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Texture Issues with Editor

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CategoryEditor
Created06.11.2016 11:07


James Norred (Cajunwolf) 06.11.2016 11:12
Can anybody out there tell me why this is happening? I've tried everything I can think of. I import it in, set it where I want it, save the map. Now if I reload textures, or the i3d file, all I get is a whit building, or what ever it is I had imported. Now I'm following the "wonderfully complete Giants tutorials" to the letter, so I don't want to hear it. I just want somebody to tell me the freaking truth!! .

http://www.cajunwolf.com/images/fs17/issues/editor%202016-11-06%2003-50-06-479.jpg

Keith Windsor (Unknown) 06.11.2016 14:43
You have imported the object but the locaiton of the texture is not saved correctly in the map file.
Open your map .i3d file in notepad and look at the lines relating to the location of your textures. You will see that they are not pointing to the right place (they will be showing the location of the folder where you imported from, instead of a correct locaiton in your mod map).

I'm not an expert but I am halfway into building a map, so I don't know if there is a better way - but this is what I do:

1 Import the object into map.
2 save
3 close editor and open your map i3d in notepad. You will see new lines have appeared listing the locaiton of the textures. You ned to make sure this location is correct.
4 move the texture files (from the import folder into a folder in your mod map)
5 edit the map file to set the correct location. save

Now when you open map in the editor the textures should appear on your imported object.


James Norred (Cajunwolf) 07.11.2016 00:21
Thanks for the reply Keith.

I've tried that, but nowhere does it mention a path for textures for my imported items, and each will add from one to seven lines to the map01i3d. Some add Material information, but no indication of textures and path. What I have also done is added the texture folder for the object into the maps texture folder with the exact same structure -hierarchy as the object. For instance, a blank map I'm working on has a textures folder, and most of the structures are contained in a folder named animal_buildings so the path is textures\animal_buildings\textures name, or textures\railroad\textureName. So what I did was add the texture path for the imported object, in this case the residentialBuilding01 from Goldcrest like so, textures\goldCrestValley\textureNames.dds, and it still doesn’t work. As to the texture calls, they list like so …

<File fileId="184" filename="textures/building_animals/aboveGroundPoolDeck_diffuse.png" relativePath="true"/>

So to add the textures for my objects Ijust use the next available fileId number and add it in like so?

<File fileId="225" filename="textures/goldCrestValley/imageName.png" relativePath="true"/>
I can’t find a fieldId for the objects anywhere else.

Suggestions?



James Norred (Cajunwolf) 07.11.2016 00:21
Thanks for the reply Keith.

I've tried that, but nowhere does it mention a path for textures for my imported items, and each will add from one to seven lines to the map01i3d. Some add Material information, but no indication of textures and path. What I have also done is added the texture folder for the object into the maps texture folder with the exact same structure -hierarchy as the object. For instance, a blank map I'm working on has a textures folder, and most of the structures are contained in a folder named animal_buildings so the path is textures\animal_buildings\textures name, or textures\railroad\textureName. So what I did was add the texture path for the imported object, in this case the residentialBuilding01 from Goldcrest like so, textures\goldCrestValley\textureNames.dds, and it still doesn’t work. As to the texture calls, they list like so …

<File fileId="184" filename="textures/building_animals/aboveGroundPoolDeck_diffuse.png" relativePath="true"/>

So to add the textures for my objects Ijust use the next available fileId number and add it in like so?

<File fileId="225" filename="textures/goldCrestValley/imageName.png" relativePath="true"/>
I can’t find a fieldId for the objects anywhere else.

Suggestions?



James Norred (Cajunwolf) 07.11.2016 00:24
I have no idea why it did a double post. Perhaps they made this forum with the GE editor? Just joking, but why not use the same forum software that y'all are using for the main Giants Software portal?

James Norred (Cajunwolf) 07.11.2016 04:27
That didn't work either After adding the textures into the map structure (textures/goldCrestValley/textureName.dds) I added the following lines to the map01.i3d in Notepad++.

