[FS19] Multi Terrain Angle

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mligh2
Posts: 5
Joined: Mon Jan 07, 2019 5:37 am

[FS19] Multi Terrain Angle

Post by mligh2 » Mon Jan 07, 2019 6:16 am

Visited the post I cited below today looking to see if anyone had tried this for FS19 yet:

viewtopic.php?f=895&t=103798&hilit=incr ... directions

In short, there's no way to do this yet. BUT, I was looking through some map.i3d files in 19 and found a few things I thought were interesting. I was hoping a few more seasoned map modders could comment and let me know your thoughts...

So if you follow the instructions Stegei left us in the post above you'll know right where I'm at. I noticed in the FS19 map.i3d files I looked through that the number of density map channels is already set to 13 and the combined values channels is "0 3 0;6 2 0;3 3 1".

Could this possibly mean that Giants is paving the way for multi terrain angle (MTA) in a future update? Some have speculated that Giants won't do this so as not to tax the user's machine quite so much. So my thought is why not let the user decide for themselves? Make MTA an option in the graphics/game settings... Option could be something like "Terrain Channels" and choices could be "default, +1, +2, +3, +4". Personally in all my FS15 and FS17 maps I always added 4 channels (that's 64 different angles in a 180 degree plane). Really made for nice curves.

Also, just curious how hard would it be to make MTA an mod? Or is this something that is strictly map-specific as it was in FS15 and FS17?

petorious
Posts: 61
Joined: Thu Oct 25, 2012 10:05 am

Re: [FS19] Multi Terrain Angle

Post by petorious » Tue Jan 08, 2019 9:00 am

Bump this one up!

The game is screaming for this option either as an update or a how.to mod.

Pete.

Procobator
Posts: 195
Joined: Tue Aug 02, 2016 2:39 pm

Re: [FS19] Multi Terrain Angle

Post by Procobator » Wed Jan 09, 2019 3:01 pm

I think the density channels increased because there is now lime and chopped straw. I could be wrong though.

KevinMn
Posts: 97
Joined: Mon Oct 29, 2012 7:48 pm

Re: [FS19] Multi Terrain Angle

Post by KevinMn » Thu Jan 10, 2019 11:24 am

There are SO many things Giants should have made options, instead of just choosing one for us. Something like seat cam, so the indoor camera is a child of the seat, so it bounces along. That could very easily have been an option, so everyone was happy, instead of only 50%.. And Terrain angles like you said. There're multiple other examples.

sootysax
Posts: 139
Joined: Mon Feb 10, 2014 5:24 am

Re: [FS19] Multi Terrain Angle

Post by sootysax » Sat Jan 26, 2019 9:58 pm

The map Wesby Wisconsin has multi angle terrain installed.. it appears that the worker will work on any angle you are facing

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mligh2
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Re: [FS19] Multi Terrain Angle

Post by mligh2 » Sun Jan 27, 2019 7:51 pm

Visited that post I cited above again today and looks like it was a simple fix to get this working. Thanks to The Sim Station for finding the video I've linked below with the tutorial from modelleicher. You'll need an FS17 map and an older version of the Giants editor to do this for FS19 but process is still the same. Good to know it was an easy fix. Enjoy!

https://youtu.be/D4JoPzvGgoA

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mligh2
Posts: 5
Joined: Mon Jan 07, 2019 5:37 am

Re: [FS19] Multi Terrain Angle

Post by mligh2 » Sat Feb 02, 2019 4:59 am

Here are the steps written down for anyone still following this thread... I'm referencing the video I cited in my last post. It's here ---> https://www.youtube.com/watch?v=D4JoPzv ... e=youtu.be

Steps are as follows (note: don't type the quotation marks I use below into the scripts; if quotation marks are already used in a script then don't delete them):
1. ModMap.lua --- Create a lua file using the script modelleicher left for us. I used the one he linked at pastebin. Be sure it's lua and not still a text document. I just pasted the script into notepad++ and changed the language to lua and then saved it. Then change the number to how many channels you want to ADD. In my case I added 3 channels so this now reads "numAdditionalAngleChannels = 3".

