CowBarn Big ? ? ?

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HC1Gunner
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CowBarn Big ? ? ?

Post by HC1Gunner » Mon Jan 24, 2022 7:51 pm

I want to change the colors of the red metal roof and green sides. I found garageBig02_diffuse and was able to change the roof. But I can't seem to find an image file for the green metal siding. When I looked at the cowBarnBig with GE, I could find anything that was just associated with just the siding.
Is the siding color located in the xml, I opened the cowBarnBig id3 file with Note ++, and I really could locate anything that pointed to just the siding.
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Dogface
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Re: CowBarn Big ? ? ?

Post by Dogface » Mon Jan 24, 2022 8:52 pm

It is UDIM
go to...
Material Editing > Custom Shader > colorScale0

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HC1Gunner
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Re: CowBarn Big ? ? ?

Post by HC1Gunner » Tue Jan 25, 2022 5:51 am

I thought I was on the correct track, I made a copy of the folder cowBarnBig, to use as my WIP.
I opened cowBarnBig with GE, via the Custom Shader, I changed the siding and all the doors, new color was showing in GE, saved, and copied the cowBarnBig, cowBarnBig.i3d.shapes, and cowBarnBig xml files to Giants default direfory.
Launched FS, created a new game, placed the large cow barn, and doors and siding were still green.
I open the id3 file at the below directory, and my color changes are still present in the model.

C:\Program Files (x86)\Farming Simulator 2022\data\placeables\rudolfHormann\cowBarnBig
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Dogface
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Re: CowBarn Big ? ? ?

Post by Dogface » Tue Jan 25, 2022 1:43 pm

I never edit the game files. It is safer to make a mod.

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HC1Gunner
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Re: CowBarn Big ? ? ?

Post by HC1Gunner » Wed Jan 26, 2022 5:21 am

It is a mod, but a lot of people that create mods, to save time, modify / edit game files. In this case, like a lot of mods released, there is no texture folder, instead the mod just reads / uses existing (default) textures already in the game. So if want to edit a lot of mods, you have to edit game files.

It just doesn't make much sense of how I edited the game's id3 file, the colors show as changed in GE, yet not in game, which means they have to be reading from an xml or something, where they are drawing for color.
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Dogface
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Re: CowBarn Big ? ? ?

Post by Dogface » Wed Jan 26, 2022 1:19 pm

HC1Gunner wrote:
Wed Jan 26, 2022 5:21 am
which means they have to be reading from an xml or something, where they are drawing for color.
Yes, you answered your own question. Check the XML again, it is reading default colors, overriding the i3D.

Code: Select all

<colors>
And anything can be done in a mod that can be done by editing game files. (unless you are programming :zunge: )

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HC1Gunner
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Re: CowBarn Big ? ? ?

Post by HC1Gunner » Wed Jan 26, 2022 9:23 pm

So in the list be low, apparently "RUDOLFHOERMANN_GREEN" from the xml overrides the color in GE. If you're going to be able to choose a color (edit it) in id3 file in GE, then why have the xml file override the id3 file. To me if this worked correctly (like a lot of other game editors) if edit something in GE, then when you save your work in GE, GE would (should) write to the xml file.

I looked in the main rudolfHormann folder, and I don't see an xml anywhere that list all the colors he used for his buildings, from that color list at the bottom, there aren't even any color codes (values). I figured somewhere that Rudolf Hormann would have a master xml where his colors are listed as values, just like Giant has done with all the brand colors, but I don't see any such file linked to him.

So it looks like "RUDOLFHOERMANN_GREEN" is connect the siding and doors, if I want that color change to White, what would I need to change.

<colors>
<color value="RUDOLFHOERMANN_GREEN" />
<color value="RUDOLFHOERMANN_BEIGE" />
<color value="RUDOLFHOERMANN_RED" />
<color value="RUDOLFHOERMANN_BLUE" />
<color value="RUDOLFHOERMANN_DARKGREY" />
<color value="RUDOLFHOERMANN_LIGHTGREY" />
<color value="RUDOLFHOERMANN_WHITEALU" />
<color value="RUDOLFHOERMANN_GREYALU" />
<color value="RUDOLFHOERMANN_OXIDRED" />
<color value="RUDOLFHOERMANN_WOODDARK" />
<color value="RUDOLFHOERMANN_WOODBRIGHT" />
<color value="RUDOLFHOERMANN_LIGHTGREEN" />
<color value="RUDOLFHOERMANN_BROWN" />
<color value="RUDOLFHOERMANN_DARKBEIGE" />
</colors>
</colorable>
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Dogface
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Re: CowBarn Big ? ? ?

Post by Dogface » Wed Jan 26, 2022 11:54 pm

My guess is that the override system was designed so the programmers could change all the Brand objects at the same time. These are all Brand colors, and brands are particular about these things.

If you want your GE colors in the game, then remove the lines in the xml that are overriding your edits.

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