COMMUNITY FORUM

Questions with Making New Silage Bunker

Forum Overview >> Farming Simulator 17

CategoryFarming Simulator 17
Created28.10.2016 15:51


Craig Broerman (Unknown) 28.10.2016 16:03
I have my own silage bunker but I can not figure out how the collision works with the in game bunker so that the silage stays in the bunker when you unload it or push it around. I am also trying to do this for a commodity building to store any kind of crop or tip able material. I have looked at the collision of the in game bunker and some of the buildings that have similar collisions in the Gold Crest map. I have even tried using thoes collision on my own model and they do not keep the silage or other materials inside the walls. What do I need to do to set up my building models so that the tipped material stays withing the walls of the building?

Thanks in Advance, Craig - CBJ Midwest Modding


Emil Drefers (Unknown) 01.11.2016 09:02
Hi,

you can create 'a collision map' which will tell the game were tipping is not possible.
-> Terrain onfo layer paint mode
-> Info Layer: tipCol

Cheers,
Emil

Tobi Kachler (Johny8530) 01.11.2016 14:26
Hi,

the Giants Editor 7.0.2 saved the file map01.i3d.colMap.grle not. the Date from last Edit is the 12.10.2016 15:18

i have the info layer : tipcol edit today,


But in Game the colli remains of the standart Map.
Not of my Mod Map

sorry for my bad english

greeting Tobi

Craig Broerman (Unknown) 07.11.2016 02:29
Thanks for the information but adding under the terrain info layer the tipcol will not work for this. If you open up any of the in game buildings or silage bunkers they have a collision for each of the walls. It looks like the same collisions as in fs15. It is an invisible box that does not let anything go through it that is with the model not the map. On the other hand the map.i3d.colMap.grle will not update when i save my map. Could this have something to do with my problem? If so then how would i fix it?

Alvaro Bernal Garcia (SETKA1) 08.11.2016 11:26
I have the same problem with the spill out of the bunker. Any solution ? regards

Tarja Valic (Unknown) 08.11.2016 13:07
Guys here is a simple solution.You must make something called Tipcollision,Tipcollision is just a empty box non renderable in the engine same as triggers.When you make collision dont make it to tight,you must left some space from the walls of the bunker,otherwise you will stuck with silage under the walls,and you cant pick it up with silage shield.
Some mods with silage walls are uploaded on varios moding sites,you can download this mods and learn from them,it is the method trial and error,simple as that!
Good luck!

Craig Broerman (Unknown) 11.11.2016 23:06
Tarja I understand the Tipcollision and that was exactly what i was talking about. See i took the giants created Gold Crest map and made my own version. In this version their silage bunkers does not hold the silage in it at the farm or BGA. It is a problem with the map not a building or TipCollision at this point. In this modded map the only way i can get the TipCollision to work is with a placeable building.

James Norred (Cajunwolf) 13.11.2016 09:12
Bump

I'm now up against this problem too. A bump to keep it near the top of the stack where more folks will see it.

Craig Broerman (Unknown) 14.11.2016 19:36
I think i have found the answer thanks to Giants. Giants editor 7.0.3 has a script to make the map.i3d.colMap.grle file. The link leads you to a forum response on the farming simulator forum which talks about GE 7.0.3. I hope this helps the rest of you.

https://forum.giants-software.com/viewtopic.php?f=876&t=100886#p776960

Thanks, Craig - CBJ Midwest Modding

James Norred (Cajunwolf) 15.11.2016 06:35
I was going to suggest that Craig. And it sounds like, in addition to setting bit 19 in the collision mask, you need to set the collision height with a user attribute

Craig Broerman (Unknown) 16.11.2016 16:39
Yes that is correct. And thank you.

FYI for anyone else If you are editing a map make sure to check the tip info layer and make sure that you have it removed in the areas that you plan to be able to tip material, have fields or cut hay (grass). If you do not then straw will not fall on the ground or cut grass will not show up in that area where the tip info layer is painted. Again after doing those changes make sure to run the script again to save those changes to the map.i3d.colMal.grle.

Patio The Frog (Unknown) 04.06.2017 23:04
It seems like this is currently not working for 4x maps. Trying it on rattlesnake valley and it does not work



Note: Log in to post. Create a new account here.