|Category||Farming Simulator 19|
|Mike Firment (mike1000195)||26.11.2020 20:48|
|hey guys! its been awhile since ive been in the forum so bear with me here a little bit.
there is this mod that this guy made for a dump-able 6 axle semi trailer to transport grain and stuff. i'm kind of familiar with modding and editing, but nothing to the extent that I would fully say that i know what im doing.
the problem is, is when i'm emptying my combine into the trailer, the empty animation (wheat for example), only goes about halfway down into the trailer and then stops. it still works fully, but the animation doesn't fully go down into the trailer and i'm trying to figure out how to fix that. i've been searching for hours now and it doesn't seem as thought there is any documentation on specifically what i'm looking for, and youtube classicly pulls up just about everything other than what i'm looking for. i have been trying to mess around with some stuff in giants editor to see what i can and cant get to work with it, but i usually just end up breaking the fill trigger all together and have to restart. i got in contact with the mod developer a couple months ago, who said it was at fault of Giants and their animation with their combines. i dont know enough about this to know if that is a load of crap or not, so im not jumping to any other conclusions as to i figured i would try for myself.
if anyone can point me in the right direction on maybe where to look or how to research it and learn for myself it would be greatly appreciated! if anyone would like a video of specifically what its doing i can also record and post a video to visually show you the bug.
thanks in advance!
|Bilbo Beutlin (BBeutlin)||27.11.2020 02:47|
|All unloading animations use predefined shapes. These are fixed in form and size with the origin at unloading source (node).
They don't regard impact on a solid body. So usually they either end before the rigid body or go through it.
A more realistic animation would require high effort. Hence it would reduce performance.
|Mike Firment (mike1000195)||27.11.2020 04:33|
thanks for the reply. i think i remember you helping me a little bit in the past with some stuff.
i dont mind some extra effort on trying to fix it and i have a pretty beefy computer so i dont think the performance would be a huge issue, but i know you were just talking in general with game engine performance.. im still not sure where or what to look for though. ive tried moving around the AI triggers, the exact fill root node, and the fill volume and all it does is just breaks the trailer's fill triggers all together.. im aware they have to be in a specific spot in order for them to work and all, im just looking for a more specific direction as to what node effects where the empty animation stops (so it doesnt go through the bottom of the trailer onto the ground obviously). i know the fill volume dictates the physical appearance of specifically where the grain type goes, but im not sure what the exactfillrootnode is for. i can provide the exact mod im working with and screenshots of the issue also.
|Mike Firment (mike1000195)||27.11.2020 04:37|
there are the screenshots of whats happening
|Mike Firment (mike1000195)||27.11.2020 09:31|
|i think i understand what youre saying now. but when i unload the combine at a regular silo unloading point, it goes all the way down to where the grate is (easily 6-7 feet), but when i unload it into that specific trailer, it stops after only about 2 or 3 feet down and doesnt go all the way to the bottom. i know its just an animation and functionality is still present, but for the sake of education and me learning more about how to fix that issue is mainly why i want to pursue it.
|Bilbo Beutlin (BBeutlin)||27.11.2020 09:45|
|Only guessing: since the pipe effect ends obviously at the top of the exactFillRootNode, there's probably something wrong with its rigid body. Compare the exactFillRootNode with a Giants default trailer.
Else maybe this trailer has additional invisible collisions at top.
|Mike Firment (mike1000195)||27.11.2020 10:24|
|did you want the mod to be able to check it out? if so ill post tomorrow. im about to head to bed, its almost 4:30 here on the east coast of US, been going at map editing for the past 8 hours lol.
ill check out the exactFillRootNode tomorrow. that was going to be the next thing i was going to mess with. i noticed with the shape of that though, that it doesnt fill the entire trailer, and there isnt a way for me to manipulate the scale (its greyed out in GE). so im not familiar enough yet to know about the direction i should take on changing the size of the exactFillRootNode, if thats what i need to do.
i will do some testing when i wake up later on and report back.
thanks for the help,
|Mike Firment (mike1000195)||28.11.2020 04:44|
|bumping the thread. i messed around with the exactFillRootNode some and all it did was break the fill trigger obviously. so i think you're right that it may be an additional invisible collision at the top. when you stand inside the trailer, your feet stop right about where the end of the grain intake animation stops.
if its any additional help, the filling animation from a silo into the trailer goes all the way to the bottom. its only from combines that the problem occurs.
i checked a default giants exactFillRootNode, and it seems from default it comes hidden in the i3d.. do they have to be hidden when you save the mod? would that effect collision?
also, do you need an exactFillRootNode for both the fill volumes AND the ai targeting? he seems to have 2.
|Mike Firment (mike1000195)||28.11.2020 04:48|
|here's the pastebin of the XML. not sure if any of those variables would constitute any error under <fillVolume> towards the bottom.
|Mike Firment (mike1000195)||28.11.2020 05:37|
|alright here's another update. i tested everything in game also. here is everything i tested. the mod also comes with a pup trailer.:
working animation all the way to bottom in trailers:
both main and pup trailers fill animations work on silo's
working animation all the way to ground:
tested 3 different combines, all of them emptied into filltriggers for silos and onto the ground perfectly fine.
broken animation stopping half way:
tested with main and pup trailers, there are 3 config options for each, tested will all configs on all combines, animation always stops halfway down no matter what i try.
|Bilbo Beutlin (BBeutlin)||28.11.2020 09:37|
|If I were you, I would forget this mod and get something better. ;)
Perhaps contact the mod author to suggest an update.
|Mike Firment (mike1000195)||02.12.2020 23:27|
|got a mod update from the mod author that i didnt know was posted, he listed it as a completely different named mod when he redid the entire mod lol.
thanks for the help though. i guess it was something to do with the collisions, but i still don't exactly know what to do to fix it or if i want to make a trailer for myself in the future.. my goal with that was primarily to learn, not for the sole reason of just having someone fix the issue for me.
thank you for the help though!
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