2. modDesc.xml --- Change the mission class in the modDesc.xml file to ModMap. I would just call it ModMap instead of having to change all the other stuff he mentions if you want to call it something else. Keep it simple. Then change the filename to ModMap.lua so that it points to the file you just created and placed in the mod folder. If you place this file anywhere else be sure your file path is correct. Again, I would keep it simple to mitigate the potential for scripting errors.

3. map.i3d --- Now dive into the map folder and edit the i3d file for the map (not the shapes file) in notepad++. In the files section you want to edit the script that points to your groundShader.xml file. You can put this wherever you want but be sure your file path is correct. In the video he places it in a folder called shaders within the mod folder itself (as opposed to the Farm Sim data folder where your game is installed). The actual groundShader file comes in the next step. Now find the terrainDetail line in the code and change the numDensityMapChannels to 13 PLUS however many channels you want to ADD. In my case, I added 3 channels so in my script I changed this to 16. Now scroll to the right and find combinedValuesChannels. There are 3 sets of 3 numbers here and in a stock map they will read "0 3 0:6 2 0:3 3 1". The number you want to change is right in the middle. So in my case I changed the whole script to now read "0 3 0:6 5 0:3 3 1" because I added 3 channels and 2+3=5.

4. groundShader.xml --- Create a folder called "shaders" and copy the groundShader.xml file from your FS19 game data folder (it's also in a folder called "shaders"). I bought this game on Steam and my game library is on my storage drive which is labeled with the letter E so if you're like me the file path will be E:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 19\data. Now on lines 12 and 15 you'll need to remove the two dots in the file path for defaultFilename and change them to "$data" instead. This is because the xml file is no longer in the FS data folder but you need it to still point to other files that are saved there. Now on line 210 change the line for the angle. You need to change the 3 where it says "angle*3" and you need to change the 4 where it says "/4*3.". Multiply the 4 by 2 to the power of how many channels you added. So in my case 4*2^3=32. Then the 3 gets changed to whatever that is minus 1 - which in this case means it's now 31. So the script was "angle = ceil(angle*3-0.0001)/4*3.14159;" and now after we've added 3 channels it reads as "angle = ceil(angle*31-0.0001)/32*3.14159;".

5. cultivator_density.gdm --- Now as the video demonstrates you need to convert the cultivator_density.gdm file in your FS19 map to a png file using the grleConverter which is available on the developer network. Then take this png file and put it into an FS17 map folder (I used a stock version of Westbridge Hills, you can also just use the sample mod map that comes with the game). Make sure you delete the original gdm file that's in this FS17 map so that you can create a new one when you save it.

6. FS17 map adjustments --- Go into your FS17 map files now and update the groundShader.xml file just as you did in the FS19 map (don't change file paths though because you're not moving this one). As for the map.i3d file you need to add the same number of channels but you want to have the same numbers that are in your FS19 map so that the gdm file gets scripted properly. So if you add 3 channels like I did then change the numDensityMapChannels from 11 to a 16 and change combinedValuesChannels from "0 3 0;5 2 0;3 2 1" to now read as "0 3 0;5 5 0;3 2 1".

7. Moving files --- Now open your FS17 map in Giants editor version 7.1.0 (yes, the old version). Yes, it will look weird because it's now using the terrain detail from your FS19 map - it's ok , just hit save. Once the new gdm file is created for your FS17 map copy it and save it in your FS19 map (replace the gdm file that's already saved there if you didn't already delete it). Then delete the png file you created and saved there with the grleConverter. So to recap, all you do is take your FS19 gdm file - convert it to a png - load it into an FS17 map after you also change the scripting to allow for more terrain channels - use the old version of the Giants editor to convert it back to a gdm file which is now scripted properly - then load your newly scripted FS17 gdm file back into your FS19 map and delete the png file. Actually a simple process, just a lot of steps.

DONE.

