Search found 254 matches

by masseyharris
Fri Mar 16, 2018 7:21 pm
Forum: [EN] Modding
Topic: Change pickup width of a self propeled baler
Replies: 2
Views: 1370

Re: Change pickup width of a self propeled baler

Did you extract it from the zip file first? 1) extract the baler zip file. 2) open the i3d in Giants editor 3) look for startIndex, widthIndex, heightIndex 4)adjust startIndex and widthIndex - move them outwards from each other to make a wider pickup area. 5) Also move the heightIndex out the same a...
by masseyharris
Mon Mar 12, 2018 7:29 pm
Forum: [EN] Modding
Topic: Resizing trees?
Replies: 4
Views: 348

Re: Resizing trees?

Be careful though, I have changed the scale of trees in the past, and when I cut them with a chainsaw they flew all over the place, so it's worth testing any trees that you change scale on.
by masseyharris
Mon Mar 12, 2018 7:27 pm
Forum: [EN] Modding
Topic: grass fields turning into crops
Replies: 5
Views: 581

Re: grass fields turning into crops

fieldJobUsageAllowed works the same in Seasons, so no problem there. I don't know of another way of doing this, so I think it's a choice between owning the field and put what you want there, or don't own it and use fieldJobUsageAllowed=false Oh and one more option - don't create a field - just paint...
by masseyharris
Sun Mar 11, 2018 11:03 am
Forum: [EN] Modding
Topic: grass fields turning into crops
Replies: 5
Views: 581

Re: grass fields turning into crops

Are you sure you own the fields? If they are owned by NPC they might be planted with another crop when you go into game.

You can add ownedByPlayer attribute (true/false), or also fieldJobUsageAllowed attribute (true/false) is a good option.
by masseyharris
Mon Mar 05, 2018 6:25 pm
Forum: [EN] Modding
Topic: Changing starting funds for map.
Replies: 7
Views: 1565

Re: Changing starting funds for map.

I never could find this. I wanted to start my hard level with just the pickup and a bit more money, but it seems to be set in the code, along with the loan amounts. So instead, I gave the player a pickup and one tractor, which they could then sell and buy cheaper tractor and equipment. The other thi...
by masseyharris
Sat Feb 24, 2018 5:11 pm
Forum: [EN] Modding
Topic: Editor / Sidepanel !?
Replies: 1
Views: 257

Re: Editor / Sidepanel !?

You could check out a small program called xpadder. It costs about £5 and I use it in many games. With it, you can program the buttons on any device to act like a keyboard. You could program your side panel buttons to be whatever keys you want.
by masseyharris
Fri Feb 16, 2018 9:44 pm
Forum: [EN] News and Announcements
Topic: Farming Simulator 19: Farm like never before!
Replies: 2083
Views: 317880

Re: Farming Simulator 19: Farm like never before!

From what I understand: No, no complete recreation, however they will need some work. We will talk in detail about how to create/transform mods for FS19 at FarmCon this summer, so we will have more details by then. That sounds good, will try and wait patiently now for the next few months, many than...
by masseyharris
Fri Feb 16, 2018 10:50 am
Forum: [EN] News and Announcements
Topic: Farming Simulator 19: Farm like never before!
Replies: 2083
Views: 317880

Re: Farming Simulator 19: Farm like never before!

What about mod maps? Are current mod maps likely to need a complete new creation from the ground up due to the uprated engine, or might a reasonably simple update be possible by mapmakers, to get an FS17map running in FS19? Any idea on this at this early stage, thanks?
by masseyharris
Wed Feb 07, 2018 3:02 pm
Forum: [EN] Modding
Topic: What are mipmaps?
Replies: 5
Views: 655

Re: What are mipmaps?

I don't know the technical details, but basically, including mipmaps in your image means that the image is saved with a number of gradually decreasing versions of the same image, so that your object shows up correctly at varying distances. So when you save a dds image, you must save it with mip maps...
by masseyharris
Wed Dec 20, 2017 10:47 pm
Forum: [EN] Modding
Topic: Broxton Ver 4 - Mud Activation & train fix
Replies: 48
Views: 6136

Re: Broxton Ver 4

Hi, I'm not quite at ease with mods ; I initiated a game on a Broxton map dated from november 2017; I just downloaded what seems to be a new version "4"; I'd like to know if I can replace the old one by the new one without loosing all my work... Can you give me advice? Thanks in advance Klawdeus No...
by masseyharris
Tue Dec 19, 2017 5:15 pm
Forum: [EN] Modding
Topic: Broxton Ver 4 - Mud Activation & train fix
Replies: 48
Views: 6136

Re: Broxton Ver 4

Broxton version 4 is now up in Modhub with numerous improvements and changes. See Original Post for details :)
by masseyharris
Thu Nov 23, 2017 4:02 pm
Forum: [EN] Modding
Topic: [FS17]Tutorial - Increasing numer of field directions
Replies: 48
Views: 29737

Re: [FS17]Tutorial - Increasing numer of field directions

Just saw your last post, good news, well done :)
by masseyharris
Thu Nov 23, 2017 4:01 pm
Forum: [EN] Modding
Topic: [FS17]Tutorial - Increasing numer of field directions
Replies: 48
Views: 29737

Re: [FS17]Tutorial - Increasing numer of field directions

An lua file is just a text file but save as .LUA instead of .TXT So you can just open a new text file with notepad, copy the text in (that Stegei give in post one), change the number of angles, and save as a .lua file. If you can't find groundshader.xml already in the map's folders, then look in the...
by masseyharris
Wed Nov 22, 2017 4:17 pm
Forum: [EN] Modding
Topic: [FS17]Tutorial - Increasing numer of field directions
Replies: 48
Views: 29737

Re: [FS17]Tutorial - Increasing numer of field directions

Oh I totalt overlooked that, sorry :blushnew: and thanks for the help, I'm gona try this tonight. I might come back if I have issues :mrgreen: I think that was all of it. I followed the instructions in Stegei's first post, then I looked at another map to see what numbers had been changed for 32 dir...
by masseyharris
Wed Nov 22, 2017 11:03 am
Forum: [EN] Modding
Topic: [FS17]Tutorial - Increasing numer of field directions
Replies: 48
Views: 29737

Re: [FS17]Tutorial - Increasing numer of field directions

This tutorial explains how to adjust your mod map to allow for a higher number of direction a field can be visualized with instead of the 45 degrees the game uses by default. What numbers do I need to change to increase the number of angles? I want to do 32 angles. The numbers are in my post two po...