Category | Farming Simulator 15 |
Created | 27.10.2015 10:07 |
D. Ecker (Decker_MMIV) | 27.10.2015 10:36 |
---|---|
I recon that what I'm asking for below, is most likely impossible with the current game-engine. But it might be something that could inspire GIANTS' developers with future support for modding in Farming Simulator. Question: Is it in any way possible, when starting/loading a game-session, to inject additional FoliageMultiLayer(s) and their assets to the loaded map, maybe via load-callbacks to custom/modded LUA-script? Why: My reason for asking, is due to my 'Soil Management & Growth Control'-mod (a.k.a. SoilMod) which has a requirement of two custom made FoliageMultiLayers to be added to maps. Currently these FoliageMultiLayers (and assets) have to be manually added to the map-I3D file - which should be easy for most gamers to do so on map-mods (though some find it difficult). However, for paid DLCs containing map(s) and their protected content, it sets a barrier for "mods" like GülleMistKalk, ChoppedStraw, Compost & my SoilMod. So I was thinking... ... since fill-plane/particle materials can be dynamically loaded (injected?) in FS15, as seen in the SampleModMap.LUA's loadCareerMap01Finished() method, ... and mods which appeared for FS2013 that could alter/add building-models to the Titanium-DLCs map (okay, so it was just scenegraph node manipulation), ... then couldn't it also be possible to dynamically load extra FoliageMultiLayers and their assets into the game-session? |
Emil Drefers (Unknown) | 05.11.2015 17:24 |
---|---|
Hi, this request sounds interesting. I will discuss it with the colleagues. Sorry, that I can't help more right now. Cheers, Emil |
Note: Log in to post. Create a new account here.