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fernand24
Posts: 1131
Joined: Mon Oct 29, 2012 10:58 pm

Re: [FS19] Multi Terrain Angle

Post by fernand24 » Wed Feb 27, 2019 5:28 pm

Hello
I am on the French forum and I am looking for an answer to my question about multi angles.
I followed the tutorial and all the advice of this post but my concern and when I change (numDensityMapChannels = "13") in (numDensityMapChannels = "15") if I open the card i3d I do not see my texture of the land . and the game does not run anymore in (new part)
  • <DetailLayer name = "terrainDetail" densityMapId = "205" numDensityMapChannels = "13" compressionChannels = "5" cellSize = "8" objectMask = "16711935" decalLayer = "1" distanceMapIds = "206; 207; 208; 209; 210; ;;; 207; 208; 211; 212; 213; ;; 209; 210; 211; 212; 213;); distanceMapFirstChannel = "0" distanceMapNumChannels = "5" materialId = "273" viewDistance = "75" blendOutDistance = "5 "densityMapShaderNames =" blendMap; blendMap2 "combinedValuesChannels =" 0 3 0; 6 2 0; 3 3 1 "useInterpolatedDensityMap =" false; false "/>
    <DetailLayer name = "terrainDetailHeight" densityMapId = "215" numDensityMapChannels = "11" compressionChannels = "5" cellSize = "8" objectMask = "16711935" decalLayer = "2" materialId = "218" viewDistance = "75" blendOutDistance = " 5 "densityMapShaderNames =" blendMap "combinedValuesChannels =" 0 5 0; 5 6 0 "useInterpolatedDensityMap =" false "heightFirstChannel =" 5 "heightNumChannels =" 6 "maxHeight =" 4 "/>
Thank you for your help
Fernand24
map map on the G17 FS17 Farming Legend modhub being validated for FS19.

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fernand24
Posts: 1131
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Re: [FS19] Multi Terrain Angle

Post by fernand24 » Thu Feb 28, 2019 10:53 am

Bonjour

Complément d'information.

Avec : (numDensityMapChannels = "13")
Image

Avec: (numDensityMapChannels = "15")
Image

by strictly following the logic of the modif, tell me or I am wrong or clarify me.

thank you in advance
Fernand24

Oddbob
Posts: 17
Joined: Wed Nov 21, 2018 12:03 pm

Re: [FS19] Multi Terrain Angle

Post by Oddbob » Tue Mar 05, 2019 2:42 am

mligh2 wrote:
Sat Feb 02, 2019 4:59 am
Here are the steps written down for anyone still following this thread... I'm referencing the video I cited in my last post. It's here ---> https://www.youtube.com/watch?v=D4JoPzv ... e=youtu.be

Steps are as follows (note: don't type the quotation marks I use below into the scripts; if quotation marks are already used in a script then don't delete them):
1. ModMap.lua --- Create a lua file using the script modelleicher left for us. I used the one he linked at pastebin. Be sure it's lua and not still a text document. I just pasted the script into notepad++ and changed the language to lua and then saved it. Then change the number to how many channels you want to ADD. In my case I added 3 channels so this now reads "numAdditionalAngleChannels = 3".

2. modDesc.xml --- Change the mission class in the modDesc.xml file to ModMap. I would just call it ModMap instead of having to change all the other stuff he mentions if you want to call it something else. Keep it simple. Then change the filename to ModMap.lua so that it points to the file you just created and placed in the mod folder. If you place this file anywhere else be sure your file path is correct. Again, I would keep it simple to mitigate the potential for scripting errors.

3. map.i3d --- Now dive into the map folder and edit the i3d file for the map (not the shapes file) in notepad++. In the files section you want to edit the script that points to your groundShader.xml file. You can put this wherever you want but be sure your file path is correct. In the video he places it in a folder called shaders within the mod folder itself (as opposed to the Farm Sim data folder where your game is installed). The actual groundShader file comes in the next step. Now find the terrainDetail line in the code and change the numDensityMapChannels to 13 PLUS however many channels you want to ADD. In my case, I added 3 channels so in my script I changed this to 16. Now scroll to the right and find combinedValuesChannels. There are 3 sets of 3 numbers here and in a stock map they will read "0 3 0:6 2 0:3 3 1". The number you want to change is right in the middle. So in my case I changed the whole script to now read "0 3 0:6 5 0:3 3 1" because I added 3 channels and 2+3=5.

