Animated Objects

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michaelny
Posts: 54
Joined: Mon Oct 20, 2014 9:50 am

Animated Objects

Post by michaelny »

Also ich habe mir folgenden mod runtergeladen "rndmsprksMapObjects" worin sich eine Fahrzeugwaage und Hallen befinden.

Die Waage funktioniert nach dem einsetzen mit GE ohne probleme jedoch die Hallentoore lassen sich nicht oeffnen.

In der datei befindet sich eine "animatedObjects.xml" von der ich annehme das ich den inhalt an anderer stelle in der map wieder einfuegen muss aber dort sind an verschiedensten stellen die animatedobjects.xml aber welche ist denn richtig oder muss das in die moddesc.xml?

vielen dank
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HeinzS
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Re: Animated Objects

Post by HeinzS »

der Pfad steht im User Attributes Fenster.
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Yeti_222
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Location: Bayern/Oberpfalz

Re: Animated Objects

Post by Yeti_222 »

Wo hast du den Mod runtergeladen. Dann schau ich mir das mal an.
Mein System:
Win 10 Prof 64bit
Prozessor AMD Ryzen 5 5600 6x 3,5 GHz
Board MSI X570-A PRO
Grafik Asus GTX 3070 8 GB DDR 6 256 bit
Speicher 32 GB DDR 4 3200 MHz
michaelny
Posts: 54
Joined: Mon Oct 20, 2014 9:50 am

Re: Animated Objects

Post by michaelny »

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Yeti_222
Posts: 645
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Location: Bayern/Oberpfalz

Re: Animated Objects

Post by Yeti_222 »

Welche Halle hast du eingebaut? Die animatedObjects ist nur für shed1.
Bei den anderen hast du Pech.
Mein System:
Win 10 Prof 64bit
Prozessor AMD Ryzen 5 5600 6x 3,5 GHz
Board MSI X570-A PRO
Grafik Asus GTX 3070 8 GB DDR 6 256 bit
Speicher 32 GB DDR 4 3200 MHz
michaelny
Posts: 54
Joined: Mon Oct 20, 2014 9:50 am

Re: Animated Objects

Post by michaelny »

@yeti ..... also ja die shed1 habe ich verbaut.

Unter UserAttributes door2dairy stand bei xmlFilename "maps/animatedObjects.xml" ....

Den habe ich dann wie folgt geaendert "C:\Users\benutzername\\Documents\My Games\\FarmingSimulator2017\mods\mapname\maps\rndmsprksMapObjects\animatedObjects.xml"

Trotzdem tut sich da nichts .....
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HeinzS
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Re: Animated Objects

Post by HeinzS »

und was steht in der Log.txt? Das dürfte zu viel sein: C:\Users\benutzername\\Documents\My Games\\FarmingSimulator2017\mods\mapname
Man könnte aber auch, falls vorhanden, eine schon vorhandene animatedObjects.xml erweiteren.
michaelny
Posts: 54
Joined: Mon Oct 20, 2014 9:50 am

Re: Animated Objects

Post by michaelny »

logtxt : Failed to open xml file ..... pfad

index sliding door not found in animatedobject.xml ..... pfad


es befinden sich ja mehrere animatedobject.xml in dem map mod und bin daher ueberfragt welches denn das richtige waere
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HeinzS
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Re: Animated Objects

Post by HeinzS »

natürlich erst einmal diese: maps/animatedObjects.xml
und wie schon oben beschrieben steht der Pfad (bei jedem animierten Objekt) in der User Attributen.
michaelny
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Joined: Mon Oct 20, 2014 9:50 am

Re: Animated Objects

Post by michaelny »

was mir aufgefallen ist ist das, das dort kein forwardslash sondern ein backslash in der usere attributes ...... heisst doch in der ordnerstruktur zurueck richtig?

wenn ja dann fuege ich das wenn ich zuhasue bin mal dort ein und melde mich dann ....

danke erstmal
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HeinzS
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Re: Animated Objects

Post by HeinzS »

Windows verwendet \ und Giants /
michaelny
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Re: Animated Objects

Post by michaelny »

hmh .... egal was ich wo einsetze die tueren lassen sich nicht oeffnen oder schliessen.
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HeinzS
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Re: Animated Objects

Post by HeinzS »

und die Log sagt nichts? Gibt es denn in der animatedobject einen Eintrag door2dairy? Es muss alles zusammen passen: viewtopic.php?f=925&t=95963
michaelny
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Re: Animated Objects

Post by michaelny »

also bleiben wir erstmal bei der door2dairy.....

im GE unter user attributes steht folgendes :

index - slidingDoor1
onCreate - AnimatedObject.onCreate
xmlFilname - maps/animatedObjects.xml


in der animatedObjectts.xml der Halle steht folgendes
<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<animatedObjects>
<annotation>Copyright (C) GIANTS Software GmbH, All Rights Reserved.</annotation>

