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CategoryFarming Simulator 17
Created19.11.2016 00:25

Jozef Bača (TheGeremy) 19.11.2016 00:29
Hi, i make a mod map from sosnovka. I want to my mod map to use different file for traffic. There is a user attribute "path to traffic xml file" it says $data/maps/map02traffic.xml or something like that. But this path point to original file in installation folder of the game. I try to change this path, but no success. How i should write relative path to my modified traffic.xml? Thanks

Calum Dixon (Unknown) 22.11.2016 10:30
If you remove the "$data" it will read from the mod map instead of base game files.

I did this with a custom train route and worked perfectly fine.

Jozef Bača (TheGeremy) 22.11.2016 20:02
I have my mod map in folder TheSosnov and there are few folders, foliage, shaders, objects, maps, ... I have file named map02_trafficSystem.xml this is edited to traffic goes about 50km per hour. In User attributes is original attribute named xmlFile. My map02_trafficSystem.xml is in maps folder.

I put path "/maps/map02_trafficSystem.xml" into user attribute xmlFile, but this is not the right path, because the traffic is none. There is no car on the road, when i loaded the map :/ I try also "maps/map02_trafficSystem.xml" and "./maps/map02_trafficSystem.xml", dot for current folder, but no success :(

Traffic xml is in the same folder as map02.i3d, so i try path like "map02_trafficSystem.xml" or "./map02_trafficSystem.xml" still nothing.

Original path was "$data/maps/map02_trafficSystem.xml", so there is constant or variable $data that is pointing to folder "C:\Program Files (x86)\Farming Simulator 2017\data", so maybe there is also variable that points to the root of my mod map or how have i write the path to my xml?

Recentli i discover that in xml traffic file there are paths to cars, i change those paths and still nothing :/

George Smith (Unknown) 05.01.2017 00:35

I'm sorry if it looks like I wrote a book but I just had to explain everything. This was done in GIANTS_Editor_7.0.5_win64
I love to make my own map and I've tried to edit the traffic and pedestrian splines in FS 2017. Every time I clicked on the connection of the spline, it just disappeared. I've tried everything. I've spent the last 3 or 4 days trying to figure this out and I finally did. Somehow I just happened to think what I have below, it works perfect I tried it on my blank map I have about 10 times and several other blank maps and it worked perfect. I might have explained it in too much detail but I just wanted anyone to know exactly how I did it. It might not work on all blank maps but it sure worked on my "Blank4fachmap" and the other blank maps I have. I Hope it works for you. George Smith

I opened my blank map in Giants Editor. I clicked on Splines., then the plus mark beside of "trafficSplines". I have 9 trafficSplines. I clicked on trafficSpline01, which it woughtn't matter which one you choose. When I clicked on trafficSpline01 to hightlite it, I then clicked on the plus mark beside of "pedestrianSplines"
to open it, I naturally could see all my pedestrianSplines and trafficSplines. I then clicked on "splines" to highlight it, then the trafficSpline I had selected disappeared. With "splines" still hightleted, I then pressed and held the "shift" key and then clicked on the last traffic spline and everything all the way up to "
splines" was hightlited. After that I released the shift key and everything was still highlighted. The blue dots that are covered with the "S and E" but no traffic spline showed up. If you go over to the right and select "visibility", the trafficSpline will show up. Then if you click on the blue dots or in the area of the e and s that are together, you'll be able to separate the two just like we did in FS 2015. With the blue dots close to each other you can click on the letter "O" and the spline will connect. If you want to reverse the direction of your traffic, press the letter "O" again to separate the spline. You can then click on the blue dots and separate them and you'll see one has "Y" in the end and the other has "E" on the end. If you click on the letter "R", not capitalized of course, that will switch the "y" and "e" on the blue dots and your traffic will go the opposite direction. Naturally, you can definitely edit the spline exactly like you did in FS 2015. I hope this works for anybody who reads this because it sure works for me. You can still just connect the 2 blue dots together if you want to but getting them close together, that definitely connects them. That's the way I did it in FS 2015, just connecting the dots.
I have traffic and pedestrians on my 2017 map and can edit the pedestrian and traffic splines any time I want to.

Bilbo Beutlin (BBeutlin) 05.01.2017 02:57
I have also edited the Sosnovka map and car traffic and here it works fine.
The "map02.i3d" is in subfolder "maps" as well as the "map02_trafficSystem.xml". The spline user attribute: <Attribute name="xmlFile" type="string" value="maps/map02_trafficSystem.xml"/>.
So I assume, you have a little typo anywhere.

The path to cars you need only change if you want to use custom cars instead the default ones.

The only thing I didn't get to work is a custom "pedestrianSystem.xml". For some strange reason the path "filename="$dataS2/..." isn't evaluated properly and the map hangs on loading.

Wayne Scott (Unknown) 14.02.2017 10:16
Is there anyway one can increase the amount of AI traffic? Have more vehicles running around the map so to speak. I know there is a Russian Vehicle Pack mod on the web for fs17 but will it increase the traffic by simply adding this mod to the mods folder or will it rather just replace the base game vehicles already on the map?

James Biddulph (Unknown) 19.06.2017 23:55
I am also having problems with this, I have edited the cars models so the drivers are on the right hand side of the vehicle (the stereing wheel also moved across as I am making a UK map and want it to look authentic) I also tried getting rid of the $dataS in the user attributes so it would read from the custom traffic xml file but the game still loads the traffic in the base game, can anyone please explain how we point the map to the custom xml file.

Bilbo Beutlin (BBeutlin) 20.06.2017 00:19
1. make sure, the spline user attribute points to map folder "..trafficSystem.xml", NOT "$data.." in FS install folder.
2. edit your map's "..trafficSystem.xml" so that the links to "$data.." vehicles now point to your mod'ed cars.
example: <assets filename="maps/cars/myNewCar.i3d" ...

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