<File fileId="224" filename="textures/goldcrestValley/buildingDetails_diffuse.dds" relativePath="true"/>
<File fileId="225" filename="textures/goldcrestValley/buildingDetails_normal.dds" relativePath="true"/>
<File fileId="226" filename="textures/goldcrestValley/buildingDetails_specular.dds" relativePath="true"/>
<File fileId="227" filename="textures/goldcrestValley/buildingWindows_diffuse.dds" relativePath="true"/>
<File fileId="228" filename="textures/goldcrestValley/buildingWindows_normal.dds" relativePath="true"/>
<File fileId="229" filename="textures/goldcrestValley/buildingWindows_specular.dds" relativePath="true"/>
<File fileId="230" filename="textures/goldcrestValley/buildingWindowsLit_diffuse.dds" relativePath="true"/>
<File fileId="231" filename="textures/goldcrestValley/residentialBuilding01_specular.dds" relativePath="true"/>
<File fileId="232" filename="textures/goldcrestValley/residentialBuilding02_specular.dds" relativePath="true"/>
<File fileId="233" filename="textures/goldcrestValley/residentialBuildings_diffuse.dds" relativePath="true"/>
<File fileId="234" filename="textures/goldcrestValley/residentialBuildings_normal.dds" relativePath="true"/>

And nothing has changed. I searched the i3d via Search-> Find residentialBuilding01-> Find All in Current Document, and the results were ...

Search "residentialBuilding01" (2 hits in 1 file)
S:\games\Farming Simullator 17\issues\map01.i3d (2 hits)
Line 17: <File fileId="231" filename="textures/goldcrestValley/residentialBuilding01_specular.dds" relativePath="true"/>
Line 1620: <TransformGroup name="residentialBuilding01" translation="456.705 0 83.8154" rotation="-0 270 0" clipDistance="800" nodeId="113196">

Any clues, anybody?







Robert L (Spartan086) 07.11.2016 09:26
<TransformGroup name="residentialBuilding01" translation="456.705 0 83.8154" rotation="-0 270 0" clipDistance="800" nodeId="113196">

Isn't that missing a materialsIds="###" pointing to the Material that in turn is pointing to that texture?

When you import it, is it white from the start or does that happen only after you press "reload textures"?

Can you post the <Material> and all <File> tags that it reffers to?

James Norred (Cajunwolf) 07.11.2016 09:44
It's okay until I hit reload textures, or view port, then goes white. The residentialBuilding01 is from Goldcrest, and it doesn't produce and Materials information. It also just disappears like the gasStation01, but it's addons like windows, gutters, and lights and such. Some do have Materials calls, like the grainElevator01, and gasStation01 from FS17 Sosnovka, but they don't have any texture calls within the materials calls like they should.

Keith Windsor (Unknown) 07.11.2016 10:36
Sorry it didn't work. It works for me. I never mess with the id numbers, I don't know enough.

I'll explain again in case I wasn't clear.

Let's say the object that I want to import is in a folder on my desktop. It should also contain textures for that object If it doesn't then it will indeed appear white in your map.
Assuming the texture files are there I'm happy to use that object so would then do the follwing:

Import into editor. Save map.
Now when I look at the i3d file in notepad I can see a few lines have been added. BUT here's the thing - the address in those lines will ot find the textures UNTIL you copy them into your map folder.
So for example if one of the lines says
<File fileId="66" filename="custom/lowerfarm/conveyorBelt_diffuse.png" relativePath="true"/>
then you must create that folder structure in your map mod and put the texture into it (I copy it in from the original object folder on my desktop)
Save the amended file.

Now when I load the map back into the editor it should work fine.
It's all about the location of the texture files.

I must say I am surprised the editor doesn't sort out the textures automatically but then again I may well be doing this the long way and it might be capable if i knew how.

Robert L (Spartan086) 07.11.2016 11:29
I don't know how you export/import the building but I'll try to give you a guide;

I assume you have a unzipped a blank modmap (juding by the image) to somewhere on your computer, let's say that you put it in C:/FS17Modding/Mymap

1) Open Goldcrest Valley from the FS17 installation folder. Select the building that you want to Export.
2) Choose File -> "Export selection WITH files"
3) You will be prompted to choose a destination; choose "C:/FS17Modding/Mymap/maps" (this should be where your map01.i3d is located)
4) Save your building as "Somebuilding.i3d" and when asked if you want to keep parten directory; choose yes.
5) Open "C:/FS17Modding/Mymap/maps/map01.i3d" and choose File -> Import and navigate to you "Somebuilding.i3d", import it.
6) Save and reload map and see if it works.

If it did NOT work; please open your "Somebuilding.i3d" in a text editor and paste the content in your next reply here. (Atleast the <Files> section to start with)

(7) If it worked, delete the "Somebuilding.i3d" so it doesn't waste space)

James Norred (Cajunwolf) 07.11.2016 20:03
Robert, that's exactly how I'm doing it time after time, and I get the same results every time.

James Norred (Cajunwolf) 08.11.2016 23:59
Anybody have any Idea what I can do to fix this problem? Is there a new editor on the way?


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