|Category||Farming Simulator 2013|
|Joseph E Williams (Josephwilliams1990)||03.04.2014 06:31|
I am creating a new custom bunker silo. I have created the planes in 3ds max, set up the planes so they function as a new cow silo in giants, and tested them in game.
The issue is that the texture does not change after fermenting the pit. as i can see i need to apply the bunker silo shader to the material used on the silage planes but have found no imformation on how this is done.
This is a very fustrating problem, help would be very much apreciated.
|Emil Drefers (Unknown)||04.04.2014 17:15|
first have a look in your game directory (on PC):
C:\Program Files (x86)\Landwirtschafts Simulator 2013\data\maps\models\buildings\bga
here you can find the file "bgaSilos.i3d", which you can open with the Giants Editor.
Now, in the transform group called "movingPlanes" you'll find all the planes, which move up and down and change their colors according to the status of the silo.
You should memorize the name of one of these planes.
(Or copy it with Ctrl+C)
Next you can open the same file ("bgaSilos.i3d") with the Notepad++ and search for the name of the plane.
A line containing the name should look like:
<Shape name="siloSilage01" translation="5.32907e-015 0 -21" nodeId="422" materialIds="10" shapeId="2" castsShadows="true" receiveShadows="true">
So, in this line you can find the attribute called "materialId".
Memorize this Id (in this example it is 10)
Knowing this materialId you can now go to the very top of the file and look in the section
for the corresponding material.
Well, you'll find a material which has the attribute "customShaderId" and an extra line called "CustomParameter".
You have to copy these two entries into your very own "silo-file.i3d" file and adjust the Id of the shader.
Furthermore you have to copy and adjust the file-entry for the shader (<File fileId="3" filename="..), as well as the bunkerSiloSilageShader.xml itself.
|Joseph E Williams (Josephwilliams1990)||05.04.2014 14:46|
|Thanks, your a life saver, fix worked perfectly.
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