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myModMap don't load in game

Forum Overview >> Farming Simulator 2013

CategoryFarming Simulator 2013
Created11.11.2012 20:46


Moise Dubuc (Bobsycomeau) 11.11.2012 20:46
Hi everybody

I have a problem with creating my own Map for Farming Simulator 2013. I have followed all the steps as shown on the tutorial DVD inclued with the Collectors Edition of FS 2013 and it did'nt work.
I see the map when I start a new game but the loading never end. I have tryed several time but there's nothing to do the map never load. I did'nt do any modification to the map after extracting the SDK .zip files and I test it before doing so just to see if all was ok but unfortunately it did'nt work. If someone got any advices it would be appreciated.

thank you already for your answers

Ellinor Ström (unknown) 12.11.2012 20:33
What does the Logfile say? have you checked it?. If you try to load the map and check FS log file in the save game folder you should get a hint from it what goes wrong.


Moise Dubuc (Bobsycomeau) 12.11.2012 23:42
Thanks for reply

here what the log file show me.

Mod directory: C:/Users/Proprio/Documents/My Games/FarmingSimulator2013/mods
Load mod: myModMap
Warning: Only zip mods are supported in multiplayer. You need to zip the mod myModMap to use it in multiplayer.
Error: Can't load resource: C:/Users/Proprio/Documents/My Games/FarmingSimulator2013/mods/myModMap/SampleModMap.lua
Error: mission class myModMap.SampleModMap could not be found.
Error: LUA running function 'mouseEvent'
D:/code/lsim2013/build/finalbin/dataS/scripts/events.lua(93) : attempt to index global 'g_currentMission' (a nil value)
Application exit request forced.

for the SampleModMap.lua I should be able to find it but for
Error: mission class myModMap.SampleModMap could not be found.
Error: LUA running function 'mouseEven'
if you can explain it would be appreciate
i'm new in map modding so i'm in learning process

Thanks for again reply

Ellinor Ström (unknown) 13.11.2012 22:10
I would check spelling in your modDesc.xml and make sure all information points to the correct sources. What is says. is that it cannot find the source LUA file for the map "SampleModMap.lua".


Glenn52.com (glenn52) 14.11.2012 08:58
@Moise
What is the name of your myModMap file?
myModMap.zip? [Note: zip, not Zip, not ZIP nor anything else]

Glenn52.com (glenn52) 14.11.2012 09:05
@Moise
In the short time since my post above, I have been through the process of extracting the SDK files to a temp folder, loading the map *i3d file in GE & exporting to my temp folder, zipping the temp folder to a mod file and I have a working map in the game...

I don't have the Collectors Edition of FS2013 or tutorials so I just went it alone.
If I can do it, anyone can...

If you are still having problems let me know and I can step you through it

Moise Dubuc (Bobsycomeau) 15.11.2012 02:12
@Glenn52.com

In the tutorial they did'nt .zip the file and they put the map folder directly in the mod folder but I've try to .zip it in normal compresison state like other mods. At first I've I told myself that it did'nt matter to .zip it cause i've seen other mods through the last years for later version of FS that are'nt .zip so I'd figure that it was only a matter of space or for upload on sharing web site. I've also found the missing .lua file that the log told was missing but nothing seem to work either.
By the way i'm using winrar 64 and in my folder under Type of file it's "WinRAR ZIP archive" that is writen like other working mods.

For the purpose here are the steps that I do

1- I open the original map in GE 5.0.1 and export it with the option "export with all files" in my myModMap (myModMap is the name that they use in the tutorial)
2- I copy the "modMapSDK" WinRAR ZIP archive (.zip) file and extract it to myModMap folder
3- After doing so I copy the myModMap folder to my mod folder (Waterplane is missing under map01 after exporting)
4- Start FS 2013 and start a new game by selecting myModMap Map and then the loading screen goes on undefinetly (When zipping the myModMap folder it did'nt show in the map selection screen)

I'm new in map modding but I'm using computer for several years so I know what I'm doing and understand it as well so it's not a 18" of the screen problem if you know what I meen ;-)
I use everyday CAD software and I'm not a noob to those kind of thing

Here's what the log file tell me

Mod directory: C:/Users/Proprio/Documents/My Games/FarmingSimulator2013/mods
Load mod: myModMap
Warning: Only zip mods are supported in multiplayer. You need to zip the mod myModMap to use it in multiplayer.
data/sky/sky_day_night.i3d (0.00mb in 246.92 ms)
data/sky/rain.i3d (0.00mb in 0.74 ms)
data/sky/hail.i3d (0.00mb in 0.42 ms)
Error: failed to load map C:/Users/Proprio/Documents/My Games/FarmingSimulator2013/mods/myModMap/map/map.i3d
Error: LUA running function 'loadMapFinished'
D:/code/lsim2013/build/finalbin/dataS/scripts/economy/AuctionSpecs.lua(29) : attempt to index field 'fieldDefinitionBase' (a nil value)
Application exit request forced.



