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Created30.06.2015 10:57


Meint Postma (Unknown) 30.06.2015 11:02
Hello,

I have another question about the GIANTS editor, is there a way to 'export' all trees into a sub map.

Here is a picture of my question:

https://plus.google.com/114554161925235313640/posts/W5gcNtiLXNv?hl=nl&pid=6166092267175994850&oid=114554161925235313640


I want all trees in another transform group so Its more cleare for me...



Emil Drefers (Unknown) 30.06.2015 15:43
Hi,

yes you can do this.

The option is called "Export selection with files" and can be found in:
menu bar ->file

Probably you want to export one tree per tree type?
In this case create a new transformgroup to past a tree of every kind into.
Afterwards export this transformgroup to a seperate i3d file.

You can also find the trees in a subfolder of the map:
....\...\data\maps\models\natural\trees


Cheers,
Emil

Meint Postma (Unknown) 01.07.2015 20:30
Hello Emil,

As always, thanks for the reply! It works!

My map is in the final stage (testing).. But now I see that the gameplay won't save if I save the gameplay of my map it says: saving... and saving... and saving.... But nothing happens..

Is there a solution to fix this saving problem?

The saving of my map is the only problem, the loading time is less than 10 seconds of my mod map..

I was searching on the internet about this 'saving problem', but I didn't found anything about this problem..

This is not a problem in the GIANTS editor. But its an gameplay issue.,

What do I have to do?


Cheers,
Meint


Emil Drefers (Unknown) 02.07.2015 07:16
Hi,

hard to say.

Maybe you are using some mods?
Try to remove all of them and test it again, eventually one of the mods is the reason for this problem.

Cheers,
Emil

Meint Postma (Unknown) 02.07.2015 07:46
Hello Emil,

I have only mods from the official website, are those mods having errors? Well l remove them but I don't think it would help.

Its only my mod map that won't save, I hope there is a solution for it.

Otherwise I would sent my game log to you this morning.. If its needed..

Cheers,
Meint



Emil Drefers (Unknown) 02.07.2015 13:12
Hi,

a look into the log.txt is never wrong and might help.
So you could upload it to pastebin and i'll have a look.

The mods from Mohub are tested and should not cause any errors, at least the ones which are not BETA.
But you'll never know ... sometimes there's an error left.
So to get sure and test your own work correctly it is alwys a good idea to test it without any mods.

