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Changing grainplains/particle systems in FS 15

Forum Overview >> Farming Simulator 15

CategoryFarming Simulator 15
Created25.12.2015 16:05


Jay Cole (jbone476) 25.12.2015 16:10
In fs 2013 you could create new transform groups in GE for grainplains in harvesters for other fruits like cranberries and hemp but not in ls 15. As far as particle systems for example when the grain comes out of the auger into the graintank wheat is tan and canola is blackish I would like to know what makes them change. the xml has the same particle animations for everything

<fillEffect>
<effectNode node="0|0|0" linkNode="0>19|6|0|2" position="0 0 0" materialType="unloading" materialTypeId="3" delay="0" filename="particleAnimations/newHollandCR1090.i3d" />
<effectNode node="0|0|1" linkNode="0>19|6|0|2" position="0 0 0" materialType="smoke" materialTypeId="1" delay="0.1" filename="particleAnimations/newHollandCR1090.i3d" />
</fillEffect>

<pipeEffect>
<effectNode node="1|0|0" linkNode="0>7|0|0|0|1|0" position="0 0 0" materialType="unloading" materialTypeId="3" delay="0" filename="particleAnimations/newHollandCR1090.i3d" />
<effectNode node="1|0|1" linkNode="0>7|0|0|0|1|0" position="0 0 0" materialType="smoke" materialTypeId="1" delay="0.1" filename="particleAnimations/newHollandCR1090.i3d" />
</pipeEffect>

<strawEffect>
<effectNode node="2|0|0" linkNode="0>12|2" materialType="straw" materialTypeId="1" delay="0" filename="particleAnimations/newHollandCR1090.i3d" />
</strawEffect>

<chopperEffect>
<effectNode node="3|0|0" linkNode="0>12|1" materialType="chopper" materialTypeId="1" delay="0" filename="particleAnimations/newHollandCR1090.i3d" />
<effectNode node="3|0|1" linkNode="0>12|1" materialType="chopper" materialTypeId="1" delay="0" filename="particleAnimations/newHollandCR1090.i3d" />
<effectNode node="3|0|2" linkNode="0>12|1" materialType="chopper" materialTypeId="1" delay="0" filename="particleAnimations/newHollandCR1090.i3d" />
</chopperEffect>

<strawParticleSystems toggleTime="4300" />

<chopperParticleSystems toggleTime="4300" >
<chopperParticleSystem type="wheat" node="0>12|1" psRootNode="0|0" file="particleAnimations/newHollandCR1090Particles.i3d" />
<chopperParticleSystem type="barley" node="0>12|1" psRootNode="0|0" file="particleAnimations/newHollandCR1090Particles.i3d" />
<chopperParticleSystem type="rape" node="0>12|1" psRootNode="0|0" file="particleAnimations/newHollandCR1090Particles.i3d" />
<chopperParticleSystem type="maize" node="0>12|1" psRootNode="0|1" file="particleAnimations/newHollandCR1090Particles.i3d" />


Emil Drefers (giants.edrefers) 28.12.2015 08:47
Hi,

correct.

The materials for the effects are located in a seperate .i3d file.
You can find the path to that file in the .lua of the default sample mod map:
self:loadI3D("data/vehicles/particleAnimations/particle_materialHolder.i3d");

So, you woud have to define a material in this i3d file. (Meaning: copy that file to yourr mod map and edit it)
Or you could try to use the same way (userAttributes - onCreate) to load further materials

Cheers,
Emil



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