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Giants Editor Import Fields?

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Created12.10.2020 21:12


Ben Filer (Bfiler95) 12.10.2020 21:12
I don't think i can but is it possible to use an imaging tool to create all the fields for a map and then import/ save as GRLE/GDM file?
I've decided to start making a map again but it needs over 100 Fields created and thought if i could paint them from a Google earth image it would save time painting them. Or is there any way quicker than painting Field by field?

Currently using a sign with the desired map stretched out over the terrain and painting it that way.

Any Tips/Tricks or help would be appreciated.

Thanks,
Ben

Bilbo Beutlin (BBeutlin) 13.10.2020 18:23
No, impossible.
The fields are not designed by graphics, but by describing parameters (transforms).
That means, you cannot create fields by image processing, however by a 3D modeling program (like Maya, 3DsMax etc.)

Ola Haldor Solvik Voll (OlaHaldor) 20.10.2020 20:49
Good news; you can. I've done this myself. It requires a script though.
Follow the manual (it's in German, but it's easy to understand when you translate to English).

https://ls-modcompany.com/forum/thread/5852-fs19-ge-script-fielddimensions-per-bitmap/?pageNo=1


Curious of your 3D modeling method to create fields, Bilbo. Got a link to a video or article on how to do that?

Bilbo Beutlin (BBeutlin) 20.10.2020 21:32
3D modeling programs are vector oriented, in opposite to bitmap/raster oriented paint programs.
In principle a field in FS is described by vertices just like the 3D-programs do.
IIRC a Giants employee mentioned they also use Maya for creating fields in their maps.

You will probably also find useful guides or scripts by searching for "convert raster to vector".

illgib81 07.12.2020 05:26
Well fields, as plot of land to cultivate, are located in cultivator_density.gdm, with the converter you can change it in png and modify.

You could paint some test pattern to get the rgb scale, and paint what you want in photoshop or whatere app you want.

Into the Maps folder delete the cultivator_density.gdm and change into map.13d reference from cultivator_density.gdm to cultivator_density.png, so when you load the editor it load the png and not the gdm, when you save the ed automatically recompile the new gdm, and yo ucan delete the png.

When you finished better revert reference to gdm in the i3d.


On a side note, i might not be a 40 years developer, but i know when i can make a thing, and many are doing plot that way.

Bilbo Beutlin (BBeutlin) 07.12.2020 11:57
What you're talking about, are NOT the field definitions and dimensions. These are described in the map.i3d, usually in transform group "fields".

The density files (cultivator and fruit) follow one step later. Though you can 'paint' new field terrain with it, they are technically different for the game engine.

illgib81 07.12.2020 13:41
And are what op asked for, as he clearly said "painting fields", not define size, you're talking about field dimension for ai missions.

Bilbo Beutlin (BBeutlin) 07.12.2020 15:29
You didn't read the intro post?
The TO asked for a "tool to create all the fields for a map". By definition "fields" are the corresponding i3d entries.
The post of Ola Haldor went already in this direction (converting raster to vector).

If you 'paint' the fields merely as terrain and in the density files, it is not functional completely. If you start such a map without any i3d field definitions, problems will appear at AI as well as on farmland allocation.


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