:/Program Files (x86)/Steam/steamapps/common//Farming Simulator 2022/data/shared/assets/lights/lizard/s...