Cheers,
Emil

Meint Postma (Unknown) 02.07.2015 14:28
this is my game log without any mods.. >

GIANTS Engine Runtime 6.0.2 64bit (Build Date: Jun 12 2015)
Copyright (c) 2008-2015, GIANTS Software GmbH (giants-software.com), All Rights Reserved.
Copyright (c) 2003-2015, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2015
Main System
CPU: Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz
Memory: 12165 MB
OS: Windows NT 6.2 64-bit
Physics System
Version: 5.9.4
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick disabled
Force Feedback disabled
Sound System
Driver: NULL
Render System
Driver: OpenGL
Card Vendor: NVIDIA Corporation
Renderer: GeForce GTX 760/PCIe/SSE2
Version: 4.3.0
Shader Version: 4.30 NVIDIA via Cg compiler
max_texture_layers: 16
OpenGL initialization successful
Hardware Profile
Level: Very High (auto)
View Distance Factor: 1.300000
Shadow Quality: 2.000000
Skip Mipmaps: 0
LOD Distance Factor: 1.300000
Terrain LOD Distance Factor: 2.000000
Foliage View Distance Factor: 1.600000
Volume Mesh Tessellation Factor: 0.750000
Tyre Tracks Segments Factor: 4.000000
Farming Simulator 15
Version: 1.3.0.1 1.3RC1
Available Languages: en fr es it nl pt
Language: nl
Game vehicle types loaded
Mod directory: C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods/
Load dlc: pdlc_itRunnerPack
Load dlc: pdlc_jcbPack
Load mod: FS15_newHollandLoaderPack
Load mod: myModMap
Register vehicle type: pdlc_itRunnerPack.hookLiftTrailer
Register vehicle type: pdlc_itRunnerPack.hookLiftContainer
Register vehicle type: pdlc_itRunnerPack.hookLiftContainerTrailer
Register vehicle type: pdlc_itRunnerPack.hookLiftContainerDynamicMountAttacher
Register vehicle type: pdlc_itRunnerPack.hookLiftContainerManureBarrel
Register vehicle type: pdlc_itRunnerPack.hookLiftContainerManureSpreader
data/cameraPath01.i3d (0.53 ms)
data/cameraPath02.i3d (0.35 ms)
data/cameraPath03.i3d (0.33 ms)
data/sky/sky_day_night.i3d (6.18 ms)
data/sky/rain.i3d (1.38 ms)
data/sky/hail.i3d (0.86 ms)
data/sky/dust.i3d (0.76 ms)
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture3.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture5.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Bostadshus/Stuga3.dds raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture6.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Bostadshus/Stuga1.dds raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture8.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture9.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/objects/barbwire fence/fence_AO.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/objects/barbwire fence/normal.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/objects/mecanicgarage/muhelycucc.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture1.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture4.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Jakttorn/Jakttorn.dds raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture7.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Uthus/Skjul.dds raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture2.png raw format.
Warning (compatibility): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture10.jpg width or height doesn't equal 2^n.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture10.jpg raw format.
Error: Failed to open xml file 'C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/shaders/treeBillboardShader.xml'.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture0.png raw format.
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/textures/terrain/rock_diffuse.png raw format.
C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/map01.i3d (6303.42 ms)
data/vehicles/steerable/sampoRosenlew/sampoRosenlewC6.i3d (54.31 ms)
dataS2/character/player/player.i3d (235.83 ms)
data/vehicles/cutters/sampoRosenlew/sampoRosenlewC6.i3d (16.14 ms)
data/vehicles/steerable/huerlimann/huerlimannH488.i3d (38.05 ms)
data/vehicles/trailers/brantner/brantnerE8041.i3d (8.89 ms)
data/vehicles/steerable/deutz/deutzAgroStar661.i3d (39.07 ms)
data/vehicles/tools/koeckerling/koeckerlingTrio300M.i3d (16.91 ms)
data/vehicles/particleAnimations/koeckerling/koeckerlingTrio300M.i3d (4.65 ms)
data/vehicles/tools/suer/suerSB1000.i3d (3.97 ms)
data/vehicles/tools/poettinger/poettingerVitasem302A.i3d (20.86 ms)
data/vehicles/particleAnimations/poettinger/poettingerVitasem302A.i3d (1.26 ms)
data/vehicles/tools/suer/suerSB700.i3d (1.21 ms)
data/vehicles/tools/kuhn/kuhnVariMaster153.i3d (22.49 ms)
data/vehicles/particleAnimations/kuhn/kuhnVariMaster153.i3d (1.39 ms)
dataS/character/player/playerCCT.i3d (5.66 ms)
Error: Running LUA method 'onSaveStartComplete'.
D:/Code/Giants/lsim2015/build/finalbin/dataS/scripts/economy/EconomyManager.lua(679) : attempt to index field 'fieldDefinitionBase' (a nil value)


Meint Postma (Unknown) 02.07.2015 14:29
the log shows a lot of weird performance problems.. and what is "LUA method onSavestartcomplete?

Without all my mods it has the same problem as first > the map doesnt save the progress... Is there something wrong with my mod map?

I hope there is an solution to fix it, removing buildings out of the map is not a solution I hope, because the buildings are making the map..

Cheers,
Meint

Emil Drefers (Unknown) 02.07.2015 15:32
Hi,

first of all you should try to get rid of these warning messages:
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture3.png raw format.

They are not causing the problem/crash, but if you convert the PNG files to DDS the map will load faster.

Note: You don't have to replace the texture name in the i3d file.
Just convert the existing texture files from PNG to DDS.
The engine and the Editor will search for a DDS file first, even if the texture name ends with .png


Now, let's have a look at this error message:

Error: Running LUA method 'onSaveStartComplete'.
D:/Code/Giants/lsim2015/build/finalbin/dataS/scripts/economy/EconomyManager.lua(679) : attempt to index field 'fieldDefinitionBase' (a nil value)

As it seems you don't have any field definitions.
Please set up at least one field definition, even it is a dummy and completly useless.
The game expects to find some field definitions.