4. groundShader.xml --- Create a folder called "shaders" and copy the groundShader.xml file from your FS19 game data folder (it's also in a folder called "shaders"). I bought this game on Steam and my game library is on my storage drive which is labeled with the letter E so if you're like me the file path will be E:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 19\data. Now on lines 12 and 15 you'll need to remove the two dots in the file path for defaultFilename and change them to "$data" instead. This is because the xml file is no longer in the FS data folder but you need it to still point to other files that are saved there. Now on line 210 change the line for the angle. You need to change the 3 where it says "angle*3" and you need to change the 4 where it says "/4*3.". Multiply the 4 by 2 to the power of how many channels you added. So in my case 4*2^3=32. Then the 3 gets changed to whatever that is minus 1 - which in this case means it's now 31. So the script was "angle = ceil(angle*3-0.0001)/4*3.14159;" and now after we've added 3 channels it reads as "angle = ceil(angle*31-0.0001)/32*3.14159;".

5. cultivator_density.gdm --- Now as the video demonstrates you need to convert the cultivator_density.gdm file in your FS19 map to a png file using the grleConverter which is available on the developer network. Then take this png file and put it into an FS17 map folder (I used a stock version of Westbridge Hills, you can also just use the sample mod map that comes with the game). Make sure you delete the original gdm file that's in this FS17 map so that you can create a new one when you save it.

6. FS17 map adjustments --- Go into your FS17 map files now and update the groundShader.xml file just as you did in the FS19 map (don't change file paths though because you're not moving this one). As for the map.i3d file you need to add the same number of channels but you want to have the same numbers that are in your FS19 map so that the gdm file gets scripted properly. So if you add 3 channels like I did then change the numDensityMapChannels from 11 to a 16 and change combinedValuesChannels from "0 3 0;5 2 0;3 2 1" to now read as "0 3 0;5 5 0;3 2 1".

7. Moving files --- Now open your FS17 map in Giants editor version 7.1.0 (yes, the old version). Yes, it will look weird because it's now using the terrain detail from your FS19 map - it's ok , just hit save. Once the new gdm file is created for your FS17 map copy it and save it in your FS19 map (replace the gdm file that's already saved there if you didn't already delete it). Then delete the png file you created and saved there with the grleConverter. So to recap, all you do is take your FS19 gdm file - convert it to a png - load it into an FS17 map after you also change the scripting to allow for more terrain channels - use the old version of the Giants editor to convert it back to a gdm file which is now scripted properly - then load your newly scripted FS17 gdm file back into your FS19 map and delete the png file. Actually a simple process, just a lot of steps.

DONE.
Do you know what numbers in the i3d are needed for if you want the angle to be, ceil(angle*63-0.0001)/64*3.14159?

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fernand24
Posts: 1131
Joined: Mon Oct 29, 2012 10:58 pm

Re: [FS19] Multi Terrain Angle

Post by fernand24 » Tue Mar 05, 2019 9:33 am

Oddbob wrote:
Tue Mar 05, 2019 2:42 am
mligh2 wrote:
Sat Feb 02, 2019 4:59 am
Here are the steps written down for anyone still following this thread... I'm referencing the video I cited in my last post. It's here ---> https://www.youtube.com/watch?v=D4JoPzv ... e=youtu.be

Steps are as follows (note: don't type the quotation marks I use below into the scripts; if quotation marks are already used in a script then don't delete them):
1. ModMap.lua --- Create a lua file using the script modelleicher left for us. I used the one he linked at pastebin. Be sure it's lua and not still a text document. I just pasted the script into notepad++ and changed the language to lua and then saved it. Then change the number to how many channels you want to ADD. In my case I added 3 channels so this now reads "numAdditionalAngleChannels = 3".