<animatedObject index="slidingDoor">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_ELECTRICROLLDOOR" negText="input_ANIMATED_OBJECT_CLOSE_ELECTRICROLLDOOR" />
<animation initialTime="0" duration="6">
<part node="1">
<keyFrame time="0.00" translation="0 0 0" />
<keyFrame time="0.5" translation="0 0 -4.8" />
</part>
</animation>
</animatedObject>

<animatedObject index="slidingDoor1">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_ELECTRICROLLDOOR" negText="input_ANIMATED_OBJECT_CLOSE_ELECTRICROLLDOOR" />
<animation initialTime="0" duration="6">
<part node="1">
<keyFrame time="0.00" translation="0 0 0" />
<keyFrame time="0.5" translation="0 0 4.8" />
</part>
</animation>
</animatedObject>

<animatedObject index="slidingDoor2">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_ELECTRICROLLDOOR" negText="input_ANIMATED_OBJECT_CLOSE_ELECTRICROLLDOOR" />
<animation initialTime="0" duration="6">
<part node="1">
<keyFrame time="0.00" translation="0 0 0" />
<keyFrame time="0.5" translation="0 0 -6" />
</part>
</animation>
</animatedObject>

<animatedObject index="slidingDoor3">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_ELECTRICROLLDOOR" negText="input_ANIMATED_OBJECT_CLOSE_ELECTRICROLLDOOR" />
<animation initialTime="0" duration="6">
<part node="1">
<keyFrame time="0.00" translation="0 0 0" />
<keyFrame time="0.5" translation="0 0 6" />
</part>
</animation>
</animatedObject>

</animatedObjects>
und in der map animatedObjects.xml steht das
<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<animatedObjects>
<annotation>Copyright (C) GIANTS Software GmbH, All Rights Reserved.</annotation>

<!-- LIGHT SWITCH -->
<!-- index must match given i3d attribute -->
<animatedObject index="lightSwitch">
<!-- if only posyKey is given animated has a toggle state behavior -->
<controls posKey="LIGHTSWITCH_CLICK" triggerNode="0" posText="input_LIGHTSWITCH_CLICK" negText="input_LIGHTSWITCH_CLICK" />
<sound file="$data/sounds/blinker.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<animation initialTime="0" duration="0.01"> <!-- duration -> total time of animation in seconds -->
<part node="1">
<!-- time must be in range between 0 and 1 -->
<keyFrame time="0.00" visibility="false" />
<keyFrame time="1" visibility="true" />
</part>
</animation>
</animatedObject>

<animatedObjects>

<!-- DOORS -->
<animatedObject index="doorRight">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<!-- <sound file="SOUNDFILE.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" /> -->
<animation initialTime="0" duration="4">
<part node="1"> <!-- node -> child index -->
<keyFrame time="0.05" translation="0 0 0" /> <!-- translation, rotation, scale, visibility -->
<keyFrame time="1.00" translation="5 0 0" />
</part>

<animatedObject index="doorRightSmall">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<!-- <sound file="SOUNDFILE.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" /> -->
<animation initialTime="0" duration="4">
<part node="1"> <!-- node -> child index -->
<keyFrame time="0.05" translation="0 0 0" /> <!-- translation, rotation, scale, visibility -->
<keyFrame time="1.00" translation="5 0 0" />
</part>
</animation>
</animatedObject>


<animatedObject index="oneDoorRight">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<!-- <sound file="SOUNDFILE.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" /> -->
<animation initialTime="0" duration="4">
<part node="1"> <!-- node -> child index -->
<keyFrame time="0.05" translation="0 0 0" /> <!-- translation, rotation, scale, visibility -->
<keyFrame time="1.00" translation="5 0 0" />
</part>
</animation>
</animatedObject>

<animatedObject index="doorLeft">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<!-- <sound file="SOUNDFILE.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" /> -->
<animation initialTime="0" duration="4">
<part node="1">
<keyFrame time="0.00" translation="0 0 0" />
<keyFrame time="0.95" translation="-5 0 0" />
</part>

<animatedObject index="doorLeftSmall">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<!-- <sound file="SOUNDFILE.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" /> -->
<animation initialTime="0" duration="4">
<part node="1">
<keyFrame time="0.00" translation="0 0 0" />
<keyFrame time="0.95" translation="-5 0 0" />
</part>
</animation>
</animatedObject>


<animatedObject index="oneDoorLeft">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<!-- <sound file="SOUNDFILE.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" /> -->
<animation initialTime="0" duration="4">
<part node="1">
<keyFrame time="0.00" translation="0 0 0" />
<keyFrame time="0.95" translation="-5 0 0" />
</part>
</animation>
</animatedObject>


<animatedObject index="doorBothMedium">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<!-- <sound file="SOUNDFILE.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" /> -->
<animation initialTime="0" duration="4">
<part node="1">
<keyFrame time="0.00" translation="0 0 0" />
<keyFrame time="0.95" translation="-5 0 0" />
</part>
<!-- you can add an unlimited number of parts here -->
</animation>
</animatedObject>

