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FS17 and the "SampleModMap.lua" How it Works?

Forum Overview >> Farming Simulator 17

CategoryFarming Simulator 17
Created27.10.2016 02:08


Marc Tessmann (Tessmann85) 27.10.2016 02:18
Hey Folks,

in the New FS17 i dont have seen any SampleModMap.Lua ?

I make the Goldcrest Valley to a Mod-Map and i want to ad Scripts. But... How it works? In the past it was easy to add functions. How it works now?

In the SDK Folder (DVD/ CE Version) is only the SDK-from FS15. There a Three Preview Pics this is the old FS15 Method, i read and see, in FS17 is only one big Preview Picture.

I got the Modding-Tutorials 3.0 / the Book "Modding for Dummys" and the Flyer "The Art of Modding" nothing helps. I create Mods since the End of FS11/- Beginning od FS13, but i never seen that method before ?!?

Sorry for my English pls.

Regards,

German:
Hallo Giants Team,

im neuen LS17 habe ich bis jetzt noch keine SampleModMap.lua gefunden ?!

Ich habe mir die Goldcrest Valley als ModMap aus dem Spiel geholt und möchte natürlich nun Scripte einbauen/ die Karte um Funktionen erweitern. Nur wie? Bislang war es mit der .lua recht einfach die spezifikationen einzutragen. Wo / wie funktioniert das jetzt?

Im SDK Ordner (DVD CE Version) ist lediglich das alte SDK ausd dem LS15 enthalten, zu sehen daran das drei Preview- Bilder enthalten sind.
Ich las- und habe gesehen das im LS17 nur noch ein großer Bild gegnutzt wird.

Ich habe die Modding Tutorials 3.0 / Das Buch "Modding for dummies" den Flyer "The Art of Modding" und Modde selber seit Ende LS11/- Anfang LS13. Aber das macht mich stutzig, ich finde keine Informationen darüber.

Grüße,


Emil Drefers (Unknown) 27.10.2016 09:48
Hi,

this forum uses the English language only.

So, to get mod maps also on consoles we had to remove custom scripts from maps.

After you have exported the map there should be something like "map01.xml" which holds a lot of configuration values.

If you still want to add soem custom functionality to a mod map you have to find another way than changing the SampleModMap.lua (which is no longer used).
Approaches like that have been done in the past already, so you might some inspiration.

Cheers,
Emil

Alexzander Evans (Unknown) 27.10.2016 19:38
So because you guys are aiming more towards out dated consoles your gonna make it harder for the pc users or the modders that make maps i noticed that you guys limited the map size again. You guys are going to lose alot of modders and a large portion of your player base when cattle and crops comes out unless you guys step up your game

Kevin Meyhoff-nissen (KevinMn) 28.10.2016 01:33
But why couldn't you just leave the samplemodmap.lua and if someone used custom scripts, it just couldn't go to the Modhub? Not everyone is going to post mods for console anyway.

And can't you give some pointers as to what we're supposed to do, instead of just saying the information is out there?

Alexzander Evans (Unknown) 28.10.2016 04:29
Right Kevin why fix what wasnt broken in the first place and who cares about consoles there outdated and it doesn't seem right to change things for there benefit

David Hinton (Unknown) 28.10.2016 05:19
That, and the total lack of regard for the modders who have to customize this game to make it playable, is the reason I'll hold on to my money for now. I already made the mistake of buying fs15, and have never been able to really play it. I'll just keep playing 13 until a more suitable game comes out that won't require me re-learning how to mod every two years.

Emil Drefers (Unknown) 28.10.2016 07:54
Hi,

nope we are not tending more towards the consoles.
But mods should be available on consoles too.

Consoles are not outdated, well might depend on the question if you are refering to a PS3 or PS4.
A PS4 is pretty powerful!

Well, a lot of mods in earlier years also used the "onCreate" functionality.
With that you can do very much.
In the end it all depends on what you wanna try to achieve.
There are also other possibilities how you could hook in your custom script.

Cheers,
Emil

Tom Lindner (webalizer) 28.10.2016 08:42
Seriously Emil,

this is how we get support? Try and find out by yourself?


- webalizer

Matt Wheeler (Unknown) 28.10.2016 09:29
Giants for the BS wall pulled is a bunch of BS..Wall screwed with something that didn't need fixed.. Us mod builders are not very happy with what yall pulled..We are pulling out of farmings simulator and going to cattle and crops..They have welcomed us on bored and happy to have us GREAT JOB GIANTS for what yall did

Bengt Sæther (Nordvarg) 28.10.2016 11:38
Seriously people! Calm down!

1. The game is only a few days old. Give them time.

2. They are working a map conversion guide. But again – give them time

3. Some custom scripts are made by people outside Giants. These fine folks also need time to adjust. Let them.

4. The scripting reference is available for everyone: https://gdn.giants-software.com/documentation_scripting.php

5. @ Alexzander Evans - What do you mean “you guys limited the map size again”? I took the FS17 blank map from modhoster.com, increased the ‘unitsPerPixel’ value in the map01.i3d file and voila – I had a bigger map.


David Hinton (Unknown) 28.10.2016 14:06
But do you know if the foliage will work. I did that too and the outside edges still flickered like before they fixed this for fs15.

And maybe their game would have been ready if they weren't in such a hurry to release a new one every two years, only to incorporate features that were already available as mods (I'm a far superior way).

Bengt Sæther (Nordvarg) 28.10.2016 14:43
The foliage layers work on the blank map uploaded to Modhoster by ‘Deere8400’. Yes, I do get that flickering you mention, unfortunately. It seems to be triggered by a unitsPerPixel value of 6 or higher.

Emil mentioned that Giants has a new version of GE in the pipeline. Hopefully it will solve the flickering problem :)

David Hinton (Unknown) 28.10.2016 23:36
The game has been out for less than a week and they already need a new Giants editor to fix a problem that they already had to address a year and a half after the last game came out. My point has been proven. Regardless, without custom scripts there is no way to add fruits. I worked hard to create a brand new root crop and th equipment for it in the game, only to be told nope you can't do that anymore, but this version is still better so can we have your hard earned $35. This is a load of bovine excrement

Bd Bdbssb (bdbssb) 12.08.2017 14:01
So is this thread dead? I'm curious if anyone has found a way to set starting money on a mod map in fs17 yet?

Unknown 17.12.2018 17:05
This seems to be a recurring theme with Giants and new releases: release half-assed product and no modding documentation initially, then release half-assed modding documentation that still doesn't explain the basics. When will Giants ever learn??


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