|Eyk Neidert (Unknown)||08.11.2014 15:04|
| I ve been long years in Editing Combines and trailers for myself. The old Fruitplane System is gone with ls15.
In the old Friutolane System, i correct visual Oroblems with the Fruit Planes with Scaling or Translationin the XML File. The Fruit Plane was controlled by the XML Entrys in the most cases.
This includes Filling and Unloading, specally the Fill Heights at the corresponding Filllevels in percent.
NOW in LS15 i have a FILLVOLUME as OBJECT in the Node Line. In the XML is one Entry only.
No more Scaling or translating and so on.
HOW can i edit the Fillheights and dimensions without to have export and edit the Fillvolume Model?. How do functioning the Fill System exactly?
Many Trailers and the NH Cr10.90 and both Case IH Combines will not right full visually..
Thats interfere my gameplay and feeling. There is a lack of Reality in this case.
I observe in my Reallife our locally farmees an make Photo and Video Documentations, then i deal intense with modern Farm Machinery.
Greetings to Switzerland
|Emil Drefers (Unknown)||09.12.2014 16:29|
the only thing you have to do is to create a shape (volume) which fits into your mod vehicle.
Well, for the start you may only create simple cube. (just for testing and fallback)
If this works you can try to create more complex shapes.
So, the engine takes the cube and creates a fillVolume from its shape.
Check the last post in this topic:
Well, you have to pay a bit of attention when creating a shape which should be used as a fillvolume.
You can either try to remove all triangles or you try to set them correctly.
As always take a look at our models (fillVolumes) ;)
About the reality aspect ...
We know that it could be better and we're going to improve the technique in the future.
|Eyk Neidert (Unknown)||24.01.2015 04:20|
|My Problem now.. I try to create a FillVolume Shape file.
On the first try i became an Error Message..
Warning: FillPlaneGeometry shape geometry must be called 'fillVolumeShape', not 'fillVolume'
In the GE it is visible that the normal Name of the Fil Volume is " fillVolume" an in the second section its called the same.
BUT is must be fillVolumeShape, an this is noticeable on the standard combines that camewithe the game.
NOW my Problem is . HOW i become to, that the importet and created Fillvolume.i3d become the Name ot Attribute fillVolumeShape ?? Normal renaming does nothing..
HOW that goes ?.. witth Blender is isnt possible
|Ismael Artacho Angel (Unknown)||10.03.2015 21:27|
|I created a new fillVolume, back I can't see the grain in the game, that need change?
|Emil Drefers (Unknown)||11.03.2015 08:04|
@Eyk: Sorry for the late reply.
I can't say how to do it with Blender because I don't use it, but in Maya you can give a rename not only the object but also teh shape.
I guess it should be the same for Blender.
Yes, it seems like the shape you have created does not have all dependecies fullfilled.
Here are some suggestions:
- ground must be on a even level, the top too
- start with a rather simple object and refine it stepwise
- eventually try to adjust the edges of the triangualted object. The algorithm tries to find the fastest way from top to bottom by walking along the edges
|Ismael Artacho Angel (Unknown)||12.03.2015 01:16|
This is my fillVolume:
|Emil Drefers (Unknown)||12.03.2015 09:41|
hard to judge because of the camera perspective.
But probably one or more requirements are not fullfilled.
Please start with a cube first to test if it works at all (xml attributes are correctly set, shape name, etc.)
Afterwards try to make a more complex shape step by step.
|Ismael Artacho Angel (Unknown)||15.03.2015 21:13|
With a normal cube works well :) that problem is solved, thank you very much. One last question, What I need to change so that the grain hopper has the correct color crop harvest?
|Emil Drefers (Unknown)||16.03.2015 08:22|
the color (texture) of the fillVolume is set automatically.
That's very handy, because in this way all fillVolumes will have the same texture for a specific kind of fruit/crop.
So, you can't really change it and you shouldn't have to.
(Well, actually you could change it for a mod map, but I guess it's not neccessary)
|Pierre S (Apocalypse)||16.03.2015 20:31|
I Have another problem with my FillVolume.
I create a script for manual empty my trailer. when i unload, my fillLevel is update but my FillVolume (plane) is not update.
I use :
There is a new feature to update the plane fillVolume?
|Emil Drefers (Unknown)||17.03.2015 09:53|
yes, the default function looks now like this:
function Fillable:setFillLevel(fillLevel, fillType, force, fillSourceStruct)
fillLevel: new fill level
fillType: fill type
force: force filling/emptying if trailer is already filled with an other frit type
fillSourceStruct: is an array, let's call it fss for simplicity
fss.x, fss.y, fss.z :: coordinates of the origin from where the fillVolume is getting emptied/filled
fss.d1x, fss.d1y, fss.d1z :: directional vector
fss.d2x, fss.d2y, fss.d2z :: directional vector
The two directional vectors define the area which is used to empty/fill the fillVolume.
A smaller area will create a steeper hill/sink and a larger area fill create "a more flat" hill/sink.
Try to understand by checking some default vehicles and compare their behavior ingame ;)
|Pierre S (Apocalypse)||17.03.2015 10:08|
Thank you very much for your quick response :)
Your function work and my problem was resolved ;)
|Ismael Artacho Angel (Unknown)||17.03.2015 21:58|
|Hi Emil, the crop cotton isn't brown, is white, because this I want change the color. Regards.
|Ismael Artacho Angel (Unknown)||27.03.2015 02:04|
|How could change the color?
|Emil Drefers (Unknown)||27.03.2015 09:49|
the materials for the fillVolumes are loaded by the following command:
This command should be in your "SampleModMap.lua".
If you want to add a new fruit to it, you have to copy the "fillPlane_materialHolder.i3d" to your mod map.
Don't forget to copy teh textures too!
Or you "export with files" ;)
Eventually the textures are already in the right place: ...\mods\modMapSDK\vehicles\fillPlanes\...
In the end you also have to adjust the "fillPlane_materialHolder.i3d" to support the new fruit type.
Try to understand all of the information in this file by opening it with the GIANTS Editor and a texteditor.
Surely you want to do the same for the "particle_materialHolder" too ;)
|Ok, work fine with new fillplane_material.i3d, but I have error with particle, the giants editor show the next error:
Error: Could not parse GISL program.
(409): ERROR: 'mResultAlpha' : undeclared identifier
|Emil Drefers (Unknown)||01.04.2015 09:20|
hard to say what the exact error is.
Probably you did something wrong.
Just try it again and think twice about every step you take.
|Jeremy Bishop (Unknown)||02.08.2015 19:47|
|I would also like to know how to change the color of a crop. I found the file you mentioned in the Lua but how do I open it or edit it to add the new fruit type? Where does it need to be copied to? Thanks for any help.
|Emil Drefers (Unknown)||03.08.2015 11:16|
you can't change just the color, because the materials always use a texture file.
This means, that you would have to edit/replace the texture.
If you open the "fillplane_material.i3d" with the GIANTS Editor you can use the "material panel" to see the used texture.
Before you change something you should copy the "fillplane_material.i3d" by using "export all with files" to your mod map.
Afterwards do the changes to the material.
Finally replace the line in the SapleMod.lua as explained above.
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