|Category||Farming Simulator 19|
|Yngve Bæsj (Yngve90)||25.11.2020 21:41|
|I'm currently trying to recreate the farm I grew up on, and since there are some hills etc, some buildings only fit if I change dimensions of said object.
My question is if I select- say a Large Silo (default by FS19), move the sellingStationGeneric around, make it smaller and more narrow- and moving unloadingStation and the tipCol with it... Will it work? I don't have a clue about if AI workers move to these points to unload either, and if they do; it won't work I take it?
Will I have to relocate some XML file to my mod folder when zipping it and share it to others in other for it to work like it (hopefully) would for me too?
And if I where to use a default (by FS19) farmhouse (no functions, only visible and collideable), will a zipped map file with changed dimensions of said house appear with the new dimensions for other players?
|Bilbo Beutlin (BBeutlin)||25.11.2020 23:34|
|What you see in GE and later in game will also see all other players, preconditioned you didn't change any default files from game installation.
Of course you can import any other i3d into your map.i3d or copy other files into your modmap folder. In this case you'll have probably to adapt the affected file paths accordingly.
If you have scaled objects, you should "freeze transformations -> scale" afterwards. Though this is optional for objects without functions, it will enhance performance. Objects with functions (espec. triggers) you should freeze always, else the scaling can cause failures.
Though you may import game functional objects like eg. silos or selling stations, it is NOT recommanded. At least certain triggers will not work properly. Instead placing directly in map.i3d, you should always include these objects separately in the defaultItems. You'll need a dedicated xml for each object.
|Yngve Bæsj (Yngve90)||26.11.2020 09:06|
|I hope you never leave this forum, Bilbo.
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