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Created18.11.2019 23:02


Leigh Mike (LesiuApple) 18.11.2019 23:02
Hey how to make fill effects , when I do plane model there is no material in game and in log is error .

Error: 'Mesh' (MeshShape) doesn't have all required vertex attributes for material 'potatoes_mat211'. in log


Bilbo Beutlin (BBeutlin) 18.11.2019 23:51
I don't know what you're up to, but in principle the GE can't create proper textured shapes from scratch. This must be done by an external 3D program.

Leigh Mike (LesiuApple) 19.11.2019 01:03
I created right plane in Maya than import it to GE and its not working like i wrote up

Bilbo Beutlin (BBeutlin) 19.11.2019 10:00
The FS19 uses a different texture system (than predecessors).
Beneath UVs are also additional vertex infos required.
Google for "maya vertex attributes".

Leigh Mike (LesiuApple) 19.11.2019 10:09
This will help me?

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Editing-polygons-Transfer-vertex-attributes-htm.html

Bilbo Beutlin (BBeutlin) 19.11.2019 10:25
I don't know (since I don't use Maya) - so try out.
If you have problems transferring the stuff to GE, ask in subforum "Maya Exporter".

Leigh Mike (LesiuApple) 19.11.2019 11:21
Which program do you use ? And how you do it ?

Bilbo Beutlin (BBeutlin) 19.11.2019 14:38
Since I've never created meshes for landscaping, I can't say very much about. *g*
And all difficulties I had with vehicles I could solve so far by extensive googling.

Some ideas I have for you:
- check if in your shape "Tangents" is enabled
- use another shader, perhaps a FS17 legacy shader from $data/fs17support/shaders
- search a similar shape in default maps for comparison. Perhaps you can use something like a fillPlane.
- alternatively create the surface with terrainDetailHeight

Leigh Mike (LesiuApple) 19.11.2019 16:26
I need mesh to fill animation to my potatoCombine.

Bilbo Beutlin (BBeutlin) 19.11.2019 17:16
uh? *g* on the image it looked like landscape.

A fixed mesh for fillPlane is obsolete and looks ugly compared with actual vehicles, which all have dynamic fillPlanes.
Why don't you use the FS19 standard method?

Leigh Mike (LesiuApple) 19.11.2019 17:24
Sorry , I was try to not show results of my project. That’s my first mod , how to do that ?

Actually its not a fillplane for tank but for tape animation.

Bilbo Beutlin (BBeutlin) 19.11.2019 17:53
Look at the default sugarbeet and potato harvesters like eg. Holmer, Ropa, Grimme.
The dynamic fillPlane is calculated automatically by the <fillVolume> properties in xml and i3d.
Others like conveyor, particles etc. by animations or special effects. Since this is prepared already in the specialization scripts, it must merely be adapted in xml and i3d. No need for extra stuff like creating fillPlane meshes and similar.

Leigh Mike (LesiuApple) 19.11.2019 18:38
Its still not working


Leigh Mike (LesiuApple) 19.11.2019 18:41



Leigh Mike (LesiuApple) 19.11.2019 18:43


Bilbo Beutlin (BBeutlin) 19.11.2019 21:21
Google for "fs19 texture system" - You'll find several guides, also on YouTube.

Leigh Mike (LesiuApple) 19.11.2019 22:22
For what i need texture system ? I only need to fix this error

Leigh Mike (LesiuApple) 19.11.2019 22:24
For what i need texture system ? I only need to fix this error

Derek Squire (dezza069) 19.11.2019 22:50
Understanding the FS19 Texture System (better) will probably help you fix the error...

Leigh Mike (LesiuApple) 19.11.2019 23:02
What it has common <effectNode effectNode="0>16|0" effectClass="MorphPositionEffect" materialType="belt" delay="0" fadeTime="4" scrollLength="12" scrollSpeed="2"/>


with Texture System

Leigh Mike (LesiuApple) 19.11.2019 23:10
What it has common <effectNode effectNode="0>16|0" effectClass="MorphPositionEffect" materialType="belt" delay="0" fadeTime="4" scrollLength="12" scrollSpeed="2"/>


with Texture System

Bilbo Beutlin (BBeutlin) 20.11.2019 00:25
What you've posted 18:38 looked like you're still searching for a solution to fix the vertex attribute error. And for this you need a deeper understanding of the new texture system.

If you are now trying the standard methods with animations and effects, you must examine and understand the functionality and correlation in a default harvester and port that to your model.

But you shouldn't expect that others write the code for you. And with a simple "doesn't work" nobody can help you.

Anyway - I'm out here.

Leigh Mike (LesiuApple) 20.11.2019 00:38
I'm not expect someone do everything for me, i want to learn it and make it without problem by myself, but some helpful links etc. will help me

Leigh Mike (LesiuApple) 21.11.2019 09:26
I found a post where someone write that I have to animate UV . Thats good idea ?

Bilbo Beutlin (BBeutlin) 21.11.2019 11:16
You didn't examine yet the default harvesters, did you?

If you look at the conveyors, you'll see (in window material edit) that the moving belt is visualized by vehicleShader -> uvScroll.

Leigh Mike (LesiuApple) 21.11.2019 11:29
I examined all of default harvesters and I readed a book about modding , I know how to do uvScroll I’ve got all animations like this all I need now its MorphPositionEffect

Bilbo Beutlin (BBeutlin) 21.11.2019 12:01
To be honest, if you don't take the initiative to do your own research and ask about every little thing, you won't get far.

Google for "shader morph position" and you'll (perhaps) get the meaning.

In FS often the morphing is applied to let any movement look more realistic. Browse through the LUAs and you'll find "morphPosition" quite often, eg. also at the wheels deforming when rolling.

Leigh Mike (LesiuApple) 25.11.2019 13:27
I know what is this and how its work but I dont know how to set COLOR,TEXCOORD1 . There is no info in internet .

Bilbo Beutlin (BBeutlin) 25.11.2019 13:36
Then you didn't search enough. I've found several articles in web which describe these themes. Also with practical exercises on the different 3D-programs.

Leigh Mike (LesiuApple) 25.11.2019 13:57
I only found articles about setting texcoord in unity or unreal engine. So if I understand I can set it in other program and it will be working in GIANTS ENGINE

Bilbo Beutlin (BBeutlin) 25.11.2019 14:21
Yes - you MUST setup all the material stuff in 3D-program already. The GE acts merely as object -> i3d/xml converter/assembler (where you can do some minor changes).

Leigh Mike (LesiuApple) 25.11.2019 14:58
But only Maya, 3Ds MAX and blender has got exporter to i3d but there is no option in this programs to set texcoord. Can you tell me which program should I use to do this . I will do the rest

Bilbo Beutlin (BBeutlin) 25.11.2019 15:27
It works with all the cited programs. Even with others which can export formats like FBX.
You'll probably need a second UV.

Sorry, but here is not the right place to teach you handling of a certain 3D-program. There are lots of guides and tutorials in web.

Leigh Mike (LesiuApple) 25.11.2019 16:57
Okey, I think thats help me enough


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