2. modDesc.xml --- Change the mission class in the modDesc.xml file to ModMap. I would just call it ModMap instead of having to change all the other stuff he mentions if you want to call it something else. Keep it simple. Then change the filename to ModMap.lua so that it points to the file you just created and placed in the mod folder. If you place this file anywhere else be sure your file path is correct. Again, I would keep it simple to mitigate the potential for scripting errors.

3. map.i3d --- Now dive into the map folder and edit the i3d file for the map (not the shapes file) in notepad++. In the files section you want to edit the script that points to your groundShader.xml file. You can put this wherever you want but be sure your file path is correct. In the video he places it in a folder called shaders within the mod folder itself (as opposed to the Farm Sim data folder where your game is installed). The actual groundShader file comes in the next step. Now find the terrainDetail line in the code and change the numDensityMapChannels to 13 PLUS however many channels you want to ADD. In my case, I added 3 channels so in my script I changed this to 16. Now scroll to the right and find combinedValuesChannels. There are 3 sets of 3 numbers here and in a stock map they will read "0 3 0:6 2 0:3 3 1". The number you want to change is right in the middle. So in my case I changed the whole script to now read "0 3 0:6 5 0:3 3 1" because I added 3 channels and 2+3=5.

4. groundShader.xml --- Create a folder called "shaders" and copy the groundShader.xml file from your FS19 game data folder (it's also in a folder called "shaders"). I bought this game on Steam and my game library is on my storage drive which is labeled with the letter E so if you're like me the file path will be E:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 19\data. Now on lines 12 and 15 you'll need to remove the two dots in the file path for defaultFilename and change them to "$data" instead. This is because the xml file is no longer in the FS data folder but you need it to still point to other files that are saved there. Now on line 210 change the line for the angle. You need to change the 3 where it says "angle*3" and you need to change the 4 where it says "/4*3.". Multiply the 4 by 2 to the power of how many channels you added. So in my case 4*2^3=32. Then the 3 gets changed to whatever that is minus 1 - which in this case means it's now 31. So the script was "angle = ceil(angle*3-0.0001)/4*3.14159;" and now after we've added 3 channels it reads as "angle = ceil(angle*31-0.0001)/32*3.14159;".

5. cultivator_density.gdm --- Now as the video demonstrates you need to convert the cultivator_density.gdm file in your FS19 map to a png file using the grleConverter which is available on the developer network. Then take this png file and put it into an FS17 map folder (I used a stock version of Westbridge Hills, you can also just use the sample mod map that comes with the game). Make sure you delete the original gdm file that's in this FS17 map so that you can create a new one when you save it.

6. FS17 map adjustments --- Go into your FS17 map files now and update the groundShader.xml file just as you did in the FS19 map (don't change file paths though because you're not moving this one). As for the map.i3d file you need to add the same number of channels but you want to have the same numbers that are in your FS19 map so that the gdm file gets scripted properly. So if you add 3 channels like I did then change the numDensityMapChannels from 11 to a 16 and change combinedValuesChannels from "0 3 0;5 2 0;3 2 1" to now read as "0 3 0;5 5 0;3 2 1".

7. Moving files --- Now open your FS17 map in Giants editor version 7.1.0 (yes, the old version). Yes, it will look weird because it's now using the terrain detail from your FS19 map - it's ok , just hit save. Once the new gdm file is created for your FS17 map copy it and save it in your FS19 map (replace the gdm file that's already saved there if you didn't already delete it). Then delete the png file you created and saved there with the grleConverter. So to recap, all you do is take your FS19 gdm file - convert it to a png - load it into an FS17 map after you also change the scripting to allow for more terrain channels - use the old version of the Giants editor to convert it back to a gdm file which is now scripted properly - then load your newly scripted FS17 gdm file back into your FS19 map and delete the png file. Actually a simple process, just a lot of steps.

