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.
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

Re: Elbe Valley map

Yes, you explained where it is on the map, but you also said:
compukit wrote: Wed Apr 17, 2024 2:15 am What has changed is that you can buy it.
So you havent actually bought it, but you can now buy it.
Or did you want to say something else?
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 ...