Category | Farming Simulator 19 |
Created | 16.01.2021 23:20 |
Sam Fuller (FullerAgri) | 16.01.2021 23:20 |
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Hi I am new to modding but I kinda have the basics, I have a FordTW that I would like to change the exhaust to a straight pipe from another mod, the tractor that has a really nice straight pipe model that was very easy to export from the mod, I loaded it into blender and did the necessary modifcations to it so it would look right on the TW. When I opened the TW however it was a different story, eveything is laid out pretty badly, the whole body, exhaust, cab etc is one model. I exported it out and loaded it into blender and physically removed the exhaust from the mod seeing as that was the only way I could do it, I loaded it up in GE again and it looked great, I added the textures to the exhaust and it looked exactly how I wanted it to. My problem is that I now have to try and put everything back together but that isn't very easy seeing as most of it is just one complete model so when I try to add the textures to the TW, some parts just wont texture and seeing as I can select those parts seperately I won't be able to texture them at all. So to finally get to the main point of this thread. Does anyone have any tips on fully "dismantling" a mod so that I can put it back together properly and texture it right, this might not even be possible but I thought I would ask here before I give up completely seeing as I have been trying to figure this out all week. TIA :) |
Bilbo Beutlin (BBeutlin) | 17.01.2021 00:35 |
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You should have the textures already assigned in Blender, complete with UV mapping and what you need else. I'd recommand studying general Blender tutorials at first, not dedicated specially to FS. These you can read later, if you have collected sufficient experience with Blender handling. Then you'll might want to search for "fs19 blender udim textures". |
Sam Fuller (FullerAgri) | 17.01.2021 01:08 |
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But is there a way of taking a mod apart and having seperate pieces like exhaust, cab, cab interior etc instead of the mod having everthing as one piece? |
Sam Fuller (FullerAgri) | 17.01.2021 01:10 |
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But is there a way of taking a mod apart and having seperate pieces like exhaust, cab, cab interior etc instead of the mod having everthing as one piece? |
Fuman | 17.01.2021 01:13 |
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This reply will not help you, at least not in the way you would like..... You are attempting to do with an exhaust, the very same thing that I am attempting to do with the rear hitch of a truck... Also, you yourself have stated in your post the key phrase to guide you to a solution> "I have been trying to figure this out all week"... Inevitably, you reach and pass the point of diminishing returns..(in your and my case it took a week). You won't find the "specific" answer you are looking for in this forum, or anywhere else for that matter. You will find that it WILL take a very very long time of doing "stuff" in blender and Giants Editor, reading articles, doing tutorials, practicing on other things, etc etc, just to one day get to a point where you can swap the exhaust from one tractor to another..... In effect, it is a cumulative process that requires lots of exposure to multiple toolsets... There is no plug and play functionality associated with the models used in this game.... it's a hodge podge of a mess that has been dumped in a pot and called "design".... As time marches on, the technology and methodology that use it will improve, allowing modeling and texturing to be a bit more doable by the layman and journeyman alike.... till then, we're stuck with this bullshit... I have tried everything, short of importing the entire model into blender, uv unfolding it, snipping out the parts of the model I don't want, and then doing a complete retexturing of the altered model..... And if I try, by the time I learn enough to actually get it right, FS21 will be out..... again, diminishing returns... If by chance you figure it out though, please, throw the dog a bone! Fuman |
Fuman | 17.01.2021 01:29 |
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As an example of what I am talking about.... I have the vanilla in-game hitch I want, along with it's associated vanilla in-game texture files, attached to the modded truck.. It looks great in Giants Editor.. I have made the necessary adjustments/additions to the xml and modDesc. The truck shows up in game, but without the hitch.... I'm at a loss.... p.s, my method was to export the hitch from the in-game truck as an i3d file and then import it into the mods i3d, then after making any other changes, I saved the result as its own i3d file... Fuman |
Sam Fuller (FullerAgri) | 17.01.2021 02:09 |
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Started reading that reply and thought you were going to call me an idiot and that I need to go learn how to "properly edit mods" and "learn the basics of GE and Blender before attempting something like that" the usual forum bullshit that you usually find but instead you have made me realise the mods and even vanilla vehicles are just some sort of frankentiens monster and it amazes me that some of them actually work in game, it seems like people make mods that just about work properly. An example I have is when I tried adding window stickers to the in-game 8R it was easy peasy, 2 seperate panes of glass, export them into blender, add stickers, diffuse and specular, export out, everyone is happy, when it came to the 6R however, totally different story, only single panes of glass, none were labled well, no front window or back window, instead they were labled glass 1 and glass 2, for vanilla vehicles to not follow the same simple construction really makes me question a lot about the game, considering there are so many people that play and it is a pretty massive game considering what the game is actually about, the developers seem to have no interest in supporting modders when in reality they have made the game what it is today. I doubt I will have any luck with what seems to be a realatively simple procedure, as it seems to just be a rinse and repeat situation, I keep trying the same thing hoping for a different outcome, however I will message you as soon as I have any developments but for now I am going to close GE and Blender, possibly uninstall them depending on how childish I feel and forget about any possible future I may have in the modding community. |
Fuman | 17.01.2021 02:33 |
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Well, before you call it quits altogether, keep in mind that for the guys that mod, it is an act of passion, they love doing it. And, they have spent all that time that I mentioned previously to get to where they are now....hats off to em ! But, as I said before, it is a hodge podge of many tools, each of which can "get you to Rome", on many many different paths, ie, more than one way to skin a cat etc... The reality though, is that once you are good enough to mod effectively, this game will be forgotten... You will instead be modding some other game, made by some other company... But I do agree with you, Giants Software shows no interest in promoting or helping, via tangible documentation, their modding community.. But in the defense of Giants Software, modding is a double edged sword... Giants reaps the rewards of a well made mod, but they also get the blame for a crappy game if the mods are not so good.... still, if it were me, I would at least hire a few interns and get some viable docs out there. In short, don't give up just yet... take a break, play the game, or play some other game, then come back to where you left off... fresh.... p.s, I forgot to add one of the i3d mappings for the hitch in the xml... now, it shows up in the game.... yaaaaayyyy!!! but it floats about 3 feet in the air behind the actual truck..... booooooo!!! Fuman |
Sam Fuller (FullerAgri) | 17.01.2021 04:00 |
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Funniest conversation i've had in a forum :') i'm glad you managed to get it somewhat figured out in the end, I have moved away from trying to swap exhausts and I have now moved onto trying to add numberplates to tractors. i'll probablt get nowhere with this aswell but you don't learn if you dont experiment :) |
Sam Fuller (FullerAgri) | 17.01.2021 04:04 |
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Funniest conversation i've had in a forum :') i'm glad you managed to get it somewhat figured out in the end, I have moved away from trying to swap exhausts and I have now moved onto trying to add numberplates to tractors. i'll probablt get nowhere with this aswell but you don't learn if you dont experiment :) |
Sam Fuller (FullerAgri) | 24.01.2021 04:13 |
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Ok so I took a break for a few days and decided to go back at it this evening and to my surprise I figured out how to work around the issue i was having. my only issue now is that only some parts are importing back into the right places, there are 2 seperate chassis which are both pretty much exactly the same but some parts spawn in the same place as the other chassis? |
Joe Miller (jm44807) | 26.01.2021 15:16 |
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check this video https://www.youtube.com/watch?v=lRDPuKh9gow. it helped me understand how it works he has another video that takes you thru making a mod this way. you need to use his id3 exporter for blender (linked in his vid) not the one on giants website. goodluck |
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