DONE.
Do you know what numbers in the i3d are needed for if you want the angle to be, ceil(angle*63-0.0001)/64*3.14159?
Hello
In my case I have: angle = eye (angle * 15-0.0001) /16*3.14159; since I add 2 channels.
The problem is not there is the conversion of "cultivator_density.gdm" in grleconverter_7.0.1_w32 that does not work with FS19.
If not the tutorial is the same as I am.
I diverted the problem by copying a file "cultivator_density.gdm" of a map equipped with multi-angle adaptation with mine, for now it works flawlessly in the log.
But that does not solve the grleconverter

Fernand24

Oddbob
Posts: 17
Joined: Wed Nov 21, 2018 12:03 pm

Re: [FS19] Multi Terrain Angle

Post by Oddbob » Tue Mar 05, 2019 10:02 am

fernand24 wrote:
Tue Mar 05, 2019 9:33 am
Oddbob wrote:
Tue Mar 05, 2019 2:42 am
mligh2 wrote:
Sat Feb 02, 2019 4:59 am
Here are the steps written down for anyone still following this thread... I'm referencing the video I cited in my last post. It's here ---> https://www.youtube.com/watch?v=D4JoPzv ... e=youtu.be

Steps are as follows (note: don't type the quotation marks I use below into the scripts; if quotation marks are already used in a script then don't delete them):
1. ModMap.lua --- Create a lua file using the script modelleicher left for us. I used the one he linked at pastebin. Be sure it's lua and not still a text document. I just pasted the script into notepad++ and changed the language to lua and then saved it. Then change the number to how many channels you want to ADD. In my case I added 3 channels so this now reads "numAdditionalAngleChannels = 3".

2. modDesc.xml --- Change the mission class in the modDesc.xml file to ModMap. I would just call it ModMap instead of having to change all the other stuff he mentions if you want to call it something else. Keep it simple. Then change the filename to ModMap.lua so that it points to the file you just created and placed in the mod folder. If you place this file anywhere else be sure your file path is correct. Again, I would keep it simple to mitigate the potential for scripting errors.

3. map.i3d --- Now dive into the map folder and edit the i3d file for the map (not the shapes file) in notepad++. In the files section you want to edit the script that points to your groundShader.xml file. You can put this wherever you want but be sure your file path is correct. In the video he places it in a folder called shaders within the mod folder itself (as opposed to the Farm Sim data folder where your game is installed). The actual groundShader file comes in the next step. Now find the terrainDetail line in the code and change the numDensityMapChannels to 13 PLUS however many channels you want to ADD. In my case, I added 3 channels so in my script I changed this to 16. Now scroll to the right and find combinedValuesChannels. There are 3 sets of 3 numbers here and in a stock map they will read "0 3 0:6 2 0:3 3 1". The number you want to change is right in the middle. So in my case I changed the whole script to now read "0 3 0:6 5 0:3 3 1" because I added 3 channels and 2+3=5.

4. groundShader.xml --- Create a folder called "shaders" and copy the groundShader.xml file from your FS19 game data folder (it's also in a folder called "shaders"). I bought this game on Steam and my game library is on my storage drive which is labeled with the letter E so if you're like me the file path will be E:\Program Files (x86)\Steam\steamapps\common\Farming Simulator 19\data. Now on lines 12 and 15 you'll need to remove the two dots in the file path for defaultFilename and change them to "$data" instead. This is because the xml file is no longer in the FS data folder but you need it to still point to other files that are saved there. Now on line 210 change the line for the angle. You need to change the 3 where it says "angle*3" and you need to change the 4 where it says "/4*3.". Multiply the 4 by 2 to the power of how many channels you added. So in my case 4*2^3=32. Then the 3 gets changed to whatever that is minus 1 - which in this case means it's now 31. So the script was "angle = ceil(angle*3-0.0001)/4*3.14159;" and now after we've added 3 channels it reads as "angle = ceil(angle*31-0.0001)/32*3.14159;".

