Search found 76 matches
- by XPModder
- Wed May 15, 2024 4:13 pm
- Forum: [EN] Modding
- Topic: Keeping track of rain in mm
- Replies: 20
- Views: 783
Re: Keeping track of rain in mm
Not that I can remember... It was a big deal when FS22 had the deer as wildlife, as FS never had any wildlife before... Anyways, I checked and the bees are just particle effects. (They can be found in data/effects/bees) So other insects would be fairly easy to implement (just needs a texture and i3d...
- by XPModder
- Wed May 15, 2024 10:49 am
- Forum: [EN] Modding
- Topic: Keeping track of rain in mm
- Replies: 20
- Views: 783
Re: Keeping track of rain in mm
We are getting off-topic for this thread, but Id love to see more live in the game. You know, more birds, more wildlife, more insects, all of it! I imagine most insects could be done as particle effects and theoretically shouldnt be to hard to implement... I dont think particle effects can be animat...
- by XPModder
- Tue May 14, 2024 5:50 pm
- Forum: [EN] Modding
- Topic: Keeping track of rain in mm
- Replies: 20
- Views: 783
Re: Keeping track of rain in mm
Ok, I now have a list of all variables and functions in g_currentMission.environment.weather. Ill just write down those that seem like they have something to do with rain here. isRainAllowed: true timeSinceLastRain: 100200000 getIsRaining() getTimeUntilRain() getRainFallScale() getGroundWetness() ge...
- by XPModder
- Tue May 14, 2024 3:22 pm
- Forum: [EN] Modding
- Topic: Add Texture
- Replies: 4
- Views: 305
Re: Add Texture
Are you sure you actually have a layer called "WATERPUDDLE" in your map.i3d?
In the screenshot you attached there are no "waterpuddle" textures at all.
In the screenshot you attached there are no "waterpuddle" textures at all.
- by XPModder
- Tue May 14, 2024 1:10 pm
- Forum: [EN] Modding
- Topic: Keeping track of rain in mm
- Replies: 20
- Views: 783
Re: Keeping track of rain in mm
When I get home later Ill take a look at g_currentMission.environment.weather and what functions and variables it contains. I do also suspect that the game does not have a proper system for rain other then "it rains" and some kind of quantity (that you get via the getRainfallScale function...
- by XPModder
- Mon May 13, 2024 12:39 pm
- Forum: [EN] Modding
- Topic: Keeping track of rain in mm
- Replies: 20
- Views: 783
Re: Keeping track of rain in mm
Does rain affect crops? It affects harvest efficiency, but does it affect growth? In the basegame, no. Would be cool to have that as a mod, but apart from combines etc checking if it rains when harvesting rain is purely a visual thing afaik. It definitely doesnt effect growth in any way. With the s...
- by XPModder
- Sun May 12, 2024 11:16 pm
- Forum: [EN] Modding
- Topic: Elbe Valley map
- Replies: 6
- Views: 709
Re: Elbe Valley map
Ah I see If you can or cant buy an area (they are called farmlands by the game) is set in the farmlands.xml file in the map. This file is usually located in the same folder as the map.i3d file. In a mod that would usually be modName/map/farmlands.xml In the farmlands.xml file each farmland (or area)...
- by XPModder
- Sun May 12, 2024 3:33 pm
- Forum: [EN] Modding
- Topic: Elbe Valley map
- Replies: 6
- Views: 709
- by XPModder
- Sat May 11, 2024 9:51 pm
- Forum: [EN] Modding
- Topic: Elbe Valley map
- Replies: 6
- Views: 709
Re: Elbe Valley map
Hi! I think you need to try to explain the question you have a bit better. At the moment I (and probably most others here) cant quite follow. I understand this: You are playing on this map "Elbe Valley" and there is a bit of land that cannot be bought. But then you say that it changed and ...
- by XPModder
- Sat May 11, 2024 8:46 pm
- Forum: [EN] Modding
- Topic: Add New Category for FS22?
- Replies: 12
- Views: 2163
Re: Add New Category for FS22?
Funny thing I found with the above code to add new construction categories: I guess my script runs that bit a little bit earlier during loading then the basegame one, but basically the new category ends up all the way to the left (so in front of the basegame ones). This seems to result in some baseg...
- by XPModder
- Sat May 11, 2024 8:08 pm
- Forum: [EN] Modding
- Topic: Add New Category for FS22?
- Replies: 12
- Views: 2163
Re: Add New Category for FS22?
Addition to the above: I added functionality to also load construction categories and tabs for the construction screen/menu to this. The code that does this for the default ones is in StoreManager and can be found in the luadoc on GDN. https://gdn.giants-software.com/documentation_scripting_fs22.php...
- by XPModder
- Sat May 11, 2024 6:38 pm
- Forum: [EN] Modding
- Topic: Add New Category for FS22?
- Replies: 12
- Views: 2163
Re: Add New Category for FS22?
Was just looking for the same thing and found this thread. As there was no script given here that would do this, I wrote my own. So here is a simple script that allows loading of store categories from mods: --[[ ========================================================================================...
- by XPModder
- Sat May 11, 2024 5:16 pm
- Forum: [EN] Modding
- Topic: School bus mod
- Replies: 1
- Views: 199
Re: School bus mod
I havent seen any school bus mod on modhub. I dont own any console and am therefore not super familiar with FS on console, but I think you can only get mods from modhub on console... In which case looking on third party mod platforms wont help either. So bottom line is, unless you want to make it yo...
- by XPModder
- Sat May 11, 2024 4:57 pm
- Forum: [EN] Modding
- Topic: Map making: importing frefab and texture location
- Replies: 1
- Views: 226
Re: Map making: importing frefab and texture location
This works pretty simple: You copy the textures that you need from where they are right now to the textures folder in your map. Then you open the map i3d in a text editor, locate the line (somewhere near the top) that has the old path to the texture in it (it will be something like <File fileId=&quo...
- by XPModder
- Sat May 11, 2024 4:41 pm
- Forum: [EN]WIP_Mods
- Topic: WIP Map "Somewhere in Lower Saxony"
- Replies: 3
- Views: 5009
Re: WIP Map "Somewhere in Lower Saxony"
I have another progress update! This time its a pretty big one! I had an unexpected amount of time available this week and made great progress! The entire map now has grass, hedge banks, paths, ditches and trees done! Additionally I added a tunnel section where the road that connects the north-east ...