No, that’s not what I want to do.
Rain is already built into base game. I want a method to calculate how much mm fell when triggered by base game
Search found 115 matches
- by sablerock
- Sun May 12, 2024 11:01 pm
- Forum: [EN] Modding
- Topic: Keeping track of rain in mm
- Replies: 4
- Views: 256
- by sablerock
- Sat May 11, 2024 11:26 pm
- Forum: [EN] Modding
- Topic: Add New Category for FS22?
- Replies: 12
- Views: 2050
- by sablerock
- Fri May 10, 2024 8:17 am
- Forum: [EN] Modding
- Topic: Keeping track of rain in mm
- Replies: 4
- Views: 256
Re: Keeping track of rain in mm
Nobody??? Anybody???
Giants?????
Giants?????
- by sablerock
- Wed May 08, 2024 11:03 pm
- Forum: [EN] Modding
- Topic: Keeping track of rain in mm
- Replies: 4
- Views: 256
Keeping track of rain in mm
Is there anyway with LUA to get the rain stats when it rains?
- by sablerock
- Wed Apr 10, 2024 4:32 pm
- Forum: [EN] Modding
- Topic: MapColors tag in map_fruitTypes and map_growth.xml
- Replies: 6
- Views: 12278
Re: MapColors tag in map_fruitTypes and map_growth.xml
Sorry 1 ton=3000 litres
- by sablerock
- Wed Apr 10, 2024 4:30 pm
- Forum: [EN] Modding
- Topic: MapColors tag in map_fruitTypes and map_growth.xml
- Replies: 6
- Views: 12278
Re: MapColors tag in map_fruitTypes and map_growth.xml
This is MUCH better!! Many thanks. Why can’t Giants have standard documentation like this? Following on: my new crop in real life, harvests 6 tons/ha=roughly 3000 litres. So I kept adjusting tab literspersqm in MAP_FRUITSTYPES.xml until I got desired harvest in liters. Then I tested it on much bigge...
- by sablerock
- Mon Apr 08, 2024 12:52 pm
- Forum: [EN] Modding
- Topic: MapColors tag in map_fruitTypes and map_growth.xml
- Replies: 6
- Views: 12278
Re: MapColors tag in map_fruitTypes and map_growth.xml
Thanks for color info, probably write Python color wheel/picker code. —————————————— Secondly: NOTHING is self explanatory when you try something for first time. Examples, from growth.xml ,what do these tags do ingame? State: These states refer to states defined in crop.xml, example state 1=invisibl...
- by sablerock
- Sun Apr 07, 2024 11:29 am
- Forum: [EN] Modding
- Topic: MapColors tag in map_fruitTypes and map_growth.xml
- Replies: 6
- Views: 12278
MapColors tag in map_fruitTypes and map_growth.xml
I there documentation how the following
<mapcolors default=0.0956 0.3754 …..
Is converted to RGB values?
Or visa versa, if I have RGB values, how to convert to above?
Secondly: any documentation explaining meaning/effect of each tag in growth.xml ?
Or is it trial and error again?
<mapcolors default=0.0956 0.3754 …..
Is converted to RGB values?
Or visa versa, if I have RGB values, how to convert to above?
Secondly: any documentation explaining meaning/effect of each tag in growth.xml ?
Or is it trial and error again?
- by sablerock
- Fri Apr 05, 2024 6:29 pm
- Forum: [EN] Modding
- Topic: LOD1 building transform group
- Replies: 8
- Views: 5064
Re: LOD1 building transform group
Sure it’s terminology, but what do you mean by 2nd uv map?
- by sablerock
- Fri Apr 05, 2024 1:27 pm
- Forum: [EN] Modding
- Topic: LOD1 building transform group
- Replies: 8
- Views: 5064
Re: LOD1 building transform group
Yeah I’ve seen.
All unnecessary meshes like snow removed.
So my question was just to get confirmation that you have to duplicate your object and Blender and reduce poly count.
I thought by duplicating object in GE and make it LOD1 , that GE do the mesh reductions automatically.
But, alas not so
All unnecessary meshes like snow removed.
So my question was just to get confirmation that you have to duplicate your object and Blender and reduce poly count.
I thought by duplicating object in GE and make it LOD1 , that GE do the mesh reductions automatically.
But, alas not so
- by sablerock
- Thu Apr 04, 2024 6:31 pm
- Forum: [EN] Modding
- Topic: LOD1 building transform group
- Replies: 8
- Views: 5064
LOD1 building transform group
Can’t find tutorials on this.
But it looks like I must reduce poly count of my building in Blender by deleting details from mesh like props/chimneys etc…
And use this object as lod1.
This cant be done in GE.
Am I on right track?
But it looks like I must reduce poly count of my building in Blender by deleting details from mesh like props/chimneys etc…
And use this object as lod1.
This cant be done in GE.
Am I on right track?
- by sablerock
- Tue Mar 12, 2024 1:22 pm
- Forum: [EN] Modding
- Topic: Crashing Texture Tool 9.0.0
- Replies: 1
- Views: 1110
Crashing Texture Tool 9.0.0
First PNG I’ve created that crashes this tool.
No errors in log, crashes when it tries to create DDS file.
Image is 1024x1024 4ch, 32 bits.
Nothing extraordinary.
Here’s link to the PNG file.
https://drive.google.com/file/d/1LLq7uY ... sp=sharing
No errors in log, crashes when it tries to create DDS file.
Image is 1024x1024 4ch, 32 bits.
Nothing extraordinary.
Here’s link to the PNG file.
https://drive.google.com/file/d/1LLq7uY ... sp=sharing
- by sablerock
- Fri Feb 09, 2024 7:24 am
- Forum: [EN] Modding
- Topic: Looking for experienced modder for paid work
- Replies: 4
- Views: 1777
Re: Looking for experienced modder for paid work
Do you have discord to communicate?
- by sablerock
- Mon Jan 29, 2024 9:56 pm
- Forum: [EN] Modding
- Topic: Is there a way to change the 3D model of an object dynamically?
- Replies: 2
- Views: 712
Re: Is there a way to change the 3D model of an object dynamically?
Sounds more like texture change. Possibly with LUA
- by sablerock
- Sat Jan 27, 2024 1:30 pm
- Forum: Community-Ecke
- Topic: Music key binds
- Replies: 0
- Views: 1199
Music key binds
Ingame I found
4=prev music channel
5=toggle radio on/off
6=next channel
What is key for SKIP SONG?
How can I add it in FS22?
4=prev music channel
5=toggle radio on/off
6=next channel
What is key for SKIP SONG?
How can I add it in FS22?