Search found 30 matches

by JD_Farmer
Tue Nov 26, 2019 1:29 pm
Forum: [EN] Modding
Topic: Second UV layer export 3DS Max vertex attributes
Replies: 0
Views: 98

Second UV layer export 3DS Max vertex attributes

Hi! I've been using 3ds max for the past versions of Farming Simulator, and I'd like to keep my buildings and mods updated on the latest options for texturing etc. I keep getting the same error when I try to apply the buildingShader.xml to any given object. I have created two uv layers in 3ds max, a...
by JD_Farmer
Fri Feb 08, 2019 3:30 pm
Forum: [EN] News and Announcements
Topic: [FS19] Beta Patch for Windows later today
Replies: 9
Views: 2498

Re: [FS19] Beta Patch for Windows later today

So since this is a beta - how long is the estimated time for the none-beta release? :)
by JD_Farmer
Wed Jan 16, 2019 8:29 pm
Forum: Legacy-Bug-Reports
Topic: bunkerSilo wall collisions fail
Replies: 2
Views: 160

Re: bunkerSilo wall collisions fail

I guess that I've figured that the bunkerSilos has to be placed quite accurate in 0 or 90 degrees to line up with the terrain grid that controls the fillPlanes.. but I'm hoping that this will be changed so that the bunkerSiloArea defs can controls the fillPlanes.
by JD_Farmer
Wed Jan 16, 2019 2:14 am
Forum: Legacy-Bug-Reports
Topic: bunkerSilo wall collisions fail
Replies: 2
Views: 160

bunkerSilo wall collisions fail

- PC/Mac/PS4/XB1: PC - Vehicle/Tool/Model/Object: Object - Issue: fillTypes run through the wall of the bunker silos when the silos has been placed in GE for XYZ translation, and afterwords added into the defaultItems.xml. The bug shows regardless on wich angle you place the bunker silos. - Single- ...
by JD_Farmer
Tue Nov 20, 2018 6:22 pm
Forum: [EN] Modding
Topic: Farming Simulator 19 original textures use? how to?
Replies: 1
Views: 365

Farming Simulator 19 original textures use? how to?

I'm about to create a new mod map for FS19 - and I'd like to use some of the original textures found in the root data folder. But when I open them with photoshop, it goes all black, and when I'm trying to import them to 3ds max (2019) it will not load, saying "invalid file header". Is the textures s...
by JD_Farmer
Thu Nov 15, 2018 11:56 pm
Forum: [EN] Modding
Topic: animalZones in mod-maps HOWTO?
Replies: 2
Views: 292

Re: animalZones in mod-maps HOWTO?

Well because not all agricultural areas are made for multiple and placeable cow zones... :)
by JD_Farmer
Thu Nov 15, 2018 9:02 pm
Forum: [EN] Modding
Topic: animalZones in mod-maps HOWTO?
Replies: 2
Views: 292

animalZones in mod-maps HOWTO?

Hi!

Is it possible to implement permanent animalZones in mod-maps in Farming Simulator 19?

Kind regards,

JD_Farmer

Edit don_apple: moved to 'Modding' section.
by JD_Farmer
Sun Oct 28, 2018 10:46 pm
Forum: [EN] News and Announcements
Topic: Farming Simulator 19: Farm like never before!
Replies: 2098
Views: 242523

Re: Farming Simulator 19: Farm like never before!

Preble 818 wrote:
Sun Oct 28, 2018 10:40 pm
They said the map size hasn't changed. You can probably still make as big of a map as you want for PC. I would say it will still be standard size for console.
Thank you for the reply - though I think it's a shame that the consoles will not support 4k or larger maps.
by JD_Farmer
Sun Oct 28, 2018 10:12 pm
Forum: [EN] News and Announcements
Topic: Farming Simulator 19: Farm like never before!
Replies: 2098
Views: 242523

Re: Farming Simulator 19: Farm like never before!

Will we still only be able to make 2k maps for Farming Simulator with the FS19 release? The answer is probably somewhere in this thread, but with so many pages, I just don't want to look it through :)
by JD_Farmer
Thu Feb 22, 2018 11:11 pm
Forum: [EN] Modding
Topic: [HELP NEEDED] Adding 2nd layer UV's to building for "force_gloss_seconduv"
Replies: 0
Views: 197

[HELP NEEDED] Adding 2nd layer UV's to building for "force_gloss_seconduv"

Hey guys! I don't often need to ask for help, I'm usually able to find answers online without creating forum topics. Unfortunately not this time. I've started learning how to use and understand the Giants buildingShader.xml - but have hit a wall... When 2nd UV's has been added (the way I thought was...
by JD_Farmer
Sun Apr 02, 2017 9:26 pm
Forum: [EN FS17] Technical support
Topic: How to update a mod on the modhub?
Replies: 2
Views: 316

Re: How to update a mod on the modhub?

Guil wrote:I've seen some people here saying email giants to update a mod but not sure.

OK. I've contacted them, so know we wait :)
by JD_Farmer
Sun Apr 02, 2017 8:32 pm
Forum: [EN FS17] Technical support
Topic: How to update a mod on the modhub?
Replies: 2
Views: 316

How to update a mod on the modhub?

Hi guys..

I've seached wide and long for an answer - how do I update a mod that I've uploaded to the official modhub?

There might be a simple answer to it, but unfortunately I haven't been able to find it.

I hope to get this solved.

Kind regards,
Mathias
by JD_Farmer
Thu Dec 15, 2016 8:16 pm
Forum: Modding
Topic: [LS17]Tutorial - Feinere Unterteilung der Feldrichtungen
Replies: 167
Views: 26936

Re: [LS17]Tutorial - Feinere Unterteilung der Feldrichtungen

Welche Werte müssen in der i3d stehen wenn ich 256 Winkel haben möchte. Von 4 auf 8 ändert die Channels bei 11 auf 12 und bei 2 auf 3. Wie geht das weiter bei 256? Jeweils 63 bei numDensityMapChannels und 127 bei combinedValuesChannels? Ich denke du brauchst 5 channels dazu versuchs mal mit: 16 5 7...
by JD_Farmer
Sat Mar 21, 2015 10:03 pm
Forum: [LS15]English-Forum
Topic: particleAnimations
Replies: 1
Views: 243

particleAnimations

Hi guys!

I'm working on a 7 furrow plow, and I've found trouble creating a new particle system.

I have tried to change the particle system for the standard 9 furow Lemken, but even when I changed it in Giants Editor, it still shows the wrong animation.

Hope to find help.

Kind regards,

Mathias
by JD_Farmer
Sat Nov 22, 2014 10:00 pm
Forum: [LS15]English-Forum
Topic: Error reading end tag..
Replies: 4
Views: 1541

Re: Error reading end tag..

Thank you guys!! I'll see if it helps me off with my problem :)

The reson why the "washable" code is looking like that is that I have disabled it for a little time until I have created the specular file for the textures :)