Alan Krayniak (unknown) 15.11.2012 05:20
I've been struggling with this same problem for a couple of days, with great frustration. In the tutorial, you are told to export with files into your sample mod folder on the desktop. The video tells you to name it map01.i3d. That doesn't work, as you know.

I found if you instead, name your working copy map.i3d, without the 01, you can start a new game, choose the new sample map option and happily play your map. I've tried editing trees out of my map, saving the map, and find that you can keep doing that as I wish without problems!

This means that I can edit as I play, acquire new fields, and edit out the corner trees so my hired help doesn't get stuck on them.

You can zip it if you want to play multi-player with that map, otherwise it isn't necessary to zip the file.

Cheers

Glenn52.com (glenn52) 15.11.2012 08:04
@Moise

I have a simple guide with pics in the forum on my site: www.glenn52.com
The process described there works! Maybe have a look at that?

Zipping the mod is a preference of mine, keeps things together, more portable, & ready for upload and for MP.

Moise Dubuc (Bobsycomeau) 16.11.2012 03:58
Praise the Lord it work

Thanks Alan Krayniak for the answer an thank to everyone your support is very appreciate.
And Glenn52.com I'll probably join your forum soon under Bobsycomeau user name.
I got an other question about key function in game just over this post
"Key function affect multiple mod problem" if someone can help me with this problem to.
Like I said I,ve been modifying mods for a couple of year now and I want to get more active in the community but I lack of some skills but I'm glad to see that poeples help each other.
By the way I modelyse with SolidWorks and I'm actualy learning on yuotube about 3Dmax and Maya.
I speak french so sorry if my english is'nt quite good sometime ;-)

Thanks again everyone

Moise Dubuc (Bobsycomeau) 17.11.2012 05:03
Hi Glenn

my unzip map folder work well ingame but when I zip it like you do it, it did'nt even show on map selection screen

here's the log file

Load mod: myModMap
Error: Failed to open xml file C:/Users/Proprio/Documents/My Games/FarmingSimulator2013/mods/myModMap/modDesc.xml'
Error: Missing descVersion attribute in mod myModMap

Detlef Boevers (Detboe) 17.11.2012 15:33
To pack a Modmap in ZIP, you have to open the MyModMap-Forlder, then mark all Files in it, and Make a ZIP file from it.

No other way.


Moise Dubuc (Bobsycomeau) 19.11.2012 00:46
@Detlef Bövers

I've figure it out myself by looking at other maps

thanks anyway for reply

Glenn52.com (glenn52) 19.11.2012 04:51
@Moise

My bad, 'zip myModMap folder' should have been 'zip the contents of myModMap folder'
Amendment done!

Heino Hansen (Heino) 17.05.2013 13:19
I NEED HELP!!

E:/Documents/My Games/FarmingSimulator2013/mods/Hansborg_By_Rasmus/map/map01.i3d (19.56mb in 6880.29 ms)
--- loading ESLimiter - specialization for ESLimiter + OperatingHours by Manuel Leithner (SFM-Modding)
map E:/Documents/My Games/FarmingSimulator2013/mods/Hansborg_By_Rasmus/map/map01.i3d was loaded
Error: getChildAt index out of range
Call Stack:
D:/code/lsim2013/build/finalbin/dataS/scripts/objects/FieldDefinition.lua(127) : printCallstack
D:/code/lsim2013/build/finalbin/dataS/scripts/objects/FieldDefinition.lua(79) : updateFieldOwnedData
D:/code/lsim2013/build/finalbin/dataS/scripts/missions/mission00.lua(91) : init
E:/Documents/My Games/FarmingSimulator2013/mods/Hansborg_By_Rasmus/SampleModMap.lua(91) : load
D:/code/lsim2013/build/finalbin/dataS/scripts/FSBaseMission.lua(974) : asyncCallbackFunction
Lua: Unknown entity id: 0 method name: getWorldTranslation
Call Stack:
D:/code/lsim2013/build/finalbin/dataS/scripts/objects/FieldDefinition.lua(131) : getWorldTranslation
D:/code/lsim2013/build/finalbin/dataS/scripts/objects/FieldDefinition.lua(79) : updateFieldOwnedData
D:/code/lsim2013/build/finalbin/dataS/scripts/missions/mission00.lua(91) : init
E:/Documents/My Games/FarmingSimulator2013/mods/Hansborg_By_Rasmus/SampleModMap.lua(91) : load
D:/code/lsim2013/build/finalbin/dataS/scripts/FSBaseMission.lua(974) : asyncCallbackFunction
Error: LUA running function 'loadMapFinished'
D:/code/lsim2013/build/finalbin/dataS/scripts/FSBaseMission.lua(1767) : attempt to perform arithmetic on local 'x' (a nil value)

Bruce J Roy (unknown) 17.08.2013 16:44
every thing i tried doing ends up in the infinity load and errors on the log even on a blank mod map it dosen't matter. plain and simple nothing work.


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