Cheers,
Emil


Meint Postma (Unknown) 02.07.2015 15:46
Hello Emil,

Thanks for your time, the last step of the fields did worked!! My map is saving now! Awesome!!

The other steps I will figure out an other moment. You need paint.net to convert .png to .DDS I think?...

But thank you very much for solving this problem!

Cheers,
Meint

Meint Postma (Unknown) 02.07.2015 16:07
And an other little question, what are the rules of the map if I will upload it for the modcontest?

Do I need to make sure that there aren't performance problems in the log.txt? Like you're seeiing in my log.txt which I sended a few posts ago..

And are there other things which may helpfull to know, when I will join the modcontest?

This will be my last question ;)

Cheers,
Meint



Emil Drefers (Unknown) 03.07.2015 08:04
Hi,

there different conerters from PNG to DDS.
Paint.Net can do it as far as I know - maybe you need aplug in for that though.
For Adobe Photoshop there is a plugin by NVIDIA.

Well, there are "no rules" for the modcontest, except
- it has to be your work or you must have an agreement with the author of objects to be allowed to use them
- it must be able to run (at best without any errors or warnings :) )

In the end you could still win the contest even if your map has errors, because the users decide which mod they like best and might not check the mods for errors ;)

But in any case you should convert the PNG files to the DDS format, even if you don't send the map to the contest - it is just common sense and makes sense ;)


Cheers,
Emil



Meint Postma (Unknown) 03.07.2015 08:43
Thanks,

The map is 100% mine but the buildings not.. I can't find the maker of it..

I converted al .png files tot DDS but as I load the game some buildings having a weird texture thing (the buildings where I converted the .png to DDS), I mean the textures are the same, but If your moving your mouse the building texture makes weird things, hard to explain, but I will let it by DDS files, but there are no differences between the loading time of PNG or DDS.. But maybe by other users it makes differences I think..

And can you see more errors in my log which must be changed?
Or errors who might get troubles for the players on weaker computers..

Cheers,

Emil Drefers (Unknown) 03.07.2015 11:48
Hi,

buildings are often free to use.
Probably you don't have to worry about it.
But you could try and search for the author of the buildings.

The DDS file type has several different formats (DXT1, DXT3, DXT5, ...).
For parts without any transpareny DXT1 is the format to choose.

You should also save the texture with mip maps! That's another reason why DDS is better for computer games than PNG.

Eventually your textures have been svaed vertically flipped?
Try to check that.

In your log there's one more rror:
Error: Failed to open xml file 'C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/shaders/treeBillboardShader.xml'.
Seems like there's something missing ...


Cheers,
Emil


Meint Postma (Unknown) 03.07.2015 12:09
Hello Emil,

mip maps? What is it? Or what do you mean with that? I know that its something with games and textures and perspective.. But I don't no exactly what it is..

I will convert all the PNG files to DDS (DXT1), my textures are not vertically flipped, otherwise I would have seen it..

And what is the treeBillboardShader? And what can be missed.. What do I have to to fix it? The files aren't there anymore.. Do I need to copy some files from the default map? And what files do I have to search and copy then..

Cheers,

Meint Postma (Unknown) 03.07.2015 12:39
O wait, I found out by myself, everything is now clear to me.. Thanks for all your help..

Cheers,
Meint

Bilbo Beutlin (BBeutlin) 03.07.2015 12:42
For mipmaps in general see https://en.wikipedia.org/wiki/Mipmap

Your png -> dds problem could be caused by the dds converter.
I had the same problem with the GIMP dds plugin. For FS13 it worked fine, but for FS15 it doesn't anymore.
So I changed to Paint.net, where this problem doesn't occur.

Meint Postma (Unknown) 03.07.2015 12:46
Thanks! I also using paint.net.. I converted the PNG file to DXT1 compression.. But the mipmap story is a bit hard to understand,

Cheers,



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