</animatedObjects>




<!-- Rolltor 1 -->
<animatedObject index="BergehalleRolltor1">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_ROLLDOOR" negText="input_ANIMATED_OBJECT_CLOSE_ROLLDOOR" />
<sound file="maps/sounds/OpenDoorSound.wav" pitchOffset="1.00" volume="0.40" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<animation initialTime="0" duration="4">
<part node="1"> <!--index of left door node-->
<keyFrame time="0" translation="0 0 0" />
<keyFrame time="0.75" translation="-4.5 0 0" />
<keyFrame time="1.00" translation="-4.5 0 0" />
</part>
<part node="2"> <!--index of right door node-->
<keyFrame time="0" translation="0 0 0" />
<keyFrame time="0.25" translation="0 0 0" />
<keyFrame time="1.00" translation="-4.5 0 0" />
</part>
</animation>
</animatedObject>
<!-- Rolltor 2 -->
<animatedObject index="BergehalleRolltor2">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_ROLLDOOR" negText="input_ANIMATED_OBJECT_CLOSE_ROLLDOOR" />
<sound file="maps/sounds/OpenDoorSound.wav" pitchOffset="1.00" volume="0.40" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<animation initialTime="0" duration="4">
<part node="1"> <!--index of left door node-->
<keyFrame time="0" translation="0 0 0" />
<keyFrame time="0.25" translation="0 0 0" />
<keyFrame time="1.00" translation="-4.5 0 0" />
</part>
<part node="2"> <!--index of right door node-->
<keyFrame time="0" translation="0 0 0" />
<keyFrame time="0.75" translation="-4.5 0 0" />
<keyFrame time="1.00" translation="-4.5 0 0" />
</part>
</animation>
</animatedObject>
<!-- Rolltor 3 -->
<animatedObject index="BergehalleRolltor3">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_ROLLDOOR" negText="input_ANIMATED_OBJECT_CLOSE_ROLLDOOR" />
<sound file="maps/sounds/OpenDoorSound.wav" pitchOffset="1.00" volume="0.40" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<animation initialTime="0" duration="4">
<part node="1"> <!--index of left door node-->
<keyFrame time="0" translation="0 0 0" />
<keyFrame time="0.25" translation="0 0 0" />
<keyFrame time="1.00" translation="0 0 2.25" />
</part>
<part node="2"> <!--index of right door node-->
<keyFrame time="0" translation="0 0 0" />
<keyFrame time="0.75" translation="0 0 -2.25" />
<keyFrame time="1.00" translation="0 0 -2.25" />
</part>
</animation>
</animatedObject>
<!-- Rolltor 4 -->
<animatedObject index="BergehalleRolltor4">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_ROLLDOOR" negText="input_ANIMATED_OBJECT_CLOSE_ROLLDOOR" />
<sound file="maps/sounds/OpenDoorSound.wav" pitchOffset="1.00" volume="0.40" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<animation initialTime="0" duration="4">
<part node="1"> <!--index of left door node-->
<keyFrame time="0" translation="0 0 0" />
<keyFrame time="0.25" translation="0 0 0" />
<keyFrame time="1.00" translation="0 0 2.25" />
</part>
<part node="2"> <!--index of right door node-->
<keyFrame time="0" translation="0 0 0" />
<keyFrame time="0.75" translation="0 0 -2.25" />
<keyFrame time="1.00" translation="0 0 -2.25" />
</part>
</animation>
</animatedObject>
<!-- Licht-->
<animatedObject index="BergehalleLichtIndoor1">
<controls posKey="LIGHTSWITCH_CLICK" triggerNode="0" posText="input_LIGHTSWITCH_CLICK" negText="input_LIGHTSWITCH_CLICK" />
<sound file="maps/sounds/switch01_0.wav" pitchOffset="1.00" volume="0.40" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<animation initialTime="0" duration="0.25">
<part node="1|0"> <!--index of Lever of the Lightswitch-->
<keyFrame time="0.00" rotation="0 0 0" />
<keyFrame time="1" rotation="90 0 0" />
</part>
<part node="2|0"> <!--index of TG with realLights and emmisive shape-->
<keyFrame time="0.5" visibility="false" />
<keyFrame time="0.55" visibility="true" />
</part>
<part node="3|0"> <!--index of Lever of the Lightswitch-->
<keyFrame time="0.00" rotation="0 0 0" />
<keyFrame time="1" rotation="90 0 0" />
</part>
</animation>
</animatedObject>



</animatedObjects>

Es tut mir aufrichtig leid das ich anscheinend zu schwerfaellig bin das zu kapieren.
User avatar
HeinzS
Posts: 11728
Joined: Mon May 16, 2011 5:19 pm

Re: Animated Objects

Post by HeinzS »

für dein Tor slidingDoor1 muss das in die map animatedObjects.xml eingefügt werden:

<animatedObject index="slidingDoor1">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_ELECTRICROLLDOOR" negText="input_ANIMATED_OBJECT_CLOSE_ELECTRICROLLDOOR" />
<animation initialTime="0" duration="6">
<part node="1">
<keyFrame time="0.00" translation="0 0 0" />
<keyFrame time="0.5" translation="0 0 4.8" />
</part>
</animation>
</animatedObject>

und für jedes weitere Tor das gleiche nochmal mit entsprechendem Index aus der Map
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