5. cultivator_density.gdm --- Now as the video demonstrates you need to convert the cultivator_density.gdm file in your FS19 map to a png file using the grleConverter which is available on the developer network. Then take this png file and put it into an FS17 map folder (I used a stock version of Westbridge Hills, you can also just use the sample mod map that comes with the game). Make sure you delete the original gdm file that's in this FS17 map so that you can create a new one when you save it.

6. FS17 map adjustments --- Go into your FS17 map files now and update the groundShader.xml file just as you did in the FS19 map (don't change file paths though because you're not moving this one). As for the map.i3d file you need to add the same number of channels but you want to have the same numbers that are in your FS19 map so that the gdm file gets scripted properly. So if you add 3 channels like I did then change the numDensityMapChannels from 11 to a 16 and change combinedValuesChannels from "0 3 0;5 2 0;3 2 1" to now read as "0 3 0;5 5 0;3 2 1".

7. Moving files --- Now open your FS17 map in Giants editor version 7.1.0 (yes, the old version). Yes, it will look weird because it's now using the terrain detail from your FS19 map - it's ok , just hit save. Once the new gdm file is created for your FS17 map copy it and save it in your FS19 map (replace the gdm file that's already saved there if you didn't already delete it). Then delete the png file you created and saved there with the grleConverter. So to recap, all you do is take your FS19 gdm file - convert it to a png - load it into an FS17 map after you also change the scripting to allow for more terrain channels - use the old version of the Giants editor to convert it back to a gdm file which is now scripted properly - then load your newly scripted FS17 gdm file back into your FS19 map and delete the png file. Actually a simple process, just a lot of steps.

DONE.
Do you know what numbers in the i3d are needed for if you want the angle to be, ceil(angle*63-0.0001)/64*3.14159?
Hello
In my case I have: angle = eye (angle * 15-0.0001) /16*3.14159; since I add 2 channels.
The problem is not there is the conversion of "cultivator_density.gdm" in grleconverter_7.0.1_w32 that does not work with FS19.
If not the tutorial is the same as I am.
I diverted the problem by copying a file "cultivator_density.gdm" of a map equipped with multi-angle adaptation with mine, for now it works flawlessly in the log.
But that does not solve the grleconverter

Fernand24
Did you have to change anything in the file you copied? I was hoping to do 64, but I am not sure what the numbers are needed in the i3d for that.

User avatar
fernand24
Posts: 1131
Joined: Mon Oct 29, 2012 10:58 pm

Re: [FS19] Multi Terrain Angle

Post by fernand24 » Tue Mar 05, 2019 11:14 am

Oddbob wrote:
Tue Mar 05, 2019 10:02 am
fernand24 wrote:
Tue Mar 05, 2019 9:33 am
Oddbob wrote:
Tue Mar 05, 2019 2:42 am


Do you know what numbers in the i3d are needed for if you want the angle to be, ceil(angle*63-0.0001)/64*3.14159?
Hello
In my case I have: angle = eye (angle * 15-0.0001) /16*3.14159; since I add 2 channels.
The problem is not there is the conversion of "cultivator_density.gdm" in grleconverter_7.0.1_w32 that does not work with FS19.
If not the tutorial is the same as I am.
I diverted the problem by copying a file "cultivator_density.gdm" of a map equipped with multi-angle adaptation with mine, for now it works flawlessly in the log.
But that does not solve the grleconverter

Fernand24
Did you have to change anything in the file you copied? I was hoping to do 64, but I am not sure what the numbers are needed in the i3d for that.
In the opened i3d after replacing the file I only have in fieldDetail removed the culture types to not see them in games.

The copied file had only 2 channels.
Fernand24

Oddbob
Posts: 17
Joined: Wed Nov 21, 2018 12:03 pm

Re: [FS19] Multi Terrain Angle

Post by Oddbob » Sun Mar 10, 2019 2:30 am

Anyone that can help with this? I need to know what goes in the terrain detail section of the i3d if you want 64 angles.

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