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Prefabs/placeables

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CategoryFarming Simulator 22
Created26.01.2023 07:17


Dule Savic (delija25) 26.01.2023 07:17
Hi guys, could somebody perhaps help me out with this? I want to make a map that others can download and play. Say i want to make a new house, or a car dealership that follows with the map. Do i put it in the prefab folder? If so, does that i3d file needs an xml...descmod?
2. How do you decide what goes in the prefab folder and what in the placeables?
Thanks

Snake Man (snakeman) 26.01.2023 12:18
You should always use Required Mods, meaning an existing mod out there which you just reference from placeables.xml or directly in your TERRAIN.i3d (giants editor save file).

If you are modeling a brand new building etc object, make it standalone mod, release it and then use as required mod in your terrain.

Too many people in the past few years create terrains where they take (usually without permissions) other peoples models + textures and just dump everything into their terrain dir, this method is very bad.


Dule Savic (delija25) 26.01.2023 13:58
I am modeling brand new buildings and making my own textures. I have been looking around on different forums and i got impression that the mayority out there prefer maps without required mods. Thay want everything built in. So my problem is, how do i do it. Just make a folder inside my map folder, put all the models and textures inside and than i just import them in the GE from that folder and thats it? I dont have to make any xml for each model like with placeables building mods?

Colin Smith (WrinkleysRule) 26.01.2023 20:03
Use the ingame maps for referenceLook at how the vanilla maps are set up, for example ElmCreek contains many buildings that are part of the map and not placeables.
As you are creating your own buildings etc required mods are not needed or necessary only really required if you can't be bothered to create your own.

Dule Savic (delija25) 26.01.2023 20:17
One more thing, i am cirrently in the process of making of all the roads. I'm creating them the same way as the houses, i3d file. I am using 3dsmx. First i tryed to do everything as one object but when imported in GE and clicking on first person mode and just try to walk on them, i come to some invisible barrier. I cant walk through. I tryed to split the road system into smaller pieces, import one by one piece but still some of the pieces have that barrier. Anyone can help me out with this? ????

Dule Savic (delija25) 26.01.2023 20:19
One more thing, i am cirrently in the process of making of all the roads. I'm creating them the same way as the houses, i3d file. I am using 3dsmx. First i tryed to do everything as one object but when imported in GE and clicking on first person mode and just try to walk on them, i come to some invisible barrier. I cant walk through. I tryed to split the road system into smaller pieces, import one by one piece but still some of the pieces have that barrier. Anyone can help me out with this? ????

Colin Smith (WrinkleysRule) 26.01.2023 20:27
It sounds like you have a colision mesh offset set on your road only the road bed should have a collision and that should be Bit Mask( Hex) 400df (Bit Mask (Dec) 262367), once again use the vanilla maps as a guide for setting collisions.
Here is a link to creating roads using Blender that you might find usefull

https://farmerboysmodding.com/index.php?/topic/2413-export-a-spline-from-giants-editor-into-blender-to-create-roadsrailways-updated/


Dule Savic (delija25) 30.01.2023 22:35
Thanks ????


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